Verfügbare Informationen zu "Gameplay Questions"
Qualität des Beitrags: Beteiligte Poster: tegeus-Cromis - Metal Sonic - nooK - Omerta Forum: Samurai Legends Forenbeschreibung: Official forums aus dem Unterforum: General Antworten: 16 Forum gestartet am: Mittwoch 06.10.2004 Sprache: englisch Link zum Originaltopic: Gameplay Questions Letzte Antwort: vor 16 Jahren, 7 Monaten, 21 Tagen, 5 Stunden, 47 Minuten
Alle Beiträge und Antworten zu "Gameplay Questions"
Re: Gameplay Questions
tegeus-Cromis - 03.06.2006, 13:44Gameplay Questions
1) What are the attack types and damage types of the various skills? Knowing this is important for calculating damage.
2) Does the number of attacks dealt by the Ronin's Airy Rush really depend on the speed you reach (in which case Kegutsu/Skywalker Boots would increase it), or is it the distance travelled?
3) Despite using it for a while, I still don't get how the Yumi Samurai's Magic Trap works. Its activation seems really arbitrary sometimes. Is it buggy, or is there something I'm not getting?
Re: Gameplay Questions
Metal Sonic - 03.06.2006, 14:07
I found the magic trap to be kind of buggy too. Apparently Towers have True Sight (almost positive) and that's why you can see it near your base, but I've been seeing around elsewhere , sometimes it will disapear and sometimes it just stays there.
Re: Gameplay Questions
nooK - 03.06.2006, 16:42
1) All spell damage, except Strafe which has reduced damage against towers.
2) No it doesn´t use movement speed, it just starts by 300 and the speed increases by 600 every second. When it hits the target it delievers speed/150 hits.
3) It´s just a modified stasistrap, it takes 5 seconds only then it can activate.
Re: Gameplay Questions
tegeus-Cromis - 03.06.2006, 19:33
Quote: 1) All spell damage, except Strafe which has reduced damage against towers.
You mean they are attack type Spells, damage type Magic? Or what?
Quote: 2) No it doesn´t use movement speed, it just starts by 300 and the speed increases by 600 every second. When it hits the target it delievers speed/150 hits.
Ah, okay.
Quote: 3) It´s just a modified stasistrap, it takes 5 seconds only then it can activate.
So the enemy unit must enter its activation radius and linger in the area for 5 seconds?
Re: Gameplay Questions
Metal Sonic - 03.06.2006, 20:12
For 3, I'm pretty sure you need to wait 5 seconds before the trap activates, the enemy just has to come near it after that.
Re: Gameplay Questions
nooK - 03.06.2006, 20:43
Quote: You mean they are attack type Spells, damage type Magic? Or what?
Attack type spell (25% reduction), damage type doesn´t care at all it does nothing.
Quote: So the enemy unit must enter its activation radius and linger in the area for 5 seconds?
No. After you cast the trap, the trap doesn´t work for 5 seconds. If a enemy withing these first 5 seconds steps onto the trap nothing happens. This is to prevent that people just spam magic trap on their enemies -> imbaness ;)
After this 5 seconds, the trap explodes if a unit comes nearby.
Re: Gameplay Questions
tegeus-Cromis - 03.06.2006, 20:56
Quote: Attack type spell (25% reduction), damage type doesn´t care at all it does nothing.
Really? I guess as the map creator you would know, but I'm a bit surprised to hear this. I was under the impression that in WC3, the damage type determined whether or not a source of damage is reduced by armour. For example, attack type Spells, damage type Normal will be reduced by both spell resistance and armour (the worst case scenario), while attack type Hero, damage type Magical will not be reduced at all on heroes (the best case scenario).
Quote: No. After you cast the trap, the trap doesn´t work for 5 seconds. If a enemy withing these first 5 seconds steps onto the trap nothing happens. This is to prevent that people just spam magic trap on their enemies -> imbaness Winken
After this 5 seconds, the trap explodes if a unit comes nearby.
Ah, okay. Thanks for the explanation. What is the AOE for triggering, btw?
Re: Gameplay Questions
nooK - 03.06.2006, 21:47
Quote: Really? I guess as the map creator you would know, but I'm a bit surprised to hear this. I was under the impression that in WC3, the damage type determined whether or not a source of damage is reduced by armour. For example, attack type Spells, damage type Normal will be reduced by both spell resistance and armour (the worst case scenario), while attack type Hero, damage type Magical will not be reduced at all on heroes (the best case scenario).
No no you missunderstood. I meant the different damage types (fire, lightning...) do all nothing - they are just magical damage. There are only 3 real damage types -> physical, magical and universal. Physical goes through spell immunity. So all spells have to be magical (universal goes through spell immunity too).
Quote: Ah, okay. Thanks for the explanation. What is the AOE for triggering, btw?
Detection AoE is 100.
And because I know this question would come, I give you the detonation AoE too :P It´s 250.
Re: Gameplay Questions
tegeus-Cromis - 03.06.2006, 22:43
Quote: No no you missunderstood. I meant the different damage types (fire, lightning...) do all nothing - they are just magical damage. There are only 3 real damage types -> physical, magical and universal. Physical goes through spell immunity. So all spells have to be magical (universal goes through spell immunity too).
Heh, I was referring to Physical (Normal), Magical and Universal, actually. Glad to hear you have standardised all spells to Magical; it is not the case in DotA, where for any given triggered spell, it is anyone's guess what the Attack and Damage types are without looking at the code or testing it thoroughly in-game. Test of Faith? Attack Hero, damage Magical. Purification? Attack Spells, damage Physical. Quite bothersome.
Thanks again.
Quote: Detection AoE is 100.
And because I know this question would come, I give you the detonation AoE too It´s 250.
Good to know, thanks!
Re: Gameplay Questions
tegeus-Cromis - 22.06.2006, 20:54
I could've sworn you have answered this before, but I can't seem to find the answer now: how are the respawn times for heroes calculated?
Re: Gameplay Questions
nooK - 22.06.2006, 23:09
Code: set wait = ( GetHeroLevel(hero) * 6 + 5 )
(Level * 6) + 5
Re: Gameplay Questions
tegeus-Cromis - 19.07.2006, 20:58
Belated thanks for that answer. :P
Two more questions:
Earlier you said 'All spell damage, except Strafe which has reduced damage against towers.' Does that mean Strafe has a different attack and/or damage type? Does it still work the same way as other spells versus heroes?
Is there a cap on the number of attacks Airy Charge can trigger?
Re: Gameplay Questions
Omerta - 19.07.2006, 22:53
tegeus-Cromis wrote: Belated thanks for that answer. :P
Two more questions:
Earlier you said 'All spell damage, except Strafe which has reduced damage against towers.' Does that mean Strafe has a different attack and/or damage type? Does it still work the same way as other spells versus heroes?
Is there a cap on the number of attacks Airy Charge can trigger?
I don't know about Strafe damage type, but I think Nook said he capped Airy Charge so it makes about 300-360 damage at lvl 5.
Re: Gameplay Questions
nooK - 24.07.2006, 00:01
Quote: Earlier you said 'All spell damage, except Strafe which has reduced damage against towers.' Does that mean Strafe has a different attack and/or damage type? Does it still work the same way as other spells versus heroes?
Currently it uses the magic attck type (modified so it wokrs like spell but wiht reduced dmg against strcutures).
But in new version it will be spell damage again, I just recognized that I can modify the spell damage against buildings because there is no spell except Rain of Arrows which damages buildings.
Also Frostlance will deal a small amount of dmg against buildings next version.
Quote: Is there a cap on the number of attacks Airy Charge can trigger?
The only cap is the casting range -> 1200
Re: Gameplay Questions
tegeus-Cromis - 28.07.2006, 05:49
Thanks for the answers. So there is no actually no cap to the movement speed that can be achieved with Airy Charge?
Re: Gameplay Questions
nooK - 07.08.2006, 01:33
No, not that I know.
Btw: New revival time for 0.8 -> Code: (HeroLevel * HeroLevel) : 4 + 10 seconds
Mit folgendem Code, können Sie den Beitrag ganz bequem auf ihrer Homepage verlinken
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