1 |
@Klon, "doomed" flag for regular damages (like for scalpel/rapier/defender projectiles) is set when sum of projectile damages, launched towards this unit, is greater or equal to the current health of unit. Basically:
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1 |
@Klon, "doomed" flag for regular damages (like for scalpel/rapier/defender projectiles) is set when sum of projectile damages, launched towards this unit, is greater or equal to the current health of unit. Basically:
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2 |
[quote]doomed=incomingDamage>=target.health[/quote]
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2 |
[quote]doomed=incomingDamage>=target.health[/quote]
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3 |
\n
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3 |
\n
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4 |
"Doomed"
flag
then
is
taken
into
account
in
the
target
priority
evaluation,
such
as
that
"doomed"
unit
is
de-prioritized.
|
4 |
"Doomed"
flag
then
is
taken
into
account
in
the
target
priority
evaluation,
such
as
that
"doomed"
unit
is
deprioritized.
|
|
|
5 |
Similarly, gadget deprioritizes disarmed or EMPed target. The issue is that EMP or disarm doesn't cause target to cease, and partial paralysis or disarm state, which inevitably occurs as unit recovers from EMP/disarm shot, is not handled properly.
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