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Taking negative damage?

01-14-2006, 07:00 PM#1
JetFangInferno
Is it possible to have a unit take negative damage so it heals instead of takind damage through Spiked Carapace. Since you can change the percent damage a unit takes, can a unit heal from negative percent. I tried this but it doesn't work ><
01-14-2006, 07:35 PM#2
PitzerMike
I know that with a negative damage bonus ability on the attacker you can at least make it deal 0 damage but still fire attack events and act normally.

Therefore I gave the attacker a base damage of always 1 and an ability based from the item damage bonus (like on the claw items) ability with -1 on the damage.
If you set it to like -10 i don't know if it would heal the target, but it's worth a try.
01-14-2006, 07:42 PM#3
Blade.dk
If you damage a unit with triggers and the damage amount is negative, it will heal.
01-14-2006, 10:16 PM#4
JetFangInferno
The problem is that u can modify the amount of damage a unit takes from spiked carapace and i set it to negative 0.5. Wouldn't the unit take half of the damage it takes in healing? lets say a unit does 10 dmg. wouldn't the unit with -0.5 damage reduction take 5 healing dmg?
01-14-2006, 10:26 PM#5
Peekaboo
If you set the damage return percent from spiked carapace to -0.5, the attacker would gain half the damage it dealt in life (I think). If you set the damage reduction to -0.5, the unit would take double the damage (I don't think there is a damage reduction field, but you said it so if there was thats what I would think it would do)

I'm pretty sure units with negetive damage heal people they attack
01-15-2006, 01:18 AM#6
Pheonix-IV
They do, there was a bug in the levelling system of an RP map i tested a few months ago that allowed you to give hero's negative levels, this resulted in negative stats, negative damage and immortality as their life bar vanished. They did heal targets they attacked.
01-15-2006, 04:14 AM#7
Ant
I think all absolute damage can be made negative. Skills like Spiked Carapace however, rely on damage multipliers and damage multipliers can't go below 0 (as of patch 1.18, previously they could).
01-15-2006, 05:38 AM#8
Extrarius
For an ability that reduces damage a certain percent, a negative percent would (logically) mean that it actually increases the damage they take. The logical way to make them be healed instead would be to put greater than 100% damage reduction.
01-15-2006, 09:33 PM#9
chemo
well its really logic :P
normal dmge: 100hp - 2 dmge = 98hp
negative dmge: 100hp -- 2 dmge = 102hp

its all pure math ^^
the example state the armor thingie ;)
01-15-2006, 10:04 PM#10
Captain Griffen
Armour adds +0.06% effective HP per point.

% 'bonuses' can't reduce damage taken below zero. This include things such as berserk, spiked carapace, etc.

This is probably because the core code within WC3 takes a max(damage, 0). One of the hard coded things of WC3.
01-16-2006, 03:38 AM#11
Extrarius
Quote:
Originally Posted by chemo
well its really logic :P
normal dmge: 100hp - 2 dmge = 98hp
negative dmge: 100hp -- 2 dmge = 102hp

its all pure math ^^
the example state the armor thingie ;)
You're doign the wrong math, though. The math is:

FinalDamage = Damage - (Damage * Modifier)

Reduce 50 damage by 20% means
FinalDamage = 50 - (50 * 20%) = 50 - (50 * (20/100)) = 50 - 10 = 40

Reduce 50 damage by -20% means
FinalDamage = 50 - (50 * -20%) = 50 - (50 * (-20/100)) = 50 - -10 = 60

Reduce 50 damage by 120% means
FinalDamage = 50 - (50 * 120%) = 50 - (50 * (120/100)) = 50 - 60 = -10

Damage modifiers don't modify hitpoints, they modify damage =-)

Quote:
Originally Posted by Captain Griffen
Armour adds +0.06% effective HP per point.[...]
Not exactly. Going from 0 armor to 1 is about 6%, but the formula isn't just "1 armor adds 6%", it adds different amounts depending on the amount of armor you already have.
01-16-2006, 04:25 PM#12
Captain Griffen
I didn't say it adds 6% reduction, but 6% effective HP. Effective HP if how much HP you would have if you had no armour, but lasted just as long.

50% reduction, 100 hp; 200 EHP
20% reduction, 100 hp; 125 EHP
01-16-2006, 08:13 PM#13
Earth-Fury
Quote:
Originally Posted by Captain Griffen
I didn't say it adds 6% reduction, but 6% effective HP. Effective HP if how much HP you would have if you had no armour, but lasted just as long.

50% reduction, 100 hp; 200 EHP
20% reduction, 100 hp; 125 EHP

but armor reduction is not a static scale.

50 armor is more powerfull per point of armor then 100.

eg: (pullin numbers outa my behind)

1 armor = 20% reduction
2 = 40%
3 = 55%
4 = 65%
5 = 70%
ext.
01-16-2006, 08:28 PM#14
Immoralis
http://www.battle.net/war3/basics/ar...pontypes.shtml
Quote:
Originally Posted by Blizzard
Damage Reduction or Increases for Armor
For positive Armor, damage reduction =((armor)*0.06)/(1+0.06*(armor))
For negative Armor, it is damage increase = 2-0.94^(-armor) since you take more damage for negative armor scores.

A Positive Armor of 1 reduces damage by about 5.7%. A negative armor of 10 increases damage by 46.1%. Although the formula for armor may look intimidating, it actually works out to mean that one point of armor means +6% HP. So a unit with 20 armor basically has 120% extra hitpoints -- 100 would become effectively 220.
end of discussion
01-16-2006, 09:10 PM#15
Earth-Fury
http://www.battle.net/war3/pdf/armorattackdefense.pdf

end of discussion :) (ceck the armor reduction chart :))

its not adding a static ammount of reduction per point. so 6% effective HP also scales down as the armor count scales up. But 6% is a good estimate for "mele" armor ammounts. (blizzard doasnt use insane values, like some map makers do :))