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Old 11-18-2010, 07:13 AM   #21
EebstertheGreat
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Default Gameplay Constants


Quote:
Originally Posted by Robzor View Post
In fact that constant is not exactly relevant anymore.

Medusa's Split Shot used to be based on Defend, and it could, as you probably know, be deactivated. Thus this constants previous impact.

These days Split Shot is based on a transformation ability.

I have now moved it to the appropriate place.
OK, that makes sense.
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Old 04-06-2011, 12:12 AM   #22
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Default Re: Gameplay Constants

Quote:
Originally Posted by war3mapMisc.txt
DamageBonusSiege=1.00,0.50,1.25,1.50,1.00,0.75,0.0 5,1.00
You have AT:Siege as doing 150% damage to unarmored units. Currently the mechanics page has it correct, and you have it wrong.


Also, HeroExpRange is now 1200.0.
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Old 04-08-2011, 10:35 AM   #23
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Default Re: Gameplay Constants

The link at bounce attack directs to DA.
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Old 04-08-2011, 07:25 PM   #24
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Default Re: Gameplay Constants

Quote:
Originally Posted by EebstertheGreat View Post
You have AT:Siege as doing 150% damage to unarmored units. Currently the mechanics page has it correct, and you have it wrong.


Also, HeroExpRange is now 1200.0.
Siege also has a 0.75 factor against heroes now instead of the previous 0.63, just in case you wanted to know.

Quote:
Originally Posted by Aravis View Post
The link at bounce attack directs to DA.
It does no more.

Thanks for pointing these things out.
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Old 04-08-2011, 10:03 PM   #25
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Default Re: Gameplay Constants

Quote:
Originally Posted by Robzor View Post
Siege also has a 0.75 factor against heroes now instead of the previous 0.63, just in case you wanted to know.
Yeah, I didn't even notice that it used to be 0.63.
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Old 04-09-2011, 05:02 PM   #26
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Default Re: Gameplay Constants

Quote:
Name: Unit Visibility Change Rate
Raw Data Name: InvisSpeed
Parameter: 0.40
I allways thought this is the rate at wich you gain visibility when moving through the fog (in this case, at each 0.4 seconds the fog clears a bit more). So this is not what it does? Since it is unkown.
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Old 04-09-2011, 11:30 PM   #27
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Default Re: Gameplay Constants

Quote:
Originally Posted by RazorCrime View Post
I allways thought this is the rate at wich you gain visibility when moving through the fog (in this case, at each 0.4 seconds the fog clears a bit more). So this is not what it does? Since it is unkown.
From the observation that the fog updates at this ratio that would seem correct, however, due to the fact that alterations appeared to not affect the actual update ratio the actual use for the constant has been classified as unknown.
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Old 04-10-2011, 01:06 AM   #28
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Default Re: Gameplay Constants

Is it possible that RazorCrime's explanation is how it is intended to work and it is simply broken? Or is changing it known to have some effects?
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Old 04-10-2011, 11:34 AM   #29
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Default Re: Gameplay Constants

Quote:
Originally Posted by EebstertheGreat View Post
Is it possible that RazorCrime's explanation is how it is intended to work and it is simply broken? Or is changing it known to have some effects?
We believed that it was intended to work in that way, and it may be plausible that it was Blizzard's intent with the constant as well. No changes in the game has been observed through altering the constant, thus it is hard to say what it does.
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Old 04-10-2011, 08:05 PM   #30
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Default Re: Gameplay Constants

Quote:
Originally Posted by Robzor View Post
We believed that it was intended to work in that way, and it may be plausible that it was Blizzard's intent with the constant as well. No changes in the game has been observed through altering the constant, thus it is hard to say what it does.
Thanks.

By the way, you aren't the only one who forgot to edit when siege attacks were changed. Several of the armor- and damage-tips in DotA are wrong, including the ones for Siege and Unarmored. I don't know why IF doesn't just fix them like he did with DAMAGETIP_CHAOS.
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Old 06-17-2011, 07:29 PM   #31
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Default Re: Gameplay Constants

I just finished reading this...

these things are definitely a type of information that is considered 'nice-to-know'

haha!

Good Job posting this here ^_^
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Old 06-28-2011, 08:36 AM   #32
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Default Re: Gameplay Constants

As of 6.72, "Gameplay - Illusions Bestow Auras" is now True.

This information is courtesy of LordShinjo.
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Old 06-28-2011, 08:45 PM   #33
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Default Re: Gameplay Constants

Quote:
Originally Posted by EebstertheGreat View Post
As of 6.72, "Gameplay - Illusions Bestow Auras" is now True.

This information is courtesy of LordShinjo.
Thanks, updated.
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Old 09-26-2011, 02:34 PM   #34
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Default Re: Gameplay Constants

In unit death stuff:
Quote:
The fact that the unit exists means that it can be counted by the GroupEnumUnitsInRange function, this matters in particular when it comes to Echo Slam which produces additional echo waves for dead units since there is no check if the grouped units are alive or dead.
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Old 02-10-2013, 01:37 AM   #35
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Default Re: Gameplay Constants

I may be quite a bit late here, but i fail to find any evidence of the ReactionDelay being applied. No matter how hard i try in my testmaps, units will always begin their attacks in time, despite being reissued a stop and attack order before every attack.

Does anybody have evidence of the ReactionDelay applying? Maybe blizzard stealth-changed something?
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if loc_real01>650 then
else
  call GroupAddUnit(group002,GetEnumUnit())
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Fix OD combo! IMPLEMENTED!
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Old 02-10-2013, 05:57 PM   #36
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Default Re: Gameplay Constants

http://www.thehelper.net/threads/rea...nstants.88262/
http://www.wc3c.net/showthread.php?t=79760
basically auto-attack delay
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Old 02-10-2013, 06:36 PM   #37
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Default Re: Gameplay Constants

Hm, still testing...

If i set it to 10.0 then i can see the delay, if i set it to 1.0 i see absolutely no implications, on 2.0 it does have an effect.
What the fuck?

Basically i'm trying to confirm/deny how the reaction delay is applied... If at least the timers in wc3 had better resolution than 1/16 seconds... I'm currently working with a 0.1 second timing based on units attacking each other...
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Jass:
if loc_real01>650 then
else
  call GroupAddUnit(group002,GetEnumUnit())
endif

Fix OD combo! IMPLEMENTED!
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Last edited by MauranKilom; 02-10-2013 at 08:07 PM.
Old 02-10-2013, 07:13 PM   #38
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Default Re: Gameplay Constants

Ahahahahahaha
I have came here to ask something like "is there anything like acquisation delay", and I think this thread is here can answer that question.
I almost never check the "Last Post" row, but for some reason, this time I did, and... Well, wanted to share :D


So, there really is like a delay between getting in range and getting attacked, for example, by a tower, right?
Else, I have a question.
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Old 02-11-2013, 05:18 AM   #39
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Default Re: Gameplay Constants

Quote:
Originally Posted by ThoAppelsin View Post
So, there really is like a delay between getting in range and getting attacked, for example, by a tower, right?
It should depend on the acquisition range and how quickly you approach the tower (and luck).
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Old 02-12-2013, 11:38 AM   #40
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Default Re: Gameplay Constants

Quote:
Originally Posted by Robzor View Post
When an attack command is issued against a target or target location a random delay ranging between 0 and ReactionDelay seconds will be enforced. This only applies to physical attacks and not to movement commands, spells, dropping items, buying items, etc. This delay is issued on all attack commands, be it due to the Call For Help constant, right clicking the target, a-clicking the ground or triggered attack commands. Note that this constant works the same for attacks against allies.
After dealing with this constant for like two days, if I am not mistaken, this constant does not have an effect on the tower attacks. At least not for the attacks done by an Ancient Protector and a Spirit Tower, I am certain on those two. Not even when you make them target manually, or issue stop commands.

Might aswell be more general and apply for every anchored or ensnared or Movement - Type: None unit... [needs confirmation]


Edit
Yeah, like that. Thanks to MauranKilom, I am using his test map repeatedly for making these tests...
Not the Movement - Type: None
but the Movement - Speed Base: 0 (zero)
makes the units somehow become unaffected by the Gameplay Constant: Reaction Delay. There might be a built in hardcoded delay for them, but I cannot know that, and also, it doesn't look like there is.
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Last edited by ThoAppelsin; 02-12-2013 at 11:56 AM.
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