- Joined
- May 9, 2014
- Messages
- 1,822
If you're not interested in reading this, then it's okay.
If you're interested in reading this, then read on.
I investigated the behavior of the "whosyourdaddy" cheat, and found out that it preprocesses damage before it is detected by the damage event such that if you're the only player in the game, you could be flagged as the god-like player in that map. The other instances of preprocessing damage can be found in hardcoded spells such as hardened skin, defend, magic shield, Bracers, Elune's magic (something), etc.
This could only mean one thing; we cannot truly get the base damage of the attack before reductions. This could be one of the requests to Blizzard, to get the base damage of the attack before reductions are made.
Now, evasion is something else. It does not preprocess the damage, rather I would guess that it does not set the flag for a damage instance. Testing it at 100% evasion, I found out that no damage was preprocessed and so, to my conclusion, the base damage would be introduced after a damage instance would have been flagged.
For a short recap of the last paragraph:
damage flag -> base damage -> calculation -> native GetEventDamage
I'm still studying the nature of spells and physical damage as of now and how to differentiate them without consulting the object editor...
I noticed something odd with the behavior of damage being reduced to something below 1. Using my own damage detection system, I found out that whenever a damage instance is less than 1, it will be rounded up to 1. However, I haven't checked the repercussions of casting a spell with the bracer's ability set to block 200% of damage. I'll update the thread after finding out.
If you're interested in reading this, then read on.
I investigated the behavior of the "whosyourdaddy" cheat, and found out that it preprocesses damage before it is detected by the damage event such that if you're the only player in the game, you could be flagged as the god-like player in that map. The other instances of preprocessing damage can be found in hardcoded spells such as hardened skin, defend, magic shield, Bracers, Elune's magic (something), etc.
This could only mean one thing; we cannot truly get the base damage of the attack before reductions. This could be one of the requests to Blizzard, to get the base damage of the attack before reductions are made.
Now, evasion is something else. It does not preprocess the damage, rather I would guess that it does not set the flag for a damage instance. Testing it at 100% evasion, I found out that no damage was preprocessed and so, to my conclusion, the base damage would be introduced after a damage instance would have been flagged.
For a short recap of the last paragraph:
damage flag -> base damage -> calculation -> native GetEventDamage
I'm still studying the nature of spells and physical damage as of now and how to differentiate them without consulting the object editor...
24th of March, 2017
I noticed something odd with the behavior of damage being reduced to something below 1. Using my own damage detection system, I found out that whenever a damage instance is less than 1, it will be rounded up to 1. However, I haven't checked the repercussions of casting a spell with the bracer's ability set to block 200% of damage. I'll update the thread after finding out.
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