Hello there,
I have an AttributeSet consisting of at least CurrentHealth, MaxHealth, Armor. There are 7 DamageTypes as well as 7 ArmorTypes. I want to have damage calculated as following:
Take unit’s BaseDamage
Apply Armor Formula (e.g.: 1 + (Armor * 0,06) / ( 1 + Armor * 0,06) = DamageAfterArmor)
Get the ‘type to type’ damage ratio (e.g.: if (TargetArmorType == ‘Normal’ && SourceDamageType == ’ Normal’ → DamageTypeMulti = 1.5)
DealtDamage = BaseDamage * DamageAfterArmorMulti * DamageTypeMulti
Apply DealtDamage to Target
Should the Damage come from an Effect per Ability? Should I have an Attribute BaseDamage? Is there a way to apply that logic to other Effects without having to do all the settings over and over again?
(Am I getting that right, that if I apply GameplayTags via GameplayEffectAssetTag > Added, that I could query for those on my Actor or at least it’s ASC? I would need to display the unit’s DamageType and ArmorType in the UI)
Thanks in advance!