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#121 |
User
Join Date: Apr 2009
Posts: 1
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![]() Beserk with negtive increased damage taken will stop you taking any damage.
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#122 |
AKA Khyrberos
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![]() ^Only for the duration of the spell? Or forever? (if the former, that's a totally useful bug :P)
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#123 |
Roar!
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![]() Only the duration, however you can still take buffs normally (slow, stun the list goes on). So it's on damage invulnerability.
__________________I can confirm this as well since I stumbled upon it the other day. -Av3n |
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#124 |
AKA Khyrberos
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![]() Oh wow, that's definitely useful. Temporary damage invulnerability, based on a buff...
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#125 |
Yay!
Join Date: May 2006
Posts: 870
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![]() Now THAT's what I call a good find (at least sort of)!
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#126 |
AKA Khyrberos
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![]() Although in retrospect, it's just like Divine Shield, plus modifiable Movespeed and Attackspeed...
__________________--EDIT-- Then again, as they said above, it doesn't give Spell Immunity, which is sweet. :P |
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#127 |
Yay!
Join Date: May 2006
Posts: 870
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![]() Even if it had spell immunity, it would be awesome because it prevents damage even though units can still attack it.
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#128 |
User
Official Map Reviewer
Join Date: Jan 2006
Posts: 363
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![]() Channel still behaves as a channeled spell even if the Follow Through Time is set to 0. That is to say that if a unit has an animation which lasts 1 second, and their cast point is at .6 seconds, you need a follow through time of .4 seconds or more for their animation to completely play (otherwise, it will get cut short).
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#129 | |
extends net.wc3c.Jasser
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![]() Quote:
You shouldn't be using this in most cases. Berserk with negative increased damage will not only stop you from taking any damage but also it will actually regenerate you. |
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#130 |
Booyakasha!
Join Date: Mar 2004
Posts: 42
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![]() I don't know if it's been mentioned yet, but I believe that the "Decay Power" field has something to do with the afflicted unit gaining their attack and move speed values back to normal gradually, similar to how Purge works.
__________________I tried it with 40.00 and the unit gained their attack speed back at a very fast rate, and it wasn't gradual, and the minor penalty remained for the duration, or maybe it was red because of the negative buff. After trying it with 15.10, the default duration of Shadow Strike, it gained it's attack speed back fairly quickly, and it was gradual. Trying it with 0.00, the unit didn't gain any of it's speed back for the whole duration. The 50% attack speed penalty remained throughout the duration. (If in fact the penalty was 50%, it may be more due to it balancing out the Decay Power, or something.) Maybe it's how much speed is gained back per fraction of a second? I'd mess around with it, but it is linked to the attack and move speed fields, that's for sure. Hopefully that wall o' text helped this guide, har har. ![]() Non-Shadow Strike Edit: It seems that the ability Demolish, when edited to work against units and heroes, multiplies Critical Strike damage. That could lead to some pretty beastly attack damage if both should proc at the same time. One thing to note about that though, is that the Demolish multiplier is lost when using orb effects. Just another cool ability to throw in there, if it hasn't been mentioned. Last edited by Evading Self : 05-08-2009 at 06:12 AM. |
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#131 |
User
Join Date: Aug 2006
Posts: 7
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![]() Life Regeneration (Neutral) and life regen of troll healing wards:
If Percent Bonus is set to false and higher value for regeneration is chosen, then the ability works exactly like unholy aura. But if another of those Life Regeneration abilites, that has Percent Bonus set to true, is active at the same time, then the unit gains rapid life regeneration. It seems that both abilities are somehow "combined" with Percent Bonus = true and the highest healing value, probably because those abilities dont have a buff. this can have nasty results when this happens as units are nearly invulnverable then. |
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#132 |
Alpha Male of Wc3c
Official Map Reviewer
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![]() It's already known (and it's not really a weird thing about it) that life regen abilities grant rapid regeneration when "Percent Bonus" is true, since... Well, it takes a percent of your health and adds it every iteration. That's not something of significant note, really.
__________________Man I need to update this some time >.> |
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#133 |
User
Official Map Reviewer
Join Date: Oct 2006
Posts: 138
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![]() Apparently, tinting color values do not show up correctly with Robo-Goblin or similar morph abilities (Bear Form, Stone Form, didnt test the others, but I'd assume the same).
__________________Basically, I had tried making an artillery unit that had to transform into an immobile version of itself in order to attack (basically Siege Mode). The mobile artillery was tinted blue, the immobile artillery green. Upon casting the morph ability on a newly created artillery, the artillery was correctly replaced with the other artillery, however it retained its blue color. When I morphed into the mobile version it turned green. From there is proceeded to alternate colors with each cast of the morph ability. Also, while this probably known, if you fail to give the alternate unit the ability, you can move the alternate unit without it's model. (The model will stay in place and play animations regularly.) |
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#134 |
User
Join Date: Jan 2006
Posts: 38
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![]() I don't know if this has been added yet, but when a unit who has Immolation active is unpaused, Immolation will deactivate. Mana shield is immune to this effect, and makes a better dummy ability.
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#135 |
User
Join Date: Aug 2009
Posts: 3
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![]() Animate Dead:
-All Passive and Active abilities are removed upon animation -Item abilities (such as 'Orb Corruption Bonus'), Lightning Attack, Spider Attack, are preserved after animation -Units which had "Locust" upon death cannot be animated -Abilities CANNOT be added to animated units (this is an absolute). Passive abilities will not function and simply aren't added; they aren't there at all. This goes for all abilities, even item and cosmetic abilities (like lightning attack) *The above only corresponds for adding abilities with GUI triggers, I do not know if JASS is capable of adding abilities to animated units, however, in the case of JASS, you could simulate Animate Dead anyway (and get your desired effect). This is important to know as you cannot give an animated unit something like 'hardened skin' which is what I was trying to do initially when I discovered this. Last edited by FlowerofSpeech : 08-24-2009 at 04:49 PM. |
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