unit damage area question

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The_Prophet

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ok so i have a few questions about the trigger unit damage area. Right now my trigger looks like this.

call UnitDamagePointLoc( c, 0.00, 600.000, t, 400, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )

ok well c is the caster and t is the target. I understand the second and third values are the duration and range, and the fifth value is the damage. However using this trigger, it seems to damage allies and enemys, and the damage is being reduced by a units armor. What would i change ATTACK_TYPE_NORMAL, and DAMAGE_TYPE_NORMAL to to change this?
 
use a dummy so u dont get - armor reduction, and dont get to dmg ur own units.give it ablility thunder clapt, remove duration on 0.1 sec and take away buffs and effect
 
It's designed to damage enemies and allies both, it's for area-of-effect spells like Blizzard or Flame Strike.

If you want straight-up damage, you could try ATTACK_TYPE_CHAOS and DAMAGE_TYPE_UNIVERSAL.
 
Note that the DAMAGE_TYPE function is broken due to a bug by Blizzard, and is not counted.

The Damage type is identical to the damage types of Units.

Normal = Affected by armor, but peirces magic immunity and magic resistance. Hero armor reduces Normal damage lower than others.

Magic = Damage done by spells and magic-type units. Does not peirce magic resistance or immunity, but peirces physical immunity, physical damage reduction, and armor.

Chaos = Damages the unit for the full amount, not affected by magic immunity, resistance, or armor.

Those are the main ones used, and you can figure out the others by using common knowledge of base attack types of units.
 
XXconanXXX said:
Note that the DAMAGE_TYPE function is broken due to a bug by Blizzard, and is not counted.
I could've sworn that was fixed...
 
XXconanXXX said:
They still haven't fixed it in 1.18.

Most likely in the next patch it will be fixed.
Then it's something else than the one I was thinking of. :(
 
Ok so what would be the simplest way to damage a unit and make it seem as if the damage was spell damage. It seems that all the ATTACK_TYPES take armor into consideration, including Chaos. :banghead: I really dont want to resort to making a dummy unit cast an ability to do the damage.
 
Chaos damage actually does not take armor into consideration- it always does full damage. Also you can edit the damage reductions against different types of armor in "gameplay constants".
 
i just made a test map and trust me chaos damage DOES take armor into consideration which is dumb. I can even upload the map if you want proof.
 
Only if you change the gameplay constants. The default tooltip says "Chaos attacks do full damage to all armor-types," and the default tooltip is right.
 
Actually i think you guys have a misconception

Piercing vs Divine type armor

Piercing does 5% of max damage, then damage is reduced from armor

Choas vs Divine

Choas deals 100% damage THEN DAMAGE IS REDUCED from armor amount
 
yea thanks Cres for clearing that up. That doesnt help my problem though...
 
I just tested a map with a spell that deals 100 damage to a footman that has 100 life (And no regeneration) with 20 armor, it died. Then i checked 150, it had 50 life remaining. Did you edit Chaos damage factor (To any armor-type)? If you did thats your problem, if you didnt then make sure thats what attack-type the area is using. If its still bugged out, cant really help with that :(
 
Universal completely ignores the armor. Test it.

yes it worked fine, thanks. Yea setting my trigger to use attack type Chaos and damage type Universal made it ignore armor. :D
 
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