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Old 09-27-2010, 07:06 PM   #1
-VigRouX-
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Default [Phase], [Chrono], and [Attack missile]


1) Lets say a hero with a Phase Boot, has 370ms then uses Phase ability for an extra 12% ms which makes it 414ms. The said hero is then hit by Kunkka's torrent for a 30% ms reduction. Would the 30% reduction be reduced from his original ms which is 370ms making it 259ms or reduced from the extra ms it currently has which is 414ms rendering its ms, 289ms?

2) Faceless Void uses his ultimate on a hero lets say, Phantom Lancer and that said hero is then paused. PL's ally, Pudge, came all the way to save him using his hook. Would the PL be hooked outside the Chronosphere? And if yes, would the PL remain paused for the remaining time or would he be able to move normally?

3) A Medusa possessing a Power Tread Str is farming. She fires a missile of her attack, then changed the Power Tread to Agility attribute before the attack missile hits the targeted creep (mid air). Would the fired missile (her arrow) possess the damage of the changed Power Tread which makes it +10?
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Old 09-27-2010, 07:13 PM   #2
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Default Re: [Phase], [Chrono], and [Attack missile]

1.) it would slow based on his current ms.

2.) Chronosphere pauses all valid targets within the AoE for 0.1 seconds every 0.1 second. This means that pulling the unit out of chronosphere will cause it to be unpaused.

3.) Unsure, but I believe that the damage is calculated when the attack point is reached so changing to agi would not add +10 damage if the missle is already in the air. However I can't test to confirm that.
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Old 09-27-2010, 07:23 PM   #3
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Default Re: [Phase], [Chrono], and [Attack missile]

But then if a Pudge activates Rot and is then paused under the Chronosphere, will the Rot still be active, slows and damages enemies?
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Old 09-27-2010, 07:32 PM   #4
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Default Re: [Phase], [Chrono], and [Attack missile]

Maybe... I can't remember the interaction with immolation and pause. I believe it will be turned off however.'

maybe the lurking shinjo should confirm/deny ma D:
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Old 09-27-2010, 07:38 PM   #5
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Default Re: [Phase], [Chrono], and [Attack missile]

Quote:
Originally Posted by -VigRouX- View Post
But then if a Pudge activates Rot and is then paused under the Chronosphere, will the Rot still be active, slows and damages enemies?
Pausing a unit will give it an unimmolation order if it has an immolation-based spell, and this spell will be turned off.

Also confirming the answer to 3)
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Old 09-27-2010, 07:41 PM   #6
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Default Re: [Phase], [Chrono], and [Attack missile]

Okay thanks for all answers. Would really appreciate it if you didn't close the this yet. Maybe others might have something to ask.
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Old 09-27-2010, 08:20 PM   #7
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Default Re: [Phase], [Chrono], and [Attack missile]

I misread lemons' answer to 1) D:

The slow is based on the base ms (+boots and eul's), not the current ms.

His final ms would be 370*(1+0.12-0.3)=303.4
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Old 09-28-2010, 02:50 AM   #8
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Default Re: [Phase], [Chrono], and [Attack missile]

^and Yasha too? Anyway, if calculated using his base ms, doesn't that mean his slowed ms is actually higher than what it would be if calculated using the Phased ms first? As in, 414*(1-0.3) = 289.8ms ?
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Old 09-28-2010, 03:10 AM   #9
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Default Re: [Phase], [Chrono], and [Attack missile]

all +% based spells/items based on flat ms (start ms + boots + eul)
so, u can just take a math with %, and then multiple flat ms on result %
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Old 09-28-2010, 03:15 AM   #10
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Default Re: [Phase], [Chrono], and [Attack missile]

Errr, I tried to type a clarification post but Shinjo ninja-closed the thread so it didn't go in.

To simplify it, think of it as 2 categories:
1) Base movespeed = Hero's original + any raw mspd modifiers (boots and Eul being the only ones in DotA now)

2) All other %-based movespeed modifiers. These modifiers are additive/subtractive with regards to each other. Meaning the % based ones are all added together before they interact with the base movespeed.

So if you had 350 movespeed (300 + 50 from boots), then got a Haste rune (+100% mspd), Stifling Daggered (-50% mspd), Yasha (+10%) and Greater Maimed (-30% mspd). The final % modifier will be:

100 - 50 + 10 - 30 = +30% mspd no matter which one receive first/last.
So your final movespeed in this case would be 350 + 30% = 455.

edit: I believe Purge is the only one that doesn't obey this rule. It divides your current mspd with whatever factor is stated in the Skill. And Hex just changes your BASE movespeed to 100 (meaning with enough % mspd bonus you can still run pretty fast, like Lycan and Dark Seer's Surge)
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Old 09-28-2010, 09:15 PM   #11
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Default Re: [Phase], [Chrono], and [Attack missile]

about 3.)
Critical strikes will be shown when the missile hits. So I would say that this is also when the damage is calculated (makes sense, no?). Meaning that changing your damage during missile in air might change the actual damage output. Anyways, i'll just test it.

Edit: What i said was wrong. The criticals are shown when the attack hits, but the damage is calculated on shot.
Nevermind.
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Last edited by MauranKilom; 09-28-2010 at 09:27 PM.
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