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- Aug 3, 2004
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Is there any way to trigger a unit to increase it's attack damage by 5%, say when it kills another unit?
Permanently, btw.
Permanently, btw.
Permanently, btw.
Nah. If you want to apply a bonus which updates when the hero levels up (gets more damage), you'll need trueshot/command aura (which leave a buff). You also need to create as many levels of it as you want upgrades. If you want the hero to be able to get 250% damage gain, you'll need 250%/5% = 50 levels.
Much more elegant is permanently adding a flat bonus to damage. There's an item ability which works just like tomes, called Item Permanent Damage Gain. (It's under Abilities -> Special -> Items)
This was already explained in post #2 of this thread.
Much more elegant?
Trueshot aura also supports flat damage by the way. However percentage bonus increases the damage of a unit proportionally. Imagine a unit having 2-4 base damage, and another unit having 100-124. +5 flat damage is huge for the first unit, but almost nothing for the second unit.
You didn't clarify that he'd need a hell lot of levels on the ability if he wants it to scale to large values (AND HE SPECIFICALLY MENTIONS THAT HE'S DOING THIS EVERY TIME THE UNIT KILLS ANOTHER UNIT =).
Yeah, because it scales to very large values without much of a problem. Your solution fails as soon as you override the max level.
Look, unless this is for an item ability, he'll know the base damage of the unit-type. Even if it's a hero, he should be able to pick flat values which are approximately equal to what the percentile value would give.
Anyway, good luck removing the [traces of the] buff w/o removing the effect.
Nah. If you want to apply a bonus which updates when the hero levels up (gets more damage), you'll need trueshot/command aura (which leave a buff). You also need to create as many levels of it as you want upgrades. If you want the hero to be able to get 250% damage gain, you'll need 250%/5% = 50 levels.
What's the problem here? Use auto fill levels. 5 seconds and you have as many levels created as you like. At level 201 the damage bonus begins to be capped by the editor to value 10, meaning +1000 % dmg. After that you have to manually increase the stats.
What is a very large value? My solution doesn't override the max value, I prevent that in the trigger.
There can be multiple unit types affected by this.
One can make the icon not show up, but it still reserves a spot in the buff list and displays the stats when hovered on.
In my experience, an ability with 30 levels or more will cause a considerable lag spike when WC3 loads it. 200 levels...That's like multiple seconds for some of us (and I certainly haven't got the worst computer on B.net). That's the problem. And, ofc, if there's supposed to be over 200 levels.
I have no idea of what his map looks like, true. I can, however, imagine maps where a hero kills way more than 1000 units.
Sure. Then he'll have to use your aura-buff solution... I'm just trying to give an alternative to your solution (a more scalable and discrete solution).
You mean making the icon black?About as elegant as putting a dark cloth on yourself and calling it an invisibility cloak. Well, sure, might be enough for him.