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This thread contains some of the fine Mechanics of the DotA ports, starting from the version Tundra was ported. Note that these features are fully intended & mirror those of DotA (unless stated otherwise with orange text).
Tundra/Beastmaster:
-Piercing Shards/Wild Axes: Each shard gives 500/500 vision, has a lifetime of 1s (1.25s in DotA) from Tundra to destination & 1s (1.25s in DotA) lifetime from destination to Tundra. AoE of each shard is 150. The shards deal SuperiorPhysical SuperiorMagic damage, which means they bypass both physical/magic immunity & the damage is reduced by both physical & magic armor (multiplicatively). Each shard also kills trees in a 150 AoE. DotA's position function for each Wild Axe differs, so it starts off slowly at the beginning and accelerates very quickly towards the middle/end of the pathway, which is why Wild Axes appears to be faster than HoN, but the lifetimes of each axe/shard are the same.
Also, in HoN when you blink AFTER the shards starts returning to you, the shards will not follow you & will end at the point where you last were before you blinked (via Portal Key, because it has a disjoint). In DotA if you blink after the axes starts returning, they will follow you to your final location no matter what.
-Call of Winter/Call of the Wild: Bird gives 500/500 vision at levels 1/2, 1600/1200 vision at levels 3/4. Coeurl applies an unremovable movement slow of 20% at levels 2/3 and 35% at level 4 for 3 seconds. It also slows attackspeed by 20 at levels 2/3 & 35 at level 4.
Bird is not magic immune in DotA.
Other than that, everything is exactly the same (pet stats and all).
-Cold Shoulder/Beast Rage: Completely different skills.
-Avalanche/Primal Roar: The side targets will get pushed for 240 units over 0.4 seconds in the direction perpendicular from the line connecting Tundra & the target. The side units also get their movespeed slowed by 50% and attackspeed slowed by 50 (attackspeed is not slowed by a %).
Basically, imagine a circular affector spawned at the target unit & a circular affector centered on Tundra & connect the 2 circles together to make a rectangle. These affectors have 250 radius & anything in the radius (other than the main target) receives the push & the slow. In other words, the spell is slightly weaker in HoN because if the target is hugging Tundra, the effective "side target" AoE will be much shorter than DotA's preset AoE.
In DotA, it is actually slightly different because no matter where the target is relative to Beastmaster, the AoE circles are always set 50 units, 250 units and 450 units away from Beastmaster and anything in those preset circles will always receives the slow & gets pushed away.
Also, Couriers are affected by the stun if they are the main target of Primal Roar in DotA, but Couriers are immune to the target scheme of Avalanche in HoN, so they can't be targeted. Primal Roar also interrupts channeling with the push in DotA since it uses a set position in the code, while HoN's push will not interrupt channeling since it is triggered movement & not a movement offset.
AoE of DotA is in the following screenshot:
Gladiator/Admiral:
-Logger's Hatchet/Quelling Blade Usage: Gladiator is allowed to wield the Hatchet, Kunkka is not. The cleave in DotA would inherit the extra damage from Quelling Blade, so that is why it got disabled.
-Pitfall/Torrent: After a 1.6s-second delay after the 0.4s cast point, a circular affector of 225 radius is spawned. This affector launches any valid non-boss enemies into the air, stunning them while they're airborne for 1.53 seconds. The skill deals 60/90/120/150 damage on impact and 6/9/12/15 damage every 0.15s for 1.5 seconds (10 impact instances in the air), for a total of 120/180/240/300 damage. When the affector gets spawned (after the initial 2s delay), a gadget spawned in the center of the affector gives 400/400 flying vision and lasts 4 seconds.
-Showdown/X Marks the Spot: State is unremovable. When the unit returns to the mark (either by the subskill I Have No Patience/Return or by the timer on the original skill running out), it is a movement offset and therefore breaks any channeling skill/spell/ability. Being invulnerable or Magic Immune when the return is attempted will not actually return the unit or break their channeling. Issues a stop command upon returning the unit.
A gadget provides 1000/1000 flying vision at the marked spot & this lasts 5 seconds.
Cast point on the subskill Return in DotA has 0.4s cast point, 0 in HoN.
The subskill I have No Patience/Return has a mana cost of 50 & this skill forcefully returns the enemy before the natural timer on the state ends.
-Flagellation/Tidebringer: Cleave ignores armor value, so it will essentially deal true damage to all cleaved targets. Armor type still reduces the damage though, so it will only do half damage to the siege creeps.
When attacking an allied unit (including towers), you will not cleave & not put the skill on cooldown & will still do the extra damage. This means that you have a great advantage when denying. When attacking an enemy gadget/building, you will use up the cooldown & still do the extra damage, but the skill will not cleave.
-Call to Arms/Ghost Ship: The Chariot/Ship travels at a speed of 750 units/second (650 units/s in DotA) and starts 1000 range away from Gladiator/Kunkka. It will continue in a straight line until it has traveled a distance of 2000 units - this means the Chariot/Ship will take ~3.08 seconds to impact & will end up 1000 units in front of where Gladiator/Kunkka was at the cast point. The touch radius of the allied "temporary damage buffer" state is 400 & travels along with the Chariot/Ship. When the Chariot/Ship crashes, it damages & stuns enemies in a 400 radius.
The Chariot/Ship provides 800/800 flying vision and has a death time of 3.34 seconds, which means vision is granted 3.34 seconds after it crashes.
Doesn't stun magic immune units in DotA.
Doctor Repulsor/Storm Spirit:
-Attack Range: 500 range (480 in DotA)
-Magnetic Contraption/Static Remnant: 0 cast point skill (0.4s backswing in DotA), a gadget is spawned at Doctor Repulsor's position. 1 second later, any valid non-Magic-Immune enemy unit (any unit in DotA) that steps within 235 radius of the gadget will destroy the gadget, triggering magic damage in a 260 radius.
The gadget gives 12 seconds of 800/800 flying vision.
-Opposite Charges/Electric Vortex: Once cast, a gadget is created at the location Doctor Repulsor was in at the time of cast. Even if Doctor Repulsor moves away from that spot, the target unit will always be pulled towards the gadget & not towards Doctor Repulsor.
The gadget has 300/300 vision. (Provides 0 vision in DotA)
The self-slow of 50% only applies to movement speed.
-Electric Frenzy/Overload: After casting either Magnetic Contraption/Opposite Charges/Ludicrous Speed, Electric Frenzy state gets applied to Doctor Repulsor. The next successful attack will deal magic damage in a 300 AoE & apply a 80% movespeed slow & a 50% attackspeed slow (-50 attackspeed in DotA) to any valid non-Magic-Immune enemy targets for 0.6 seconds.
-Ludicrous Speed/Ball Lightning: Mana cost is (15 + 7% of max mana) + [ (10 + 1% of max mana) per 100 units traveled].
The skill destroys trees in a 100 radius circle (150x150 square centered on Storm Spirit - meaning the "effective radius" is actually 75).
Also, 0 cast point skills and items can be used while in Ludicrous Speed. You can attack while in Ludicrous Speed.
You are able to cast ultimate while in ultimate in DotA. You can also turn while in ultimate.
Ball Lightning provides a dummy unit with 1000/1000 flying vision that is dragged along with Storm Spirit in DotA. Expires at the same time ultimate ends.
Flint Beastwood/Dwarven Sniper:
-Attack Range: 570 range (550 in DotA)
-Sight Range: 1800/800 (1800/1000 in DotA)
-Flare/Shrapnel: Similar skills. Flare deals instant damage with a weaker slow & lower slow duration, Shrapnel deals damage over time with a stronger slow & higher slow duration.
-Hollowpoint Shells/Headshot: Scales as 30/40/50/60 damage (30/30/40/50). Stuns for 0.05s (0.01s)/0.1s/0.2s/0.2s.
-Deadeye/Take Aim: Range scales as 570/630/690/750/810 (550/615/680/745/810).
-Money Shot/Assassinate: After casting (not channeling) for 1.7s, fires the (disjointable) projectile that follows the enemy. If the casting is interrupted before the projectile launches, you lose vision of the enemy target until you re-cast it on them.
During casting, the enemy target is sighted & revealed. After the projectile launches, you gain vision on them for another 2.3s.
Experience is granted if the target dies at over 1000 range from Assassinate.
Last edited by ElementUser; 10-08-2010 at 09:58 PM.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
Charges are not cut in half, they are halved.
If you have 100, switch, you have 50.
Hit twice, you have 90. Switch, you have 45.
Former Master of the NightE.S. Posthumus__________________________________________________ __________________________________________________ ___________Nihilsomno, glory forever
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Look for my highlighted text (important information) and grey text (interesting but not required information).
Updated for Gladiator/Kunkka.
Read before posting new threads.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
Another absurdly well-done mechanics thread by Element. Glad to have you with us :P
Technicalities are necessary. Though I was thinking old fashionably and that brought confusion.
My thoughts:
1 charge grants 20 AS.
If you have 3 charges cut in half, you have 1 charge, which is 20 AS (but you would have 30 AS).Charges get cut in half (rounded down if the charge number is odd)
In fact, the actual numbers are charges (which is different to the dota way of thinking).
Instead of calling '45' two point 25 charges, it's called 45 charges. If they were halved, it would result in 22 charges.
Both are correct, I was just thinking differently.
Former Master of the NightE.S. Posthumus__________________________________________________ __________________________________________________ ___________Nihilsomno, glory forever
As a semi-related question:
It's been a while since I last played BeastMaster in DotA but I have the impressions that his summoned (quillboar) minion wasn't targeted as much by neutrals (if at all) as it's now the case if you decide to chase a hero.
Is that somehow the case or am I making things up?
Edit: I mixed up neutrals with the enemy side AI controlled spawns that walk the lanes, my bad, please take that into consideration when you run your hour-long tests to varify my claims![]()
Last edited by Nafty; 07-05-2010 at 09:15 AM.
Seems a weird way of thinking. First of all in basic mathematics if you are rounding to integers x.5 is always rounded up. therefore 3 "cut in half" would be 2 not 1, but no one states anywhere or in the description that 'charges' are cut in half or are rounded.
Most people when asked half of 3 .. will say 1.5
I think you're making things up...:P
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Tech Support and Customer Support: https://www.heroesofnewerth.com/support/
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i figure i'll post this in here even though i sent a pm already but after extensive testing and questions to the play dota forums i have confirmed to the best of my ability that the delay on pitfall is indeed 1.6 seconds after the casting point making it 2 seconds from when you click.
http://www.playdota.com/forums/26555...ent-wait-time/
various people have stated it for me when i asked one of which is supose to be very well versed in these things so we can assume it is true(i also used a stopwatch multiple times and also got this)
edit: as more people where arguing with me i figured an easy test to do to prove myself, i turned on wtf mode, then went out and cast spells repeatedly, in order of torrent, boat, torrent, boat, torrent(when he finished raising his hand here the torrent went off), boat, i double checked this in replay at half speed, seeing as he has a .4 cast animation and i got 4 casts off after my first one this means it lasts exactly 1.6 seconds after the first cast, seeing as he has no backswing it isn't like i didn't cast them fast enough), i also did this with multiple strings of tests and looked at them all during the replay.
Last edited by Techno_Mage; 07-08-2010 at 01:47 AM.
i know gauntlet ult was removing all states earlier this is probably an unintended addition to that previous problem(it was even removing insantarius activated ability)
beastmaster's greater quillbeast had a much faster base attack speed than tundra's cat at level 4 (1.0 vs 1.5 iirc). Tundra's cat at level 4 has a passive similar to tundra's own passive that gives him +10 attack speed per attack, +50 attack speed max.
Oh, so it does.
Added
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Look for my highlighted text (important information) and grey text (interesting but not required information).