a new bug about chinese flame thrower

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China fei123456
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a new bug about chinese flame thrower

Post by fei123456 »

they are defined to have 6* bonus against infantry and area attack, but in fact they dont.
their area attack damage cap has some bug.
flame thrower has 5 attack and can deal 20 damage in total with its area attack. they have 6* against infantry, which means they should deal 30(5*6) damage to a single infantry, and can deal 120(20*6) damage in total.
but the fact is, they can do 20 damage only to infantries. so they only have 4* to infantry and no aoe damage.
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China fei123456
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Re: a new bug about chinese flame thrower

Post by fei123456 »

hmm maybe this is not a bug.
if the flame throwers can really deal 120 damage to infantries per hit (their rof is 0.5s lol) they may become the urumi gods in age 2.
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Re: a new bug about chinese flame thrower

Post by iNcog »

I think that, in Age of Empires 3, area damage is capped. Unlike Starcraft.
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Re: a new bug about chinese flame thrower

Post by fei123456 »

iNcog wrote:I think that, in Age of Empires 3, area damage is capped. Unlike Starcraft.

yeah but the damage cap is related to bonuses.
e.g. dopple has 20attack 40cap, and they do 60attack 120cap to cavs.
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Malaysia Aizamk
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Re: a new bug about chinese flame thrower

Post by Aizamk »

:'(

Pls don't nerf my flamethrowers
oranges.
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China fei123456
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Re: a new bug about chinese flame thrower

Post by fei123456 »

Aizamk wrote::'(

Pls don't nerf my flamethrowers

i mean flamethrowers should be 10 times stronger in theory.
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Re: a new bug about chinese flame thrower

Post by sudmakmak »

Aizamk wrote::'(

Pls don't nerf my flamethrowers


buff have more range? 10 very near
and buff area?

but they don't take care for china
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Re: a new bug about chinese flame thrower

Post by deleted_user0 »

i think you misunderstand. The way you describe it is not how area damage works. It can deal still deal 30 damage 5*6 to a single infantry unit, but what is capped is the splash, which means that the surrounding units cannot take the full 30 damage the first unit takes, but instead are capped at 20. which makes sense, because the splash is supposed to become weaker as it reaches the outlying areas. thats why when a cannon ball hits the first unit, it usually dies, but surrounding units take less damage because of the splash being capped and weakening.

that said, because of their 10 range and they are easy to focus fire + hard to mass, they arent really a viable unit in many cases. i think they are more interesting as an age2 siege unit too, rather than an infantry killer
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Re: a new bug about chinese flame thrower

Post by fei123456 »

umeu wrote:i think you misunderstand. The way you describe it is not how area damage works. It can deal still deal 30 damage 5*6 to a single infantry unit, but what is capped is the splash, which means that the surrounding units cannot take the full 30 damage the first unit takes, but instead are capped at 20. which makes sense, because the splash is supposed to become weaker as it reaches the outlying areas. thats why when a cannon ball hits the first unit, it usually dies, but surrounding units take less damage because of the splash being capped and weakening.

that said, because of their 10 range and they are easy to focus fire + hard to mass, they arent really a viable unit in many cases. i think they are more interesting as an age2 siege unit too, rather than an infantry killer

no i didnt misunderstand. you can just test.
you attack coyote runners with flamethrowers. the coyote you attack will take 5 damage, and nearby will take less.
you attack musks with flamethrowers. the musk you attack should take 5*6 damage, and nearby musks will take less damage. isnt it?
but the fact is, the musk you attack only lose 20hp, and nearby musks lose ZERO hp. there is NO splash at all.
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Re: a new bug about chinese flame thrower

Post by deleted_user0 »

ok

ProtoAction>
<Name>FlameAttack</Name>
<Damage>5.000000</Damage>
<DamageType>Siege</DamageType>
<MinRange>0.000000</MinRange>
<MaxRange>10.000000</MaxRange>
<ROF>0.500000</ROF>
<DamageCap>20.000000</DamageCap>
<DamageBonus type ='AbstractInfantry'>6.000000</DamageBonus>
<DamageArea>1.000000</DamageArea>
<DamageFlags>GAIAEnemy</DamageFlags>
<DamageBonus type ='Building'>4.000000</DamageBonus>
<DamageBonus type ='Ship'>6.000000</DamageBonus>
<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
<DamageBonus type ='AbstractLightInfantry'>0.600000</DamageBonus>
<DamageBonus type ='AbstractCavalry'>0.800000</DamageBonus>
</ProtoAction>

problem could be in the damageflags, or in the damagecap. either the cap is to low, or the abstract infantry bonus is ignored because it is flagged wrong? most likely its indeed the cap thats just too low, making it that the musk already caps out at 20 and so no area damage is given.

post it in the bug thread, should be easy to fix by making the damage cap 40.

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