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Maybe they should just FIX the skill-description *grr*
:goldenshield: ?![]()
Animation canceling is better since you move instead of just standing still. Just because you cancel your attack backswing doesn't mean you attack faster, it just means you get more time to move/do other actions while your attack is on cooldown.
Stop-cancel is much better for things like Pyromancer's Stun and such.
P.S. My animation cancel is fine
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This is a bit illogical. I always thought it was the other way around because it simply doesn't make any sense that stalagmites are doing any damage to a chucked units. While the chuck unit is in the air he is far above the stalagmites on the ground below so since he isn't even on the stalagmites he should take no damage.
What was logical to me was that the increased impact force gotten from being launched into the air by chuck would make stalagmites hit harder.
Anyway I tried this out in practice mode and my combo did 600 damage with the logical combo and around 1000 with the stalagmites + chuck combo. Thanks for clearing this up.
Well for Chuck then stun, it's harder to miss. Stun isn't instant so if they're fast and move around heaps...
Element, someone posted awhile ago that getting ult at 6 gives you a higher early game combo dmg. C/D?
I thought so far a long time, until I read in the forums that a perfect stun-chuck is way easier to perform then a perfect chuck-stun.
It said that you will more like loose a tick when chucking first.
2 ppl tested it in practice or sth.
since then, I've always been stun-chucking
STILL chuck-stun is easier and more natural imho.
just doing it the other way because it had been PROVEN less effective.
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wait, if there is a 0.2 second delay before hitting every 0.2 second with stalagmites, and chuck has exactly 1 second air time, wouldn't that give exactly enough time if you queue chuck -> stun so that you get every tick in; i.e. the full 900 (+ throw) damage?
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I'll respond with read the thread more carefully. I made a timeline:
Chuck at t=0
Stalagmites cast at t=0
Stalagmites impact at t=0.2
Instance #1 impacts at t=0.2
Instance #2 impacts at t=0.45
Instance #3 impacts at t=0.70
Instance #4 impacts at t=1.05
Since Chuck's projectile lifetime is 1 second, there is a 0.05s grace delay in between the Chuck cast and the Stalagmites cast. This grace delay is lessened the further away the Stalagmites has to travel, where 60 units is the max distance it can travel.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
Either Elementuser or the link in my sig.
This is not to mention its alway's best to use a stun first, and it has longer cast range than Chuck (for the person you want to throw) and if there's multiple units and you don't chuck your target the whole combo is failed, but if you stun first you can get right next to them to ensure the chuck
E.U you are my favorite <3
mystery unraveled? what mystery. the most effective combo is stun/chuck. it has been ever since the old days of DotA. only bads think it's the other way around.
tongue punch my turd cutter.
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Last edited by CrazyAce; 11-12-2010 at 07:20 PM.