Closed mindrage closed 12 years ago
We are going to take a look at it as soon as the server become usable. Thanks for the report.
Do you mean that if a creature has 100 life left, and something hits it for 200, OnDamage.damage will be 200 not 100?
In that case, this is intended. This way spells reducing the damage will not make the player immortal. Consider a stone skin spell that reduces damage by 75% every hit. If the OnDamage event only reported life-loss relative to the health of the creature, the 200 hit would be reported as 100 (the creature's health), and then reduced to 25. The next hit would also be for 200 damage, but now reported as 75, and reduced to 18 and so on making the creature live for way, way longer than if the first hit was reported for 200 and reduced to 50, and the next hit also reduced to 50 - killing the creature.
Ah okey, Unusual but works well ^^
I don't really know if this is a bug, but the damage calculation from the onDamage is not taking into the act if you last hit someone. The damage value given in the event is not equal to the enemies last hp, its the actuall damage of the attack. This are non existing number which i would assume be unbalacing certain ways.