The only exception I can think of are hero transformations which lower the cooldown attack timer or the respective unit having a low cooldown attack timer to begin with. I see what you’re saying but my problem is that there are many custom hero maps or custom maps in general where you build you hero/character and you reach a point where attack speed becomes irrelevant very fast (bloodlust ,endurance aura, agility etc.) and for some heroes the attack timer is pretty slow in my opinion even with the maximum attack speed due to having big cd attack timer. Triggers bypass this limit and can be used to make the unit attack 50 times a second regardless. Hence a 2 second attack period has a maximum attack speed limit of 0.4 second attack period. Rather make the attacks hit for more damage than more attacks.Īs mentioned above. That said if you have units attacking 50 times per second that raises alarm bells of a poorly designed map.
It can make any unit attack 50 times per second if so desired. The trigger action bypasses this limit entirely.
Hence 500 to 5,000 points of agility could make a difference as long as it does not exceed the -80% to +400% faster attack speed range. Although a gameplay constant to remove the limit would be nice, it still cannot be removed by default to avoid breaking maps.Īgility can give less than 1% attack speed per point. It is a well known limit and is hard coded. I feel like if you cap your attack speed the game should slowly lower your cooldown attack time until you have so much attack speed you reach the 50 attacks per second limit. For example there isn’t any difference if you have 500 agility or 5000 if you have 2 seconds cooldown time for your attacks. So via trigges you can a can make a spell or item which lowers unit’s Combat Attack - Cooldown Time per spell’s level ? Every unit has a specific cooldown time for their attacks which limits their attack speed.
Before trying to prototype I am waiting for LUA support (1.31) since it would rely on the more dynamic nature of data structures in LUA.
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I have some idea as to how to make a trigger system for ability scaling. One can then do whatever scaling calculations one wants for damage there in a single simple trigger. What is needed is a simple way to detect when damage is done from a specific ability. What if people want them to scale with a JASS or LUA variable? Or with unit/hero level? Hence triggers are the only way to go in such a case. I feel this change would be a a great quality of life improvement.Įxcept that is as arbitrary as their current scaling. For example in the Abilities panel for chain lightning at Data - Damage per Target you could have the option to add 2 * Agi + 100 or have another added option where you can set the spell to be passive so it can trigger on auto attack. But what I meant is that they should add an integrated system in Reforged where you have the option to choose the damage/scaling for spells to be attribute based or health based instead of just picking the number. (The unit will attack like a machine gun in that case)įor new map makers I find cone spells and summoner spells scale with attributes kinda hard to make. I would have liked if the Reforged editor slowly lowers the cooldown attack timer if you reach X attack speed on that unit until you can have the maximum attacks per second the system allows OR allow attack speed alone to reach the maximum attacks per second allowed by the system without the concern of the cooldown attack timer for every unit. So if he has 2 seconds cooldown attack timer and the maximum attack speed ( let’s say X) will attack slower than if he had for example 1.5 seconds cooldown attack timer and X attack speed. The Paladin hero has a cooldown attack time of 2 seconds which will limit how fast he will swing his weapon to do a basic attack regardless of how much attack speed he has via buffs, items, agility or gameplay constants. That’s mostly because of the Combat - Attack - Cooldown Time. You know that some units have a faster attack animation while others have a slower attack animation. You mean the attack speed bonus should be percentile? Well, you could, again, make that with triggers, and there are items and abilities that change attack speed by the percent, so you could also use those.