|
|
#1 |
Member
Join Date: Jun 2009
Posts: 2,994
|
|
|
|
| Last edited by Black Isle; 10-03-2011 at 02:46 PM. | |
|
|
#2 |
Member
Join Date: Jun 2009
Posts: 2,994
|
Log
2009 December 30 Done in 2 hours. December 31 Fixed Motion Buffer part. 2010 January 01 Added some information. Minor improvements. Grammar correction. January 04 Added information. Some clarifications. Template edit. January 09 Typos fixed. February 23 Colored the titles. June 16 Added couple o' spoilers. Grammar corrections. 2011 April 27 Updated. Also, some typos. Used tabs 'n shit. |
|
|
| Last edited by Black Isle; 04-27-2011 at 12:00 PM. | |
|
|
#3 |
Member
|
Cool guide.
__________________
85th out of 719461
----------------------------------------------- Turkish Gaming Center @www.gamehonor.com |
|
|
|
#4 |
Forum Staff
|
to motion buffer:
melee units will miss if attacked unit will get out of ATTACK RANGE+motion buffer range ranged units will abort their attack
__________________
|
|
|
|
#5 |
Member
Join Date: Jun 2009
Posts: 2,994
|
I Thanks you.
|
|
|
|
#6 | |
Forum Staff
|
Quote:
__________________
|
|
|
|
|
#7 |
Member
Join Date: Nov 2009
Posts: 15
|
COOL GUIDE
''Which equals %52.5 chance to be hit, 47.5 chance of not taking damage.'' THANK YOU
__________________
''awareness that person, every event and all thoughts
are notes in a divine symphony'' |
|
|
|
#8 |
Member
Join Date: Jul 2009
Location: Kraków, Poland
Posts: 4,126
|
Another place to link people to.
|
|
|
|
#10 |
Member
Join Date: Jun 2009
Location: Stockholm, Sweden
Posts: 861
|
A missed projectile can damage targets under the condition that the attacking unit has an attack type which provides splash damage.
You really emphasize on that purple "the range", but the motion range buffer works the same for ranged units albeit the attack won't release a missile when the target unit leaves the motion buffer range. Your statements appear to claim otherwise, the only difference between melee and ranged units is that the red miss text won't appear for ranged units. The attack will proceed as normally if it missed, completing all regular phases (presuming that they're not cancelled prematurely), which is mainly relevant in the case of the motion buffer range. In the guide there's a lot of focus on specific abilities, personally I'd rather see it working with generalized concepts (e.g. neglecting current abilities) regardless of how relevant aforementioned abilities might be. The headings could be made more eye-catching to as to make them stand out from the text. Explain the difference between a triggered heal and missing the attack, for an example: missing a unit means that there is no actual damage dealt, e.g. there isn't even a 0 damage event. I'd put examples inside spoiler tags to prevent them from obstructing the reading process. CBA with more feedback, I'm back to slacking. |
|
|
|
#11 | |
Member
Join Date: Jun 2009
Posts: 2,994
|
Quote:
Ranged Attacker: Ranged units will abort their attack if target leaves the range. ( will not complete their attack, will not reach damage point, thus will not release projectile ) Thanks for the feedback Robzor, editing now. |
|
|
|
|
#12 |
Member
Join Date: Nov 2009
Location: Romania
Posts: 160
|
About Backtrack and Evasion...Can't they happen to trigger in the same time?
|
|
|
|
#13 |
Member
Join Date: Jul 2009
Posts: 743
|
|
|
|
|
#14 |
Member
Join Date: Jun 2009
Location: Stockholm, Sweden
Posts: 861
|
"The range" sounds very vague, no? I pointed it out since you shift the phrasing in the melee and ranged explanations, use the same for both or establish a common term used throughout the guide.
|
|
|
|
#15 |
Member
Join Date: Jun 2009
Posts: 2,994
|
True, but I don't know, repetation of "motion buffer range + attack range" phrase is irritating. Saying motion buffer range is incorrect. So I used purple color to show I'm referring the same range. What can you -or someone else- suggest, for better readability in Motion Buffer part?
edit: I've made a major edit in that section. Looks fine and is readable I think. |
|
|
| Last edited by Black Isle; 01-04-2010 at 08:11 PM. | |
|
|
#16 |
Member
Join Date: Jan 2010
Posts: 1
|
good guide
|
|
|
|
#17 |
Member
Join Date: Jun 2009
Posts: 2,994
|
Thanks, nice first post (:
|
|
|
|
#18 |
Member
|
/me agrees with the first post
but...i've found few typos (there might be more) Creeps they are attacking Enchantress or target is died. Trool's Blind ^^ EDIT: V np :P (and yes i am reading all your guides now ;P ) |
|
|
| Last edited by Numerion; 01-08-2010 at 10:02 PM. | |
|
|
#19 |
Member
Join Date: Jun 2009
Posts: 2,994
|
Correcting. Thanks.
|
|
|
|
#20 |
Member
Join Date: Nov 2009
Location: Romania
Posts: 160
|
About Backtrack...if void has 1 HP and he receives 200 HP when backtrack triggers he won't die. How is that? I mean Backtrack triggers after he receives dmg. So void gets damaged and will have -199HP and then he gets healed to 1HP. How does he survive with -199HP? Is there a dummy unit who takes the damage when backtrack triggers or what?
|
|