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Fixing the Damage Types vs Armor Types
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Fixing the Damage Types vs Armor Types
ok, since for the most part, i havnt changed these, i've decided that i need to go through and normalize some values.
these are the current values:
and i want to change it to these values, under these asumptions:
siege:
unarmored: 125% small: 80%, med: 80%, normal: 80%, large: 100%, fortified: 150%, hero: 50%
so, percing damage is good vs regular units, normal vs large units, and sucks vs fortified/heroes
normal damage is normal vs regular units, bad vs large units, and worse vs fortified
magic damage is above average vs regular, good vs large, and bad vs fortified
siege is bad vs regulars, normal vs large units, and good vs fortified
heroes are normal vs everything
spells are normal vs everything
unarmored units take 125% damage from everything
types of armor:
types of damage:
these are the current values:
- Spoiler:
siege:armor vs damage pierce normal hero magic spell unarmored 150% 100% 100% 100% 100% small 200% 100% 100% 125% 100% medium 75% 150% 100% 75% 100% normal 100% 100% 50% 50% 50% large 100% 100% 100% 200% 100% foritfied 35% 70% 50% 35% 100% hero 50% 100% 100% 75% 75%
unarmored: 150% small: 100%, med: 50%, normal: 100%, large: 100%, fortified: 150%, hero: 50%
and i want to change it to these values, under these asumptions:
- Spoiler:
- armor:
small: standard units (marines/orks)
medium: standard units; weak vs magic (crons/atomotons)
normal: standard units; hero resistant (hireables/guardsmen)
---the above values are normal units and variations on normal units---
large: resistant units (honorguard/terminators)
fortified: buildings/tanks
unarmored: weak units (grots/scarabs)
damage:
piercing: anti-infantry weapons
normal: normal weapons (usually melee or bolter-esque)
magic: power weapons
siege: anti-tank weapons
hero: hero attacks
spell: spell damage
armor vs damage | pierce | normal | magic | hero | spell |
unarmored | 125% | 125% | 125% | 125% | 100% |
small | 150% | 100% | 100% | 100% | 100% |
medium | 150% | 100% | 100% | 100% | 150% |
normal | 150% | 100% | 100% | 60% | 60% |
large | 100% | 80% | 150% | 100% | 100% |
foritified | 35% | 70% | 50% | 50% | 100% |
hero | 50% | 100% | 100% | 100% | 75% |
unarmored: 125% small: 80%, med: 80%, normal: 80%, large: 100%, fortified: 150%, hero: 50%
so, percing damage is good vs regular units, normal vs large units, and sucks vs fortified/heroes
normal damage is normal vs regular units, bad vs large units, and worse vs fortified
magic damage is above average vs regular, good vs large, and bad vs fortified
siege is bad vs regulars, normal vs large units, and good vs fortified
heroes are normal vs everything
spells are normal vs everything
unarmored units take 125% damage from everything
types of armor:
- Spoiler:
- unarmored: scarab swarms, grots
small: most units and summons
medium: necrons and atomatons
normal: hireables, guardsmen
large: honor guard
fortified: siege creeps, buildings
hero: heroes
types of damage:
- Spoiler:
normal: all melee creeps, and most summons
piercing: ranged creeps, dark reapers
magic: honor guard, howling banshees, atomotons
hero: heroes
siege: siege creeps, ork tank bustas
Last edited by Grass Hopper on Sun Mar 28, 2010 11:56 pm; edited 5 times in total
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Re: Fixing the Damage Types vs Armor Types
Wherever did you pull the normal armor type from? I don't see it.
The armor types I do see..
Also, what units besides cato's summons will have power weapons? And why did you buff magic damage against heroes? xD Logically, shouldn't hero damage be the strongest? And you realize by doubling the amount of damage Magic does against fortified, you open up the way for Cato's Summons and Ahriman's Automatons to absolutely destroy outposts at level 6. >> They aren't supposed to be that good, unless you're changing the type of damage they do.
The armor types I do see..
Also, what units besides cato's summons will have power weapons? And why did you buff magic damage against heroes? xD Logically, shouldn't hero damage be the strongest? And you realize by doubling the amount of damage Magic does against fortified, you open up the way for Cato's Summons and Ahriman's Automatons to absolutely destroy outposts at level 6. >> They aren't supposed to be that good, unless you're changing the type of damage they do.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Fixing the Damage Types vs Armor Types
Well, to be honest glycine, power weapons allow you to destroy buildings and vehicles with greater ease then otherwise possible, so in this case it makes sense
Mortis- Veteran Seargent
- Posts : 231
Join date : 2010-03-25
Age : 28
Location : Herndon, VA
Re: Fixing the Damage Types vs Armor Types
And yet hero weapons don't? Many of which are power weapons in their own right.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Fixing the Damage Types vs Armor Types
Not necesarily. Heros need to pick up power weapons
Mortis- Veteran Seargent
- Posts : 231
Join date : 2010-03-25
Age : 28
Location : Herndon, VA
Re: Fixing the Damage Types vs Armor Types
right XD i guess i didnt realise i was doubling the magic damage vs buildings sorry XD ill lower that
i was trying to destinguish magic vs piercing... i have some better ideas.
and gly, i think there was a armor type that wasnt used by regular wc3 units... but normal armor does exist in game, hirebales use normal armor.
and heroes do 100% vs everything. because they arent inherantly good or bad vs anything (cept tanks)
and as to magic in general... ill prolly make some changes and a few other units with power weapons will get that damage type.
i was trying to destinguish magic vs piercing... i have some better ideas.
and gly, i think there was a armor type that wasnt used by regular wc3 units... but normal armor does exist in game, hirebales use normal armor.
and heroes do 100% vs everything. because they arent inherantly good or bad vs anything (cept tanks)
and as to magic in general... ill prolly make some changes and a few other units with power weapons will get that damage type.
_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)

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