I never seem to remember to check this in game well enough, but Snipe does base damage and then it does additional damage as it travels. Is the additional damage static based on range, or is it a percentage of the base damage? And either way, what numbers are involved.
My guess is that it is a fixed amount (up to 270) based on range, but I could be wrong. I haven't played a full snipe reg in a while, and was hoping someone had cold hard figures for me.
The additional damage is based on range, but I'm not 100% on the exact numbers. But according to this: http://demigod.wikia.com/wiki/Snipe it's an extra 50 damage for every 15 yards.
So a maximum bonus of 300? Okay, about what I was expecting. Meaning that increases the rank of the skill only increases the base damage by exactly the amount shown in tooltip. Max range level 4 snipe is worth 1000 damage.
I'll have to test against these numbers and see how it looks.
Thanks!
It can go up to 1100ish because of the cast time and target moving further away than max range. There is also the teleport.
Is there a limit? If someone portals all the way across mandala after being targetted near the edge, will the snipe do 1500 or something?
It probably will; however, usually it's not an issue because of the rate of healing at one's crystal.
It's possible to snipe at the teleport, but it is extremely unlikely, and at that HP they probably should just be shot with a bolt anyway.
local Projectile = import('/lua/sim/Projectile.lua').Projectilelocal Buff = import('/lua/sim/buff.lua')Bolt02 = Class(Projectile) { OnImpact = function(self, targetType, targetEntity) if(targetType == 'Unit' and targetEntity) then local launcher = self:GetLauncher() if(launcher and launcher:IsDead()) then launcher = targetEntity end # Determine Snipe's damage boost, depending on distance traveled # Currently: Damage +10 for every 3 traveled local damageperrange = 10 local rangeblock = 3 local targpos = table.copy(targetEntity:GetPosition()) local launcherpos = self.DamageData.LauncherPosition local targetdist = VDist2(launcherpos[1], launcherpos[3], targpos[1], targpos[3]) local damageBuff = math.floor(targetdist/rangeblock) self.DamageData.Amount = self.DamageData.Amount + (damageBuff * damageperrange) if self.DamageData.Buff then Buff.ApplyBuff(targetEntity, self.DamageData.Buff, self.DamageData.Instigator) end end Projectile.OnImpact(self, targetType, targetEntity) end,}TypeClass = Bolt02
10 damage every 3 yards.
Hmm, I see we've broken out the code here. (How do you do that anyway?)
10 every 3 yards is 50 every 15, so looks like our guess is correct. And yeah, there is no cap so moving away will increase the damage dealt.
Oh, and it is completely worth it to snipe someone who is teleporting away. Even if they get the teleport off... humans do not always teleport directly to the crystal, and even then, the healing crystal may not heal them enough.
Wow, Demigod's code is so clean...
Actually moving away doesn't change the damage as far as I have seen. The damage seems to be locked in at a max of 1000.
Doesn't seem to be reflected in the code you posted, but some cap may exist outside the function you posted.
Also, it looks like the code allows for snipe to take any on hit damage buffs with it. That seems consistent with my memory (You can get maimed by a snipe from regulus). It does suddenly make me wonder if things like Gloves of Fel Darkur or wyrmskin gloves can proc on a snipe. That'd be cool:
if self.DamageData.Buff then Buff.ApplyBuff(targetEntity, self.DamageData.Buff, self.DamageData.Instigator)
Stupid Reg, aim for the head!
I don't think item-effects proc, cuz it'd be crazy to get a crit snipe.
The cap would be Snipe's range limit. Snipe's range is 90 yards. Since it gains an extra 50 damage for every 15 yards the max damage Snipe can do is 1000 at rank IV.
Well, the thing is, that the range dictates when you can activate the ability. Depending on when this code is run (And it looks like it should be done at point of firing) then someone can move outside of your range in the two seconds while you fire. Since this code itself has no cap, then the damage could be greater.
The interesting part here is that if this is executed when the ability is targeted, not after the casting time, then that means that 'running towards' a regulus who is sniping you doesn't actually decrease the damage, which is the common thinking process on it.
Should be pretty easy to test if you have an ally on the other team. Do one snipe at max range (Walk a little before shot) and then do a second test at max range where the target walks away as soon as they are targeted. If damage goes up, then yes, hitting someone who teleports can indeed do major extra damage.
You're right, it's unclear if the range bonus for Snipe is determined when you target someone or after it actually hits. If it's the former then the limit is 1000 damage, but if it's the later the potential damage could be nearly twice that on larger maps.
I'll try testing it in single player, although I doubt I'll get favorable results with the AI.
At max proc range maxed Snipe does 1000 damage, but it isn't capped. So if you start channelling the snipe at max range and your enemy moves or ports even further away the damage continues to stack. I think the most I've seen was 1100, but I'm sure I've sniped for more than that through Fog of War... Item damage effects do not proc on Snipe, at least crits don't, AFAIK. (Equip Ashkandor for 4000 hitpoint snipes? They would have closed that loophole long ago, surely?)
I don't think crit procs WOULD effect it, but rather that things that apply buffs would. I think that's what that bit of code I wrote did. Simple to test though, are sniped targets maimed?
Yes, but it seems to not last as long.
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