take more DMG ability

J

JJooKKoo

Guest
A need ability that when cast on enemy that enemy to take more dmg from attacks .Is there ready skill for that or i must use trigger i how to do it
 
Reaction score
333
If you want the unit to take more damage from everything, then you'll have to trigger it. If you only want the unit to take more damage from attacks, armor reduction is best.
 
J

JJooKKoo

Guest
i wish the enemy to take lets say 30% more dmg from normal attacks
but i cam make another skills that make enemy unit take more dmg from spell attacks , and from all kind of attacks . With armor reduction i cannot set the exact % witch i wont unit to take . So what trigger i should use for all three possibility (more dmg from - normal attacks , spell attacks , and all attacks )
 
Reaction score
333
i wish the enemy to take lets say 30% more dmg from normal attacks
but i cam make another skills that make enemy unit take more dmg from spell attacks , and from all kind of attacks . With armor reduction i cannot set the exact % witch i wont unit to take . So what trigger i should use for all three possibility (more dmg from - normal attacks , spell attacks , and all attacks )

30% more damage from normal attacks:
Not possible as far as you need be concerned.​

30% more damage from spell attacks: not possible unless you either:
A. Use a complicated damage checking system that is not practical for the sake of a single ability.​

B. Add a spell resistance ability with a negative value to the target and then remove it after a certain duration. (this will not stack properly with hero armor spell resistance and will not stack at all with other spell resistance abilities).​

30% more damage from all damage types:

Code:
Damage Amp
    Events
    Conditions
        ((Triggering unit) has buff <Buff from your damage amp spell>) Equal to True
    Actions
        Unit - Cause (Damage source) to damage (Triggering unit), dealing (0.30 x (Damage taken)) damage of attack type Chaos and damage type Unknown


Code:
Damage Amp Apply
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to <Your damage amplification spell>
    Actions
        Trigger - Add to Damage Amp <gen> the event (Unit - (Target unit of ability being cast) Takes damage)
 

Void

New Member
Reaction score
16
Spell damage increase is possible, there's an item "runed bracelets" or something like that that decreases spell damage by 33%, just change 33% to -30%.
 
J

JJooKKoo

Guest
nice trigger thanks for it i will try it but i am pretty sure it will work .I will use only ability that increase dmg from all attacks not a big problem
 
J

JJooKKoo

Guest
it need a little correction to work property
Code:
Damage Amp
    Events
    Conditions
        ((Triggering unit) has buff More DMG taken ) Equal to True
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Damage source) Equal to DMGunit
            Then - Actions
                Set DMGunit = No unit
            Else - Actions
                Set DMGunit = (Damage source)
                Unit - Cause (Damage source) to damage (Triggering unit), dealing (3.00 x (Damage taken)) damage of attack type Chaos and damage type Unknown

otherwise the game crashes because when damage triggering unit the trigger run again and that becomes unending loop .I wrote that if someone wish to use such skill
 
Reaction score
333
it need a little correction to work property
Code:
Damage Amp
    Events
    Conditions
        ((Triggering unit) has buff More DMG taken ) Equal to True
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Damage source) Equal to DMGunit
            Then - Actions
                Set DMGunit = No unit
            Else - Actions
                Set DMGunit = (Damage source)
                Unit - Cause (Damage source) to damage (Triggering unit), dealing (3.00 x (Damage taken)) damage of attack type Chaos and damage type Unknown

otherwise the game crashes because when damage triggering unit the trigger run again and that becomes unending loop .I wrote that if someone wish to use such skill

Yes, sorry, my mistake, and one I make often.

Try this:

Code:
        Trigger - Turn off (This trigger)
        Unit - Cause (Damage source) to damage (Triggering unit), dealing (3.00 x (Damage taken)) damage of attack type Chaos and damage type Unknown
        Trigger - Turn on (This trigger)
 

Cheddar

This is the way it was meant to be.
Reaction score
126
You guys are delving too far into the situation. There still is one outlet. It comes in handy.

Have you tried a Negative-fielded Berserk?

EDIT: Just from attacks? Just listen to Post #2. Plenty of Armor reduction will help. Acid Bomb, Faerie Fire, Negative Inner Fire, it all works.

And if you want it to take damage from all, well, Berserk works.
 
Reaction score
333
You guys are delving too far into the situation. There still is one outlet. It comes in handy.

Have you tried a Negative-fielded Berserk?

EDIT: Just from attacks? Just listen to Post #2. Plenty of Armor reduction will help. Acid Bomb, Faerie Fire, Negative Inner Fire, it all works.

And if you want it to take damage from all, well, Berserk works.

Berserk is a not a targeted ability. Otherwise it would be perfect.
 

Ghan

Administrator - Servers are fun
Staff member
Reaction score
889
You could use Channel to target, then add the modified Beserk to the target and order the unit to use it.
 

Cheddar

This is the way it was meant to be.
Reaction score
126
Just what I was about to say.

Simply put,

Code:
Add (Modified Berserk) to (Target unit of ability being cast)
Order (Target unit of ability being cast) to (Orc Troll Berserker -- Berserk)
Remove (Modified Berserk) from (Target unit of ability being cast)
 
Reaction score
333
Just what I was about to say.

Simply put,

Code:
Add (Modified Berserk) to (Target unit of ability being cast)
Order (Target unit of ability being cast) to (Orc Troll Berserker -- Berserk)
Remove (Modified Berserk) from (Target unit of ability being cast)

This solution is really not excusable considering how easily the problem can be solved with triggers. With your method, if the target is silenced or stunned, the spell won't work. Orders and channels will be interrupted. Spell shields will fail to block it correctly, and an ability suddenly appearing, casting itself and disappearing on a unit would look thoroughly odd. Additionally, the constant adding and removing of the ability may cause annoying lag when the spell is cast.

When the trigger based solution is clearly superior and quite easy to implement, why would you even recommend this? :confused:
 

CrazyWolf

New Member
Reaction score
4
Guys i think the pulverize ability of the earth bear(the one of the three bears when the panda splits...) with 10 area of effect will do.He simply has to chance the field so that there is a 100% chance to do so.

JJooKKoo hear my advice.You wont lose. :p
 

Cheddar

This is the way it was meant to be.
Reaction score
126
This solution is really not excusable considering how easily the problem can be solved with triggers. With your method, if the target is silenced or stunned, the spell won't work. Orders and channels will be interrupted. Spell shields will fail to block it correctly, and an ability suddenly appearing, casting itself and disappearing on a unit would look thoroughly odd. Additionally, the constant adding and removing of the ability may cause annoying lag when the spell is cast.

When the trigger based solution is clearly superior and quite easy to implement, why would you even recommend this? :confused:

How about a customly made Rune of Berserk? Seems that it wouldn't be bypassed unless your target has no inventory.
 
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