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#21 | |
Forum Staff
Join Date: Sep 2009
Location: Cleveland, OH
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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. |
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#22 | |
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Join Date: Sep 2009
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Quote:
Also, HeroExpRange is now 1200.0.
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#23 |
Member
Join Date: Jun 2009
Location: Germany
Posts: 1,132
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The link at bounce attack directs to DA.
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Buff beloved The long anticipated dagger tweak now in form of a supportable suggestion CaptainsPick: Everyones new favourite mode |
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#24 | |
Member
Join Date: Jun 2009
Location: Stockholm, Sweden
Posts: 858
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Quote:
It does no more. Thanks for pointing these things out. |
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#25 |
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Join Date: Sep 2009
Location: Cleveland, OH
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Yeah, I didn't even notice that it used to be 0.63.
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#26 | |
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Join Date: Sep 2009
Location: Romania
Posts: 491
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Quote:
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#27 |
Member
Join Date: Jun 2009
Location: Stockholm, Sweden
Posts: 858
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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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#28 |
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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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#29 |
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Join Date: Jun 2009
Location: Stockholm, Sweden
Posts: 858
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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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#30 | |
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Join Date: Sep 2009
Location: Cleveland, OH
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Quote:
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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#31 |
Member
Join Date: Sep 2009
Location: Imus, Cavite
Posts: 51
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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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#32 |
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Join Date: Sep 2009
Location: Cleveland, OH
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As of 6.72, "Gameplay - Illusions Bestow Auras" is now True.
This information is courtesy of LordShinjo.
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#33 |
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Join Date: Jun 2009
Location: Stockholm, Sweden
Posts: 858
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Thanks, updated.
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#34 | |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,138
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In unit death stuff:
Quote:
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I might edit my p0sts frequently and rapidly after posting.
DotA code of the week:
Jass:
if loc_real01>650 then
else
call GroupAddUnit(group002,GetEnumUnit())
endif
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#35 |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,138
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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?
__________________
I might edit my p0sts frequently and rapidly after posting.
DotA code of the week:
Jass:
if loc_real01>650 then
else
call GroupAddUnit(group002,GetEnumUnit())
endif
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#36 |
Member
Join Date: Aug 2009
Location: Russia
Posts: 4,551
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http://www.thehelper.net/threads/rea...nstants.88262/
http://www.wc3c.net/showthread.php?t=79760 basically auto-attack delay
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Im sorry for my awful english.
DotA test mode will solve most of questions. Invoker Wars: Revenge - join to betatests! |
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#37 |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,138
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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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I might edit my p0sts frequently and rapidly after posting.
DotA code of the week:
Jass:
if loc_real01>650 then
else
call GroupAddUnit(group002,GetEnumUnit())
endif
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| Last edited by MauranKilom; 02-10-2013 at 08:07 PM. | |
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#38 |
Member
Join Date: Sep 2009
Posts: 575
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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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#39 |
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Join Date: Sep 2009
Location: Cleveland, OH
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It should depend on the acquisition range and how quickly you approach the tower (and luck).
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#40 | |
Member
Join Date: Sep 2009
Posts: 575
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Quote:
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. | ||