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Thread: [Fixed] Decay heals undying

  1. #31
    Administrator IceFrog's Avatar
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    Quote Originally Posted by ThoAppelsin View Post
    This issue is pretty much [Confirmed].
    I don't know what else is required... Maybe some screenshots?

    And I also retreat my assumption on my previous post. I've got a new one, and this time I'm pretty much sure it is all correct.


    W3 DotA version:
    Moment before the Undying casts his Decay on 4 dummy enemies:
    - Undying has 100/568 HP (17,6%)
    Moment after the Undying casts his Decay on 4 dummy enemies:
    - Undying has 404/872 HP (46,3%)


    Steps to obtain these values:
    1. Decay hits 4 heroes
    2. 4 str is transfered per hero
    3. Each str is evaluates to 19 HP
    4. 4 * 4 * 19 = 304 HP in total
    5. Increase MaxHP and CurrentHP individually
    6. (100 + 304) / (568 + 304) HP
    7. 404/872 HP

    Dota 2 version:
    Moment before the Undying casts his Decay on 4 dummy enemies:
    - Undying has 100/568 HP (17,6%)
    Moment after the Undying casts his Decay on 4 dummy enemies:
    - Undying has 546/872 HP (62,6%)


    Steps to obtain these values (this will be crazy):
    1. Decay hits 4 heroes
    2. 4 str is transfered per hero
    3. Each str is evaluates to 19 HP
    4. Dota 2: "Decay hits all of them at once, but noooo, I will take them all seperately, and one by one, and I'll do it in such a wrong way that it will be damn hard for you to find it how!"
    5. 4 * 19 = 76 HP per hero
    6. Increase only the CurrentHP first
    7. (100 + 76) / 568 HP
    8. 176/568 HP
    9. Now, calculate (MaxHP + 76) / MaxHP = 1,1338...
    10. Multiply both MaxHP and the CurrentHP with this value
    11. (176 * 1,1338...) / (568 * 1,1338...) HP
    12. 199,55.../644 HP
    13. Now, don't you ever round it like normal people do, get the int(), get the flat value
    14. 199/644 HP
    15. Repeat the steps above 3 more times...
    16. (199 + 76) / 644 HP
    17. 275/644 HP
    18. ??? / (644 + 76) HP
    19. 307,45.../720 HP
    20. 307/720 HP
    21. 383/720 HP
    22. ??? / (720 + 76) HP
    23. 423,43.../796 HP
    24. 423/796 HP
    25. 499/796 HP
    26. 546,64.../872 HP
    27. 546/872 HP

    If I do not ever round, and use exact values for the calculation, the result is: 548,408.../872 HP
    If I round using the conventional method, the result is: 549,930.../872 HP

    So, the basic formula for single Decay instance is:

    NewCurrentHP = int((CurrentHP + 76) / MaxHP * (MaxHP + 76))
    NewMaxHP = MaxHP + 76

    And if Decay inflicts more than one hero, then it does this again and again.
    I don't know anything about programming, but making it like this should be a lot harder than simply increasing x and y by z.
    This is too complicated and wrong.

    And I want to add that each time the "Increase only the CurrentHP first" occurs, if the CurrentHP hits the quota, then you'll end up with MaxHP after the process is done.
    So, if you get damaged for ~70 HP, you can get fully healed by casting decay on a single hero target.
    And ~250 missing HP (not 4*76, since it is complicated) gets fully healed when you hit 4 heroes at once.
    And getting fully healed is never possible on DotA, unless you were already at MaxHP of course...
    This should be fixed in the next update, thanks for the details.

  2. #32
    Basic Member Kevinriz9r's Avatar
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    thank you very much

  3. #33
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    Quote Originally Posted by RocketFingers View Post
    But I could remember your d1 you gain mana and lose after debuff (as undy).
    Yes, that's how it was in DotA 1. Is completely different from Dota 2.

  4. #34
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    Quote Originally Posted by Belarion View Post
    Still, if you want to keep it this way, head over to playdota and suggest changing it in dota 1 there. In this forum it is nothing more than a bug.
    fair enough

    Quote Originally Posted by Typhox View Post
    Are you serious?!
    Most of all bugs haven't been fixed since forever, alone my poor Destroyer has at least 5 open bugs that all affect his balance very critically. They exist since 10 months now - reported since then as well.
    They almost never fix bugs. ThoAppelsin is right. This forum should have at least some kind of fair moderation. If I report a bug I don't want to be forced to justify why it is bad how it is.
    Else I'm just going into every thread on this forum and post there if I want the bug to be fixed or not.
    You can't be serious.



    Oh I had the same passion. Why would I waste my energy on such a forum where all you get in the end is a kick in the ass from some "moderator"?



    The banish works exactly the opposite to it. It doesn't give OD the mana and doesn't remove it in Dota 2 (it does in DotA 1). It only scales his max mana pool. I always looked jealously at those Undying's. I didn't know that it was a bug :<
    You're basically trying to say that its ok for moderators to suppress legitimate posts that are on topic.


  5. #35
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    Quote Originally Posted by polkunus View Post


    You're basically trying to say that its ok for moderators to suppress legitimate posts that are on topic.

    I'm basically trying to say that moderators should prevent the gameplay-bugreport-forum from getting flooded with irrelevant opinion about whether a bug should be fixed or not.
    Last edited by Typhox; 12-13-2012 at 02:20 PM.

  6. #36
    Volunteer Moderator trena99's Avatar
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    Please when posting stay on topic.
    Is this issue fixed?
    Before posting a bug read the Bug posting guidelines first and check the Known Bugs list For existing bugs.


    Use the report () button when you need help from a Moderator.





  7. #37
    Basic Member shalafi's Avatar
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    Not, it hasn't been fully fixed. It's now bugged like Armlet and Death pact, and shows the same glitchy behaviour when gaining or losing strength during the effect.

    At least they did copy-paste the code from Armlet, which is how decay should work, but they haven't fixed the glitch that the "armlet code" has.

  8. #38
    The glitch you mean is losing only the max hp instead of max and current?

  9. #39
    Basic Member shalafi's Avatar
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    Quote Originally Posted by RocketFingers View Post
    The glitch you mean is losing only the max hp instead of max and current?
    No, it works well in that regard. I'm talking about the armlet code glitch:
    http://dev.dota2.com/showthread.php?...728#post402578
    http://dev.dota2.com/showthread.php?t=65303


    The easier way to check it if the glitch is active, it's just to keep on switching treads, and you'll see your % HP jumping, while it should be kept exactly the same (other than passive regen).

  10. #40
    Basic Member ThoAppelsin's Avatar
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    Actually, is fixed.

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