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How to turn off Spiked Carapace damage reflection?

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Level 4
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When I set it to 0.00, units still get 1.00 damage from attacked unit.

Is there another ability granting stackable % damage reduction?
 
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Level 4
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Hardened Skin has chance to block certain amount of damage.
I need fractional (%) damage reduction, like Spiked Carapace has. With 0 damage reflection.
@Warseeker
Are you sure?
 
Level 4
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I need stackable % damage reduction, like in spiked carapace. Just without it's side effect of 1 magic damage per instance to the attacker.
Like I wrote in the 1st post.
And the 2nd post.
If anyone knows how to do it, please give me a map example.
 
Armor stacks and each point increases EHP vs attacks by ArmorFactor %.

Disclaimer: only works for positive armor values, negative uses a different equation.

one can observe that by using the armor equations:

Damage Reduction = (Armor * armorFaktor) / (1 + (Armor * ArmorFaktor))
Taken Damage = 1 - Damage Reduction
Effizent Hit Points Faktor = 1/Taken Damage
or 1 + Armor*ArmorFaktor​

type that in an office software and try different armor values. EHP increases for each armor exactly by armorfactor.


Armor
FaktorDamage ReductionTaken DamageEHP FaktorHPEHP (EHP Faktor x HP)

1
0,060,0566037735849060,9433962264150941,06500530

2
0,060,1071428571428570,8928571428571431,12500560

3
0,060,1525423728813560,8474576271186441,18500590

4
0,060,1935483870967740,8064516129032261,24500620

5
0,060,2307692307692310,7692307692307691,3500650

6
0,060,2647058823529410,7352941176470591,36500680

7
0,060,2957746478873240,7042253521126761,42500710

8
0,060,3243243243243240,6756756756756761,48500740

9
0,060,3506493506493510,6493506493506491,54500770

10
0,060,3750,6251,6500800

11
0,060,3975903614457830,6024096385542171,66500830

12
0,060,4186046511627910,5813953488372091,72500860

13
0,060,4382022471910110,5617977528089891,78500890

14
0,060,4565217391304350,5434782608695651,84500920

15
0,060,4736842105263160,5263157894736841,9500950

16
0,060,4897959183673470,5102040816326531,96500980

16 + 2/3
0,060,50,525001000


Edit:

Notes:

Damage Reduction: damage the unit takes is multiplied by that factor. It is interresting in a real game situation to deal damage to targets one is effective against.

Taken Damage: Is the remaing damage after the reduction was subtracted.

EHP: amount of Hitpoints an Unit has against an specific damage Type calcing in damage reduction against that type. Cause EHP is Damage/AttackType specific, an unit has multiple EHPs.
In the example one uses no reduction by Attack vs Armor Type and only armor is counted.
 
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Level 8
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I had this problem before, I solved it this way... I do not know if it will work for you.

("Es atacado" means "Is attacked")

TriggerExample.png
 
Level 4
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@Tasyen Thank you. It's so easy, so obvious ...
I just used Factor 0,01 for more precise control.

Let me write it for others:
For stackable fractional damage reduction with Armor Factor 0,01 you need:
Damage reduction - Armor per instance
10% - 11 Armor
20% - 25 Armor
30% - 42 Armor
40% - 66 Armor
50% - 100 Armor
60% - 150 Armor
70% - 233 Armor
80% - 400 Armor
90% - 900 Armor

@Juveqis I found this 'solution' too. But damage reflection deals 1 damage per every instance of spiked carapace. So for 2 items with it it deals 2 x 1.00 damage and healing 1.00 HP is not enough. What is more, magic resistance makes the attacker lose less than 1.00 HP, so you would actually heal him. :D
But you should heal the attacking unit. And not in "is attacked" but in "unit recives damage".

But the question remains:
Can damage reflection in spiked carapace be turned off?

Why?
To use the damage reduction only for melee normal attacks. Normal Armor works also for ranged attacks.
 
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