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Jolares

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Everything posted by Jolares

  1. i'm sorry i think i made a duplicate of this. i had a feeling i knew it from somewhere 😧i even liked this post way back when
  2. aoe damage on targets which share a hp pool has been fixed. basically aoe damage would be MUCH MUCH stronger on targets which had linked hp bars. since this bug was fixed your units naturally are tankier now.
  3. NAME: Mind Control Stonekin Grinder damage switcheroo DESCRIPTION: In the Campaign Map Bad Harvest 2nd difficulty, when you Mind Control a Stonekin Grinder top right map corner he still tanks damage for "now" enemy units. he doesnt tank damage for allied units. https://skylords-reborn.fandom.com/wiki/Mind_Control REPRODUCIBILITY: Always. Play position 3 as to get to the right side of the map. play until you are t4. stomp top right. Mind Control the Stonekin Grinder Unit. Watch him die because he still protects "now" enemy units. Even after seperating him and then joining vs other emey units he wasnt spawned arround he still tanks dmg from the wrong units. SCREENSHOT/VIDEO: - LOG: [This is really important. Attach/upload your log file! This provides us with the data we need to fix your problems. You can find your log in the Documents/BattleForge/Diag directory as _log_proxy_latest.log if you didn't restart your game yet, _log_proxy_0.log if you restarted your game once, _log_proxy_1.log if you restarted your game twice, and so on. If your game crashed, please also include the crashdata.mdmp.] ADDITIONAL INFORMATION: possible fix. do the same you did with the buffs now affacting mind controlled units. but for grinder, so he soaks dmg from player units instead of enemy npc units. After Mindcontrolling Stonekind Grinder he should stop soaking dmg from enemy units and start soaking dmg from allied units. ALTERNATE SOLUTION: make him not being able to be mind controlled 😄 _log_proxy_0.rar
  4. how does enlightenment play here - just dont build t4 orb or also no elightenment allowed?
  5. add a fast build skill to the card. "will be constructed 0/ 15/ 30/ 50% faster"
  6. Please let Sanctuary protect against Willzappers
  7. Damage vs Buildings works properly now. Tested with Meteorcatchers and Bloodhorn(p) upgrade2(II) Stampede damage. @Zyna
  8. Kubik and me worked out a solution that was also applied with The damage value now applies correctly and the overflow no longer gets multiplied by Tainted Enrage or Unholy Hero or the likes. Damage was off only if overflow happened to buildings. Damage to Units done remains the same pre and post changes. That should only affect Units with the Stampede ability. like Mo, Bloodhorn, Juggernaut.
  9. imagine this only works because buildings take lotsa dmg. imagine many small hp targets, like 5hp s-troops. does charging stack dmg the same way against units if done correctly?^^ hardly abuseable because of all the circumstances, but if done right can oneshot anything
  10. atleast it gets broken consistently until the 6th where it seems to get a .5 multiplier instead of 2.0 how is the 24.800 formed? 9.900 x 2 + ___ ? where do the 5.000 come from? additionl insight: I mean this could be a longshot, but the building has exactly 5k life. is this where the addition 5k come from? that'd be hillarious.
  11. maybe it has a max amount of damage, as you've stated. and the carried-over-damage is then multiplied again? this way it only works if the initial target is destroyed so subsequent targets get the damage mulitplier applied additional times.
  12. NAME: Bloodhorn(p) upgrade2(II) Stampede damage vs buildings too high when buffed with Tainted Enrage DESCRIPTION: Bloodhorn(p) upgrade2(II) Stampede damage = 9.000 Bloodhorn(p) upgrade2(II) Tainted Enrage = The unit will deal 100% more damage 9.000 = 100% x = 100% + 100% x = 200% 18.000 = 200% (am i rite or am i rite?) I am calculating this in this way based on the damage done to units. Normally 200(100%), when buffed 400(200%). Bloodhorn(p) upgrade2(II) Stampede vs 2x Comet Catcher(5.000 hp each) Bloodhorn(p) upgrade2(II) Stampede destroys one Comet Catcher(5.000hp) and one Comet Catcher survives with 1.000hp. A total of 9.000 damage has been done. Bloodhorn(p) upgrade2(II) Stampede with Tainted Enrage vs 6x Comet Catcher(5.000 hp each) What I expected, 3 Comet Catchers dead, one left with 2.000hp What happened, all died. How is 9.000 + 100%more damage greater than 30.000hp REPRODUCIBILITY: Always in the Forge. SCREENSHOT/VIDEO: LOG: [This is really important. Attach/upload your log file! This provides us with the data we need to fix your problems. You can find your log in the Documents/BattleForge/Diag directory as _log_proxy_latest.log if you didn't restart your game yet, _log_proxy_0.log if you restarted your game once, _log_proxy_1.log if you restarted your game twice, and so on. If your game crashed, please also include the crashdata.mdmp.] ADDITIONAL INFORMATION: -/- _log_proxy_latest.log
  13. but amii paladins reflect is not tied to negated dmg. it just says "distribute 100% of the incoming damage equally to hostile units". I would agree with you if the wording was "distribute 100% of the PREVENTED incoming damage equally to hostile units"
  14. NAME: Amii Paladins do not reflect Voidstorm damage DESCRIPTION: Voidstorm damage is not reflected to Units in 15m range using Amii Paladins active ability. Amii Paladins ability says "Activate to reflect incoming damage using the ancient magic of the unit's armor. For the next 10 seconds, Amii Paladins will take 100% less damage and distribute 100% of the incoming damage equally to hostile units in a 15m radius. This damage cannot be warded off with the help of damage reducing abilities because it is able to circumvent every buff or protective shield. Reusable every" I'd say Voidstorm is a form of incoming damage. Sure it cannot be prevented but Amii Paladins ability doesnt state it reflects prevented damage. It just reflects damage. REPRODUCIBILITY: Using the CommunityForge as a map cause you got easy access to instant 8k of energy up front. Build up Voidpower using any combination of wasting power. Spawn Amii Paladins. Activate Amii Paladins ability. Send the Amii Paladins near enemy-npcs. Activate Void Storm while Amii Paladins ability is up. Amii Paladins die, enemy npc does not take reflected damage from Voidstorm deliverd via Amii Paladins. SCREENSHOT/VIDEO: LOG: [This is really important. Attach/upload your log file! This provides us with the data we need to fix your problems. You can find your log in the Documents/BattleForge/Diag directory as _log_proxy_latest.log if you didn't restart your game yet, _log_proxy_0.log if you restarted your game once, _log_proxy_1.log if you restarted your game twice, and so on. If your game crashed, please also include the crashdata.mdmp.] ADDITIONAL INFORMATION: Since Voidstorm is damage Amii Paladins take, they should reflect it. I'm not saying they shouldnt die, they definitly should, but before dying dmg should be reflected according to ability. Or simply change the text to "Amii Paladins only reflect prevented damage" I added an addition underscore as the first letter of the logfile. I couldnt upload the load cause it was larger than the allowed filesize and i couldnt zip it cause it was in use by a program. __log_proxy_latest.7z
  15. Oh, I realy like the idea of this daily rewards system. Also the thing about getting boni from referred friends, as this will quite end in me having 3 ppl(ze friende) arround playing the 4 player maps.
  16. Became pudding with chocolate on top, to snack all the ladies
  17. Lives in Slovenia, must be addicted to stonekin, guess what he uses as avatar. oh a stonekin
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