QuoteDisplay Morezitiert von Earthsongs:
Interesting game mechanics....
1. Retreating disables all abilities. For example, force field abilities are disabled when retreating. This applies also to passive auras; some must have noticed how hp increase of gaunts and rippers by tier upgrades disappear when they are retreating.
Example: T2 Hormagaunts max HP goes from 650 to 520 as soon as you hit retreat.By same mechanics melee resistance aura of melee units also go away. So as per melee units they take 110% more damage while retreating than on battle. On units without melee resistance it's 30%.
Example: Singing Spear does 90 damage per hit, against units with 40% melee damage resistance aura it does 54 damage, on retreating units it does 117 damage. As per FC Thunderhammer it goes 175/105/227.5.2. Weapons_damage_modifier applies to all weapons, including melee, ranged, and slot items. Most abilities are programmed to use slot weapons, so this leads to a rather funny situation.
Example: GU Warlock leader's Embolden increases the weapon damage by 25%. Plasma grenade does 260 damage, throw it right after Embolden and it does 325 damage. RA's Catalyst increases weapon damage by 100%. Zoanthrope focused warp blast does 200 damage with stun, with Catalyst it does 400 damage with stun.3. All invulnerable abilities (Angels of Death, Providence, Phase Shift) work by received_damage_modifier of 0 - by multiplying received damage by 0. Doom or Mark Target that poor sod and they will no longer have 100% damage reduction but only 25% reduction since those abilities cancel each other.
Example: Dreadnought fist does 220 damage and Warlock uses Providence. He receives 0 damage. Mark Target him and he receives 220 * 0.75 = 165. Dead Warlock squashed by Dreadnought.All of these were actually tested. If anyone else has other interesting stuff brign 'em in.
Fand das sehr interessant zu lesen und hatte während 1-2 mal ein "AHA! Dachte ich es mir doch"-Erlebnis.
Quelle: http://community.dawnofwar2.com/viewtopic.php?f=20&t=20069