jastey Posted December 5, 2008 Share Posted December 5, 2008 How exactly does 306 ApplyDamagePercent(O:Object*,I:Amount*,I:Type*DMGTYPE) work? I am using "ApplyDamagePercent("C#Ajantis",90,CRUSHING)" and thought that it would cause 90% damage of the actual HP on the creature, but it seems that for lower HP value, the NPC not only dies but also the portrait disappears from the group so he cannot be resurrected, which I assume happened because the damage was too high? What am I getting wrong? Link to comment
Avenger Posted December 5, 2008 Share Posted December 5, 2008 Did he already have damage? Because the percent is calculated from the max hp for sure. If he was full health, and chunky died from 90%, then we really need to re-research this action. [edit] You wrote 90% of the actual HP. Well, no, 90% of the maximum HP. Link to comment
jastey Posted December 5, 2008 Author Share Posted December 5, 2008 I have to admit I am not sure about the injured part. I will investigate further. 90% of total makes sense, though. Link to comment
jastey Posted December 6, 2008 Author Share Posted December 6, 2008 I am confused - the above was a tester's report. Now I investigated and I found the following behaviour: from a total of actual hitpoints, the "ApplyDamagePercentage"(90%) lead to the following: 80 -> 29 29 -> 9 9 -> 1 So, to me it seems more like a percentage of the current HP, not the maximum, and how the junk to death happened in the tester's game is a mystery to me. Does the difficulty level of the game influence this in any way? Link to comment
Icendoan Posted December 6, 2008 Share Posted December 6, 2008 So with a value less than 100, it is impossible to kill someone with this... Icen Link to comment
Ardanis Posted December 6, 2008 Share Posted December 6, 2008 Does the difficulty level of the game influence this in any way?Given it affects the damage party members receive... probably yes. Link to comment
jastey Posted December 7, 2008 Author Share Posted December 7, 2008 That was it: From a total of 80 HP, "ApplyDamagePercent("C#Ajantis",90,CRUSHING)" does the following: easy: -36 HP normal: -71 HP PnP: -92 HP hard: -108 HP insane: -144 HP So, for hard and insane, the NPC is chunked to death (portrait disappears). Which is kind of inconvenient, if dealing with percentage values. Does anyone know how the additional damage for hard and insane is calculated? What I really want to know is, what percentage value I can be sure will not lead to chunked death for those difficulty levels. Link to comment
Ardanis Posted December 7, 2008 Share Posted December 7, 2008 easy - 50% damage normal - 75% (according to your result -100%) core - 100% (according to your result - 125%) hard - 150%, so ADP's value is multiplied by 1,5, can't be higher than 66% apparently insane - 200%, ADP is doubled, can't be higher than 49% There is a trick however - right before hitting the guy apply to him "Stat: Minimum HP Limit [208] = 1" via spell (not sure if possible when in active dialog, anywhen else should be doable), so he'll stay alive even if hit for 180% of current HP. Link to comment
jastey Posted December 8, 2008 Author Share Posted December 8, 2008 It's a scene where the NPC drops all equipment anyway, so I guess I'll use a 1HP min girdle or something. Thank you for your help! EDIT: He gets chunked with Imoen's girdle on. I guess I don't have to understand that. Link to comment
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