How to Alter Headshot Damage

I’ve been trying to lower the headshot multiplier for my custom game, but it’s not working and making damage values overall inconsistent.

Here’s what I have:
Event: Player Dealt Damage
Condition: Event Was Critical Hit == True
Action: Set Damage Dealt (Event Player, 75)

For some reason, not only does this not reduce the headshot damage by 75%, it also makes all damage values deal between 2-10% less damage. I originally thought it was another part of the program causing the problem since it didn’t make sense, but when I tested every workshop rule this was the one causing my problems.

Anyone know what’s up?

The headshot multiplyer as of now cannot be edited.

When the event calls for the damage dealt, the damage has already been dealt. And it seems like you aren’t reverting the effect so it’s permanent until you set it back, and it’d effect all damage afterwards, not just headshot damage.

25% less. You are setting their damage to 75%, so they deal 25% less.

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The headshot multiplyer as of now cannot be edited.

That would explain it.

25% less. You are setting their damage to 75%, so they deal 25% less.

The damage varies, but on my most recent test, a hanzo arrow meant to do 110 damage dealt between 103-109 after the first hit. That’s closer to 5% than 25%.

Still, at least now I know that the program I’m attempting is impossible, so I’ll just disable it so it doesn’t keep causing a muck. Thanks!

And you are using something to indicate that? (such as world text above their head showing their most recent damage taken)

If you meant it to be 110 you didn’t set the damage to 75%.

And you are using something to indicate that? (such as world text above their head showing their most recent damage taken)

Tested with another person

If you meant it to be 110 you didn’t set the damage to 75%.

I have a global modifier already in place to reduce all damage dealt by 80%, and I used the custom setting to increase Hanzo’s damage by 110%, that’s why the damage is what it is.

This event will change the players damage after the damage is dealt, changing the damage for the attacks after. I would suggest lowering player damage, and have a rule that will damage the victim for 25% of the event damage if it was not a critical hit. Add a very short wait afterwards, so the damage from the action doesn’t retrigger the rule.

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Another option is to heal the player for the excess damage, making it so they effectively didn’t take all the headshot damage. You would also have to decrease the attacker’s ult charge appropriately. You would also have to make all players invincible (health can not go below 1 HP) and then kill them with the Kill command if they took lethal damage.