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Thread: Recent DotA Port Information Mechanics

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  1. #21
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    Quote Originally Posted by Syrdust View Post
    I didnt bother to check for myself as I am a lazy ass, (notice the lack of ') BUT I think there is a slight diference in the targeting of Admirals ulti VS Glads ulti. Something like with glad it targets 1000 units from where you click and with Admiral it target 1000 units away from Admirals character in the DIRECTION you clicked. Follow me?
    That's the same thing

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  2. #22
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    I failed to explain properly but this time I did bother to test it myself and what I thought, was incorect. So disregaurd my post sorry.

    I do have a question though. Does S2 plan to fix the things that are diferent? Or are we supposed to deal? Oh and also what about the slight turn speed diference on Glad vs Admiral?

  3. #23
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    There is also a slight diffrence bethween kunkka and gladi, but its more like a engine flaw in warcraft 3

    This leads to fun times with Kunkka vs Omniknight.

    Kunkka's Tidebringer is coded not to go into cooldown unless he deals a certain amount of damage. Omniknight's Guardian Angel reduces his damage to below that limit, so when Kunkka attacks someone with Guardian Angel, his Tidebringer doesn't go into cooldown.

    So it ends up causing a lulzy situation of Kunkka dealing almost no damage to the target, but splashing and dealing 100% damage to every other target in the Splash AoE, even if they have Guardian Angel on them as well, with every hit... as long as the Guardian Angel buff is still on the primary target.

  4. #24
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    My theory on gladiators ulti, it always hit 700 units in front of him. That's from the spot and direction you've casted it.
    Makes it easy to test for differences on Kunka. If there is any.
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  5. #25
    the Ult speed and AoE is not fine in my opinion.

  6. #26
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    Quote Originally Posted by Techies View Post
    My theory on gladiators ulti, it always hit 700 units in front of him. That's from the spot and direction you've casted it.
    Makes it easy to test for differences on Kunka. If there is any.
    It's 1000 in both games. Read the first post more clearly.

    Crash AoE is 400 here and 425 in DotA, but Robzor mentioned stuff about where the AoE actually checks the unit's hitbox in DotA such that it acts as 400 for smaller units (IIRC, there's a link I provided in my balance thread about this)

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  7. #27
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    Quote Originally Posted by ElementUser View Post
    It's 1000 in both games. Read the first post more clearly.

    Crash AoE is 400 here and 425 in DotA, but Robzor mentioned stuff about where the AoE actually checks the unit's hitbox in DotA such that it acts as 400 for smaller units (IIRC, there's a link I provided in my balance thread about this)
    No way it's 1000
    That's with the tower range mod enabled. At most 750, the center of AOE explosion seems to orginate from the chariot driver. One would think the horses + chariot would visualize the actual length of the AOE circle.

    Skill says that the chariot spawns 1000 units behind then 1000 units in front of where he casted it.
    Last edited by Techies; 07-20-2010 at 02:34 PM.
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  8. #28
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    The visual is skewed. Don't believe it, the visual lands about ~300 units behind the actual AoE affector.

    Spawn creeps as test targets in practice mode and you'll see that what I say is true

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  9. #29
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    Quote Originally Posted by ElementUser View Post
    The visual is skewed. Don't believe it, the visual lands about ~300 units behind the actual AoE affector.

    Spawn creeps as test targets in practice mode and you'll see that what I say is true
    See what you mean, it's better to go with the head of the horse as the edge of the circle.
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  10. #30
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    Storm Spirit/Doctor Repulsor stuff will be posted when I return from my trip.

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  11. #31
    Quote Originally Posted by ElementUser View Post
    Storm Spirit/Doctor Repulsor stuff will be posted when I return from my trip.
    Any insight on gladiator's pitfall which was changed again ?
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  12. #32
    Quote Originally Posted by Tamachan View Post
    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
    Doesn't work that way in programming. You could have 1.9 as an int value and it would still become 1. Mathematically it's incorrect, but thats just how it is

  13. #33
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    Quote Originally Posted by ElementUser View Post
    The visual is skewed. Don't believe it, the visual lands about ~300 units behind the actual AoE affector.

    Spawn creeps as test targets in practice mode and you'll see that what I say is true
    I went and made a fix for this. http://forums.heroesofnewerth.com/sh...d.php?t=153512

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  14. #34
    Quote Originally Posted by ElementUser View Post
    -Call to Arms/Ghost Ship: The Chariot/Ship travels at a speed of 650 units/second 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.
    I think you forgot something. The damage done to allies after the duration of the ghost ship buff in DotA isn't dealt all at once like in HoN. This actually makes a huge difference.

  15. #35
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    Ugh no wonder Tundra's pet feels so bad .. I keep right clicking too early while im microing the pet so it doesn't launch the stupid attack and his ultimate feels TIIINY. I don't recall seeing it push ever. O.o
    UCSB internet is crap.

  16. #36
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    Quote Originally Posted by LEjEUNE View Post
    I think you forgot something. The damage done to allies after the duration of the ghost ship buff in DotA isn't dealt all at once like in HoN. This actually makes a huge difference.
    Yes I think you're right, I'll look into this.

    Also thanks BlacRyu!
    Last edited by ElementUser; 08-02-2010 at 08:49 AM.

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  17. #37
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    I found out:

    The "damage" from rum is dealt over 5/6/7 seconds after the rum wears off

    http://www.playdota.com/forums/25242...hip-mechanics/

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  18. #38
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    Is storm/dr repulsor info going to be added here too?

  19. #39
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    Updated for Doctor Repulsor/Storm Spirit.

    I am not 100% sure about a few things, so I will await responses in my PlayDotA thread:

    http://www.playdota.com/forums/28430...rit-questions/

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  20. #40
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    Added Flint/Sniper

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