Open LinSun00 opened 1 year ago
What do you guys think about updating the damage functions in damage.py so that they have an argument on_hit_damage, basic_attack_damage_modifier_percent, damage_modifier_percent, damage_modifier_flat ? This way, everything is just handled in the damage functions, and we just have to add each spell or item effect to the right variable ? @PaulQbFeng
I still believe on-hit damages are not part of the modifier of the damage instance that triggers it (be it auto attack or spell). https://leagueoflegends.fandom.com/wiki/Damage_modifier
Damage modifiers refer to damage instances that are modified by a percentage or flat value, causing the damage dealt to be increased or decreased
on-hit is another source of damage that is applied when the inital attack hits.
I don't see why it is a problem to leave the on hit effect outside of the attack damage calculation.
To handle local and global for ashe prowler claq + Q for example we would have:
There's nothing wrong with it I guess. If you believe it's the way to go, I trust you, go for it
There's nothing wrong with it I guess. If you believe it's the way to go, I trust you, go for it
7hours ago overtime dev
It seems like interactions between damage modifiers and on hits are not as straightforward as our code is currently making it out to be. Below, share any interesting results you can find about it so we have a good overview of the way it works.