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For information on cross-referencing the terminology used below, please review: Wc3C.net - View Single Post - ATTACK_TYPE and DAMAGE TYPE testing. Big shout out to @Tasyen for helping me to fill out this list and also providing good feedback.
Slightly reformatted chart from Sophismata from wc3c.net:
Attack type classifications from the above table:
Normal (can never damage Ethereal targets):
Additionally:
Damage Type | Used by Abilities | Behavior |
Magic | Aerial Shackles Mana Burn Finger of Death/Pain Life Drain Dispel/Devour Magic/Purge/Abolish Magic (Damage Summon) | Cannot damage spell immune; bypasses Armor. |
Fire | Rain of Fire Flame Strike Firebolt Immolation Liquid Fire Soul Burn Phoenix Fire Drunken Haze+Breath of Fire (DoT only) Incinerate (proxy damage source: exploded unit) | Same as Magic |
Sonic | Storm Bolt Frost Bolt Hurl Boulder Thunder Clap War Stomp Shockwave Breath of Fire Crushing Wave Carrion Swarm | Same as Magic |
Force | Cluster Rockets Impale Bash Tornado (building) Inferno (proxy damage source - Infernal) | Same as Magic |
Lightning | Chain Lightning Forked Lightning Mana Flare Lightning Shield (proxy damage source - shield wielder) Healing Wave (when set to negative) | Same as Magic |
Cold | Blizzard Frost Nova Cold/Frost Arrows/Freezing breath (zero-damage event on top of the normal attack; only on-buff) | Same as Magic |
Shadow Strike | Shadow Strike Acid Bomb | Same as Magic |
Defensive | Spiked Carapace Spiked Defenses (Orc building) | Same as Magic |
Plant | Thorns Aura Entangling Roots | Same as Magic |
Death | Death Coil Unholy Frenzy | Same as Magic |
Divine | Holy Light | Same as Magic |
Mind | <None> | Same as Magic |
Normal | All Melee/Ranged Attacks Volcano Suicide (Unstable Concoction/Kaboom!) Locust Swarm (proxy damage source - Locust) | Can’t affect Ethereal, but can affect Spell immune (unless applied with ATTACK_TYPE_MAGIC, in which case this is inverted), applies Armor. |
Enhanced | Cleaving Attack (subsequent targets only) Pulverize Fan of Knives Bladestorm Burning Oil | Same as Normal, but bypasses Armor. |
Poison | Parasite Envenomed Weapons | Same as Enhanced |
Disease | Disease Cloud | Same as Enhanced |
Acid | Devour | Same as Enhanced |
Slow Poison | Slow Poison | Same as Enhanced |
Demolish | Unsummon | Same as Enhanced |
Universal | Earthquake Doom Stampede Starfall Death and Decay Monsoon Orb of Fire (splash only) Healing Spray (when set to negative) | Can affect both Ethereal and Spell Immune when using ATTACK_TYPE_NORMAL (Spells in GUI), bypasses Armor. |
Unknown | This is always a zero damage event. Used when most debuffs are applied, also when Stuns wear off. Used by almost all Orbs - even Orb of Frost. | Same as Universal |
Slightly reformatted chart from Sophismata from wc3c.net:
Damage Type | Attack Type | Affects Ethereal | Affects Spell Immune |
Magic | Normal | No | No |
Magic | Spells | Yes | No |
Magic | Magic | Yes | No |
Universal | Normal | No | Yes |
Universal | Spells | Yes | Yes |
Universal | Magic | Yes | No |
Normal | Normal | No | Yes |
Normal | Spells | No | Yes |
Normal | Magic | Yes | No |
Attack type classifications from the above table:
Normal (can never damage Ethereal targets):
- ATTACK_TYPE_MELEE ("Normal" in GUI)
- ATTACK_TYPE_PIERCE
- ATTACK_TYPE_SIEGE
- ATTACK_TYPE_CHAOS
- ATTACK_TYPE_HERO
ATTACK_TYPE_NORMAL ("Spells" in GUI)
Magic (can never damage Spell Immune targets but will always damage Ethereal ones):ATTACK_TYPE_MAGIC
Added notes: Ability damage types cannot be changed via Object Editor tweaks, which is why only a spell based on an ULTIMATE has the ability to hit both ethereal and magic immune.Additionally:
DEFENSIVE and the PLANT damage from Thorns aura fire recursively - The DAMAGING event fires from the melee attacker, then the retaliating damage from the damaged unit applies the DAMAGING and DAMAGED event, then finally the DAMAGED event from the melee attacker is deployed. Damage engines need to be built around this, and Damage Engine 5.1.2.1 already compensates for this behavior.
Lastly, SPIRIT_LINK damage works like this: attacker fires DAMAGING event, then all the spirit link damage is applied (the original target is included among these, but not necessarily damaged first), then the DAMAGED event fires for the original target. Damage engines need to be built around this, and Damage Engine 5.1.2.1 already compensates for this behavior.
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