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warcraft2 damage sim

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is it possible to simulate a war2 combat equation here in war3? not sure if possible since damage tables are done and i tried some numbers plugging it into damagetypes. nothing close to war2 combat simulation :( do you people have any idea how to simulate war2 combat? please tell me...........

I mean, Like perma immolation,impale and other skills. aren't they affected by armor? If there is anything that would clear the idea of skill/magic damage vs armor; to be exact i wan't to know about how war3 combat engine works plus what are the skills that does not affect the armor.
(damage equation+skilldatabase of war3)

how the damage is calculated before subtracting it from damage receiver's hp.

I'm using these for references:
http://www.hiveworkshop.com/forums/maps-564/warcraft-orcs-humans-146947/
http://www.playdota.com/mechanics/damagearmor
 
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Level 33
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I think you can manipulate the damage receive, gain, etc via a Damage Engine, I would prefer this: http://www.hiveworkshop.com/forums/...ev=search=bribe%20damage%20engine&d=list&r=20

For Magic-based damage, it deals full damage to non-Hero unit, and deals 25% less to Hero-unit.
This is because Hero has 25% magic resistance naturally (well, Heroes can gain other magic resistance too with abilities)

But the base magic resistance is 25%.
 
I'd say 25% reduction for Hero-armor typed units... :)

spells are only affected by the armor reduction due to armor type and by spell damage reduction abilities but are not influenced by actual armor amount...

if you really want a fully controllable damage system, then you need to customize every damage done in your map which means you would need to trigger each ability that causes damage + the normal attack too...

reduction/amplification is based from attack type vs armor type... you can look at the gameplay constants to see the corresponding damage multipliers of each attack type vs each armor type... as for spells, I'm not really sure if they deal "spell" damage or "magic" damage...

as for normal attacks, aside from the multipliers due to attack type vs armor type, it is also subjected to the multiplier due to armor value...

if you want a pure damage, then assuming you don't edit the GP constants, you need attacktype CHAOS and damagetype DIVINE... CHAOS when unedited deals 100% base damage to all armor types, and DIVINE disregards armor value...
 

Dr Super Good

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WarCraft III mechanics are heavilly hard coded due to the game not being designed for moddig (that was a side effect). Abilites deal damage that ignores armor but not armor type. Heroes and divine take less damage from abilites by default. Magic is not the same as ability damage and is infact an attack type that gets reduced by armor and used a different armor type modifier.

If all abilites were to be trigger enhanced so that all damage came from the triggers then you can control what armor type modifer is used and if it ignores armor reduction or not.
 
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