Will we ever get % damage abilities that can be reduced by the different armors?

That’s because the DoT doesn’t deal % damage. The ability just applies a DoT of size equal to a percentage of the target’s health bar.

% damage abilities not being reduced by armor is the Civil Rights movement of our time :expressionless:

I know how it works.
But it still “%-based” dmg that can be affected by Armor.
I just wanted to make it clear that we already ahve this and it can be coded.

you could also add dozens of more damage types like fire, cold, divine, poison and add different kinds of protection against them… but this would make the game much more complicated. no reason to.

I forget that % dmg kills any target at the same rate, but when some sort of intervention occurs, high health heroes take the most damage. While it it much easier to recover as a lower health hero. Shields and or healing.

Malthael’s trait, Thrall’s Ancestral Wrath and Ragnaros’s Giant Scorcher are all DoT and % dmg, but can’t be DR.

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It was more how the DoT is applied than the fact it is a DoT. As already discussed, it snapshots HP at the time the cast finishes, and converts that value to a DoT of a fixed tick size. The ones you listed use % HP to calculate the value of each tick.

Given how extreme the HP change can be with Dark Conversion, and not the others, this makes sense in terms of counter play.

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But we also have malthael, and i think his DoT isnt reduced by armor (i could be wrong on this though).

His dot deals 1% of the targets max HP.
It does not deal damage equal to 1% of the targets max HP.

I don’t recall any other DoTs that call out doing % damage. Dark Conversion doesn’t state it does % damage.

“Marked enemies are revealed and take damage equal to 1.75% of their maximum Health every 1 second.”

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It should be reduced by armor in that case.

I didn’t remember how it was worded correctly at all hahah!

Thank you

It also may be a tooltip is on their radar to be changed, but they haven’t managed to squeeze it in. (Tooltip reworks take time out of development, there are lots of tooltip reworks/updating/et cetera which are on a list when there is a chance).

I think its worthy to test this ingame though, since i suspect that it still ignores armor as the wording on that line does not describe the individual ticks. The wording might be that way because of the many ticks it never realy reaches the exact 1.75%. Someone can level up or get extra maxhp through quests, and that can mess up that number.

A major diffirence is that each tick seperately deals that % damage, and that single tick might not even use the 1.75% value, but something completely diffirent. It then becomes a direct attack again. And yes, this number could still be affected by armor, but its again a diffirent system.

But it already shows that we do not need additional %dps types as even the current 2 systems that we have can create enough confusion.

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Just like healing has a counter. auto attacks and % dmg auto attacks have one too
Healing gets counted by healing redution spells no matter if its % based or not

Mini gun gets countered by blinds

I just wanted to pop in here and say there isn’t a coding limitation and that yes, we could make % based damage mitigated by Armor, but we don’t want to.

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Could you please make percent damage a different colour? It would be nice if it stood out and said “im different to both physical and magical”

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Thanks for taking the time to respond.

On another note, yeah that’s the answer I guess. Disappointing but GL with the game.

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Hey AZ.

Have you ever added a hero based on a forum post?

And do you like moose?

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To be honest the whole % dmg concept is flawed. That damage does the same for any character, even assassins. I am surprised they didnt make it damage bonus with max health difference to target. Thats why you have been witnessing the insane 1v9 malthael, tychus, and so on metas.

Is there a reason why? Curious to hear the design thought process

It does make sense though, and that is why other games like LoL do that. I’m not arguing for or against adding armor calculations to % damage here, but I felt the need to point out that you are wrong, and your reasoning is flawed.