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Invulnerable but still can be hit

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I am making a spell that when casted on another unit, the unit becomes invulnerable for 2 seconds but he still can be hit and stunned.

I tried adding a spellbook with a 100% evasion inside but it cannot work because all the heroes im using already have a spellbook with them.

What method can i use?
 

Dr Super Good

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I tried adding a spellbook with a 100% evasion inside but it cannot work because all the heroes im using already have a spellbook with them.
That makes no sense as what does a disabled spell book have to do with your functional one?

Spell Damage Reduction ability blocks all magic damage. Set damage reduction to 1.
This is dangerous because the abilities stack additively. If the unit carries an item of spell damage reduction or has a passively granting it then he will heal from magic attacks as reduction is more than 100%. Rather give the hero some spell shield ability such as the Banshee's "Anti-Magic Shield" set to insane absorb amount or use the amulet of spell block ability with cooldown set to a very small value (if 0 does not mean instant).
 
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This is dangerous because the abilities stack additively. If the unit carries an item of spell damage reduction or has a passively granting it then he will heal from magic attacks as reduction is more than 100%.

I thought that spell damage reduction (item ability from bracers) don't stack and elune's grace stack multiplicatively, with spell damage reduction ability always taking precedence. In other words unless I'm incorrect there's no chance of healing unless another spell damage reduction ability with over 1.00 multiplier is present.

Any DDS can do the job. It works smooth and you don't require any big stuff for it.
Even if you wont use it for anything else it is still the best option.

DDS give item abilities to increase max health and looking for help's also give the spell damage reduction to differentiate between physical and spell damage, so if this would be the only use then you're better of not implementing any DDS and just adding two passives once rather than each time a unit take damage.
 
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DDS give item abilities to increase max health and looking for help's also give the spell damage reduction to differentiate between physical and spell damage, so if this would be the only use then you're better of not implementing any DDS and just adding two passives once rather than each time a unit take damage.

uhm... no.
A DDS doesnt do anything. It just adds a new event "A unit takes damage".
Some DDS also can tell what object dealt the damage or what type of damage that is, but none of the ones that I know actually give abilities themselves.

You create a trigger that when a unit takes damage and if the unit has buff "Invulnerable" then adjust the damage to 0.

I dont know what the DDS of Looking_For_Help is about because I never used it, but I can tell you that It doesnt have to add any abilities.
 

Dr Super Good

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Level 64
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I thought that spell damage reduction (item ability from bracers) don't stack and elune's grace stack multiplicatively, with spell damage reduction ability always taking precedence. In other words unless I'm incorrect there's no chance of healing unless another spell damage reduction ability with over 1.00 multiplier is present.
Someone had an issue a few years ago with damage spells healing. The cause was because he was using 3 different spell damage reducing abilities as part of a passive yet forgot to remove all but 1. The result was the sum of damage reduction across all 3 abilities was greater than 100% so it was causing damaging abilities to heal. I also think it caused healing abilities to damage but cannot remember. It might just have been that particular damage reduction ability he choose to use or all of them, I do not know.
 
Level 12
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A DDS doesnt do anything. It just adds a new event "A unit takes damage".

The unit has to take the damage first and survive before you can alter the damage, there might be other ways than to increase it's max health temporarily.

My case still stand regardless though, importing a DDS that you're not going to use instead of adding two abilities once won't be the better option...
 
A DDS will allow more control over the entire game and allows for pretty much anything combat-wise from custom stun systems to stats raising critical strike chance.

Death Adder your method won't solve his question/problems because he wants them to not be hit AND stunned. Your solution only solves the hit part, to solving the stun part requires a DDS. Your case doesn't really stand at all unless you can add a "third" ability like spell immunity that blocks stun in which case a DDS would be far easier. Sure evasion could solve the stun part however then you have that annoying red "miss" text constantly showing up.
 
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A DDS will allow more control over the entire game and allows for pretty much anything combat-wise from custom stun systems to stats raising critical strike chance.

Yeah sure, but my (actually maker's) suggestion was under the pretence that there were only this one ability which would require the DDS, like mentioned.

Death Adder your method won't solve his question/problems because he wants them to not be hit AND stunned.

According to what is said in the OP the unit should still be target able and suffer effects, only not receive damage.
I am making a spell that when casted on another unit, the unit becomes invulnerable for 2 seconds but he still can be hit and stunned.
 
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