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#41 | |||
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So being magic immune and taking mixed damage makes the system think you took magic damage? Doesn't make sense to me.
In the end, Xin's shield already kind of works the way you want to go with this, so we know icefrog is aware of the uses of antimagic shell. |
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And some already do. What's the point? If you want to make a new hero that has a certain on-hit effect, do it like impetus or arcane orb. I don't think that's the point of this thread though. The point was to detect when any unit gets hit by an attack. And so far, i haven't seen a feasible solution for DotA. |
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Really? I even quoted it on the same friggin page. Are you sure you're reading the thread? Once more: |
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#42 | ||
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Quote:
I said being magic immune while taking mixed damage will make the system think you took magic damage. But that's nonsense, because you wouldn't take magic damage if you are magic immune. (Mixed damage gets blocked by shield but not by magic immunity, also see below.) And what's the problem? I mean, what problem is there that would justify recoding all orbs etc.? Quote:
Also, how do you recode critical strikes on ranged units? How do you recode quelling blade (aka demolish)? Split Shot? My point was simply that your system is f'ed by mixed damage. Detecting/correcting it simply fails this way. More precisely, i wanted to emphasize how dealing magic damage to a unit that took mixed damage (recognized as magic damage by the shield) surprisingly doesn't work against magic immune units (see above) or deals too much damage against high armor targets. I didn't want to continue on that point (because the -1 damage part is kinda irrelevant), but you simply provoked it right there.
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#43 | ||||
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anyway, most applications of it could just check for magic immunity. Quote:
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the goal is to detect the primary attack, not split shots. you recode quelling blade by amplifying damage if the target is a creep. Quote:
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#44 | ||
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It doesn't. That's the point. It gets detected as magic damage, which is straight up wrong.
When was the last time in a serious game when you thought "oh man, that on-attack proc is so screwed up, it needs to be remade"? And what's the limiting point on things like impetus and arcane orb (aside from them being orb effect buff placers)? Quote:
Also, http://www.playdota.com/mechanics/Orb_Effects You start to annoy me here by not eving trying to understand the interactions we are talking about. Then ofcourse you won't get what i mean. So please, read up on that, then reread my post and then try again. Quote:
The demolish modifier is accounted for before any kind of reductions, whereas your idea would only apply after all reductions. So you introduce another inaccuracy? Sounds like a great to fix an inaccuracy. Oh btw, you'll face the same problems with critical strike. Just to get you started. And that problem will be a major inaccuracy.
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#45 | |||||
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impetus and arcane orb effectively already use the system. Quote:
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according to that defend is calculated at the same time. that can be used, can't it? Quote:
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#46 |
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I just wanted to mention that i don't want Khristophoros to feel insulted or anything. It's perfectly fine to suggest ideas and discuss about wc3 mechanics that make them less useable.
My debate with doomsheep here is/was just going on because i felt like pointing out (and making him understand) diverse flaws of the system he defends so much. I'm enough of a mechfag for that. Even if he tries to insult me for true statements.
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#47 | ||
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Sorry for the late reply. I forgot about the thread.
![]() Quote:
For bouncing glaives you would have a dummy unit attack the other units and treat it as an attack from Luna, so the damage would have to be based on the actual damage she dealt with her first attack. It would be a balance change for Luna but I don't think it would be a problem. The numbers would have to be changed a little bit. Isn't there a buff placer that ignores it? Like Skadi? Quote:
I think it has to be done eventually unless he plans on making WC3 DotA deprecated and moves on to focus completely on DotA 2. |
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#48 |
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I take that with magic immunity back, most buff placers affect magic immune units.
But go ahead and explain how to recode crits. Basically, for on-hit-stuff to work, you'd need to find out the damage before reductions. WC3 only gives you the damage after reductions. Same problems with missed splash attacks btw.
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| Last edited by MauranKilom; 05-10-2012 at 01:39 AM. | |
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#49 |
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#50 | |
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However, you can recode Damage Block too. As long as you can get the damage before any flat reduction such as Damage Block it will work. Missed splash attacks? Not sure what you're talking about. Please explain in more detail. |
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#51 | |||
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Quote:
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If you want to softcode damage block, you'll have to do armor reduction -> damage block, which obviously makes damage block a lot better. Now you could say you could reverse-calculate all armor reductions. But you'll probably see that you want to fix a small inconsistency like issues with Lanaya's spilling or Jinada procs or the buff-placing aspect of stuff like Impetus and Arcane Orb. Recoding half the map for this (or introducing heavier implications on gameplay as with critical strikes/damage block) isn't worth the benefit. Quote:
The frost buff is also applied to all targets in the aoe (even if you missed), so your system would detect that as a hit, too (although missed attacks shouldn't really proc stuff).
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| Last edited by MauranKilom; 05-10-2012 at 03:01 PM. | ||||
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#52 | |
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splash attacks that miss will throw the attack to the point where the unit was without following it and hit stuff there. (for half the damage?) it's a relatively rare case though. there's also weaver's and luna's passives that require the before-reduction damage for further attacks and don't allow buff placers. i've been thinking about this some more and it might actually be a better idea to just detect every non-attack damage event. it's simple for triggered spells and hardcoded ones can just be modified to be cast by dummy units to detect the damage source. some things like radiance would need to be remade but i can't think of any that are particularly difficult. it would probably have similiar problems as this one though, for example weaver's second attack would register as a new one. |
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#53 |
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Agreed.
But making every non-attack damage be dealt through triggers isn't exactly easy, too. And furthermore, assuming every damage not dealt by triggers brings problems with cleave and splash again (which means you'd have to recode them, too).
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#54 | |
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actually, how about this? dealt by triggers or dummy units: ability damage dealt by a hero after the latest attack command: attack damage dealt by a hero but not after latest attack command: unknown -geminate attack has weird stacking rules and the second attack is likely to be registered as attack damage. weavers don't really do shit with orbs though so they could just be entirely disallowed on him without affecting anything. -moon glaive does not allow orbs except for lifesteal. allowing unknown damage to detect hits could glitch but not in a very abusable way. -cleave would always register as unknown since there's no projectile. -dragon knight's splash is likely to register wrong. however it only allows frost attack, lifesteal and lightning. none of them allow for abusable glitches. for the above mentioned only allow attack damage to proc attack detection spells and orbs. for ranged heroes that can't register stuff wrong, allow unknown damage to proc orbs. for melee heroes only allow attack damage to proc attack detection spells and orbs. |
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#55 |
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Split shot kills that...
Also, allowing chainlightning to proc other orbs is probably not exactly what you wanted. Just to make sure we have the same presumptions: Do you plan on remaking all orbs with your latest system, or do you only want to use this to improve the "buggy" ones?
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| Last edited by MauranKilom; 05-10-2012 at 05:20 PM. | |
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#56 | ||
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actually, there should be two kinds of unknown damage, one for units you've recently made an attack order against and another for units you haven't.
dusa with split shot on would go to the "can fuck with the system" group and only be able to proc attack effects on the latest target. Quote:
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the spell indexing system would need atleast the orbs that do damage to work through triggers, i think. might actually get away with just remaking chain lightning and orb of venom. it would still allow relatively accurate attack detection though. |
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#57 | ||
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I think the real problem is IceFrog doesn't want to do all the extensive testing it would take to find all of the stuff that needs to be soft coded. It's not really that hard once you identify all the stuff. Alternatively, just don't softcode Critical Strikes. Those in particular are not extremely important. It would just open up a little more design space to include them in the system. Quote:
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#58 |
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Changing crits has by FAR more impact on the gameplay than the bugs of the systems used right now.
And I'll just repeat it: Icefrog won't even start recoding all hardcoded damage that doesn't come from attacks.
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#59 | |
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take all the untriggered spells. remove everything that can be fixed by having a dummy unit use the spell. fix the ones that only use simple effects. what is there even left? |
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#60 | |
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Quote:
The only reason to recode crits is if you want to make something that triggers when you get a critical hit. To fix crits and ranged bash messing with eachother you just recode bash instead. That wouldn't cause any problems assuming lifesteal is now softcoded, so you can still lifesteal off ranged bash. |
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