View Full Version : How is the new pebbles coded?
Aviseras
08-29-2009, 04:34 PM
So to get full double damage does the order need to be
Stag > Chuck
or
Chuck > Stag
or does it not matter?
The patchnotes are really brief and I haven't found any consistent results.
Darkstrand
08-29-2009, 04:39 PM
I honestly have no fking clue, but it doesn't stop me from owning it up.
So to get full double damage does the order need to be
Stag > Chuck
or
Chuck > Stag
or does it not matter?
The patchnotes are really brief and I haven't found any consistent results.
how is it coded? ctrl + c (code frome stone giant) ctrl + v Peebles (hon) .. oh wait..
Brad1
08-29-2009, 05:34 PM
Xaifas obviously didn't understand the OP.
I'm pretty sure it's Stalagmite then Chuck.
i think its stag then chuck BUT you really want to chuck first because if you have a limited window that you can chuck an enemy hero then i would chuck first and stone him later
Brad1
08-29-2009, 07:36 PM
Landing the stun gives you ample time to chuck him though ;)
Trysaeder
08-29-2009, 10:18 PM
Avalanche then toss.
Stag then chuck.
Maxter1
08-30-2009, 02:17 AM
To get the "Double Avalance" done:
Get to melee range of the target, use Stalagmite, Immediately use Chuck, make sure that you chucked the hero target, not a nearby creep.
Landing the stun gives you ample time to chuck him though ;)
yes but when i said limited window i ment that if a creep wave is close you have a little window before he gets mixed up with the creepwave and you chuck someone else
Ass_Fister
09-01-2009, 05:40 AM
or chuck you own team to death ...
djastro
09-01-2009, 11:15 AM
It says in the patch notes 1.39 for pebbles. Units affected by Chuck take extra damage from stag.
Pebbles:
- Reworked Chuck, it should now deal its damage consistently
- Units affected by Chuck will now take double the damage from Stalagmites
- Chuck will no longer be greyed out when no valid units are nearby to throw
- Reworked Stalagmites to properly delay based on distance
- Stalagmites now has a 600 base cast range, to match its DOTA counter-part
* Enlarge still increases the range of this skill by 50/100/150, making the maximum range now 750, from 700
http://forums.heroesofnewerth.com/showthread.php?t=474
hackman5000
09-01-2009, 07:28 PM
I believe the way it was coded in DotA was a trigger that did a little damage every .1(?) seconds and stun when a unit entered the circular region he was stunning (resulting in the full stun duration over the course of the stun). Tossing would cause the unit to leave the stun area and enter again, causing the trigger to fire off a second time, doing the remaining damage for the first trigger, and the full damage of the second trigger (or maybe just the remaining damage twice?). So it was actually a bug in the code that allowed the bonus damage, though when fixed, many people said they liked it better the "bugged" way, and Icefrog put it back in.
Now in HoN, I don't know how their map editor works or the equivalent of triggers from WC3, so it may be slightly different, but I assume the concept is fundamentally the same. Toss them at any point during the stun duration and you get some more dmg.
Zejety
09-01-2009, 08:03 PM
So it was actually a bug in the code that allowed the bonus damage, though when fixed, many people said they liked it better the "bugged" way, and Icefrog put it back in.
With different coding tho.
Now it's something like:
"every 0.X seconds deal Y damage and if unit is beeing tossed then deal Y damage again"
mung89
09-27-2009, 09:47 PM
I recently played peebles cause i thought the stag and chucking the unit within the stag area after would do more damage(for a total of 900* i think) but i was disappointed to learn that it didnt work like that with dota's tiny's skill. i have no idea if this effect is implemented in HON or i was just doing it too slow(which i think not cause im doing it as fast as i do with tiny) but i hoped it would be made like dota's tiny and they would do something about it.
Ice_Phoenix
09-27-2009, 10:29 PM
I recently played peebles cause i thought the stag and chucking the unit within the stag area after would do more damage(for a total of 900* i think) but i was disappointed to learn that it didnt work like that with dota's tiny's skill. i have no idea if this effect is implemented in HON or i was just doing it too slow(which i think not cause im doing it as fast as i do with tiny) but i hoped it would be made like dota's tiny and they would do something about it.
I thought the combo was a little weak as well the last few games I've tried it. So I just went into practice mode as Pebbles, spawned a neutral enemy hero and put him on "hold position," and got to work. At a level 11 Tiny (lvl 4 Avalanch, lvl 4 Chuck, lvl 2 ult) versus a level 25 hero (only stats leveled), here are my results:
Avalanche, wait 2 seconds for stun to finish, Chuck unit: 550 damage
Avalanche, Chuck halfway through animation: 500 damage
Avalanche, Chuck immediately: 450 damage
Chuck, wait for unit to hit ground, Avalanche: 550 damage (obviously)
Chuck, Avalanche while unit is at max height: 550 damage
Chuck, Avalanche immediately: 550 damage
As you can see, Avalanche currently deals less damage when used Chuck is used in an attempt to combo. Fix needed ASAP! (Does this mean it needs to go to the suggestion forum?)
Archemorus
09-27-2009, 10:56 PM
Pebbles was working as intended, but apparently last patch broke him again, since he should be dealing around 900 dmg on a good combo
Ecole
09-27-2009, 11:09 PM
The actual combo deals 900 magic damage at lvl 8 with Stag and Chuck maxed. Counting the magic resi in, you deal 675 damage (assuming its just natural magic resi and not any skills like Arach's armor or magebane's passive)
Pebbles was working as intended, but apparently last patch broke him again, since he should be dealing around 900 dmg on a good combo
Trysaeder
09-27-2009, 11:22 PM
300+300+300+200=1100 magic damage. Remember the toss damage on the target.
Nedrapter
09-28-2009, 05:21 AM
It says in the patch notes 1.39 for pebbles. Units affected by Chuck take extra damage from stag.
Pebbles:
- Reworked Chuck, it should now deal its damage consistently
- Units affected by Chuck will now take double the damage from Stalagmites
- Chuck will no longer be greyed out when no valid units are nearby to throw
- Reworked Stalagmites to properly delay based on distance
- Stalagmites now has a 600 base cast range, to match its DOTA counter-part
* Enlarge still increases the range of this skill by 50/100/150, making the maximum range now 750, from 700
http://forums.heroesofnewerth.com/showthread.php?t=474
does this means Chuck then Stag?
Thysios
09-28-2009, 05:40 AM
how do you no if they are 'affected by chuck. Is it like x seconds after they have landed they will be effected by the double damage or something?
FatHuntresS
09-28-2009, 06:09 AM
the double damage doesnt work.
Ice_Phoenix
09-28-2009, 10:17 AM
how do you no if they are 'affected by chuck. Is it like x seconds after they have landed they will be effected by the double damage or something?
You'll know it when it happens. When it was working, the Avalanche + Chucked unit would receive the second set of Avalanche damage immediately after he hit the ground. It's just that the last patch broke the combo.