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[Confirmed] Teleportation has incorrect (shorter) casting time

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  • [Confirmed] Teleportation has incorrect (shorter) casting time

    It has 3 seconds of casting time, which should be rather 3.33 seconds

    There is one more thing about this, I will be making another report about that aswell, but read it here, too
    Furion should be getting revealed for those last 0.33 seconds after that 3 seconds in case he was trying to cast Teleportation while being invisible with a Shadow Blade
    An example case to make it clear;

    - Furion uses the Shadow Blade he has
    > he becomes invisible
    - he issues his Teleportation ability to base
    - 3 seconds passes by, in which he remains completely invisible
    - right with the end of that 3rd second, he now should become completely visible, as if he had like, casted Sprout to somewhere or something
    - 0.33 seconds of visibility

    - he successfully finalizes the Teleportation ability
    > Teleportation ability gets into cooldown and drains mana
    - he starts playing his backswing

  • #2
    Also, does that invisibility part work correctly with other similar skills, specially Requiem of Souls?
    Nevermore should be revealed after 1 second and be visible for the remaining 0.67 seconds.
    Also, sniper's assassinate: revealed after 1.7 seconds and visible for the remaining 0.3 seconds.
    Last edited by crinckle; 07-18-2013, 11:09 AM.

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    • #3
      Requiem of Souls is alright
      but none of the other abilities reveal the caster until the Spell Effect Event is breached in Dota 2 :D

      they should all be revealing the caster on the Cast Event, at the very beginning

      Comment


      • #4
        Interesting...I suspected something was off here, but I never touched it because I just assumed I had no idea how cast delay worked and left it at that. Thanks though.

        Would you mind explaining cast delay spells as set by the data to me, either publicly or privately?

        Edit: nevermind, you explained it elsewhere...but it seems that the spell's "cast time" happens before the unit's own "cast time"? And all invisibility is broken once once the EVENT_UNIT_SPELL_CAST is registered, not SPELL_EFFECT?
        Last edited by imxtrabored; 07-18-2013, 11:33 AM.

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        • #5
          Yes that is correct. And for blink spells, instead of the unit's own cast frontswing, the spell's duration field is used.
          Also, for spells with casting time, the EVENT_UNIT_SPELL_CAST is registered after the casting time, but before the unit's frontswing.
          Last edited by crinckle; 07-18-2013, 11:41 AM.

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          • #6
            So Rubick ought to ignore all of his own cast behavior for spells based on Blink? Does [AIbl] Blink (Item Version) on Kelen's Dagger utilize its Dur1=0.33 as well? My eyes are not good enough to glean this by staring at the screen, and I have no recording software..

            Order for all spells:
            SPELL_CHANNEL
            Cast1= (spell)
            SPELL_CAST (invisibility breaks here)
            castpt= (unit) OR Dur1= (blink-based spell)
            SPELL_EFFECT + hardcoded spell effects
            castbsw= (unit)
            SPELL_FINISH

            SPELL_ENDCAST may be registered at any time the unit stops casting.
            Last edited by imxtrabored; 07-18-2013, 12:18 PM.

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            • #7
              so it's the time for the blink...?

              Comment


              • #8
                That list is almost correct imxtrabored, except Endswing should be the Finish
                there also is one more Event which is Endcast Event, Endcast event is registered whenever you give up from the spell, doesn't matter when. If you start doing anything about the spell and press H at any point, the Endcast Event will be registered

                and the Finish Event is registered only if you let the spell end all by itself, it won't get registered even if you only interrupt the backswing animation
                that particular event is mostly used for the channelled abilities

                Comment


                • #9
                  Typo, I meant SPELL_ENDCAST on that last one, but it was wrong anyways. I corrected my post for posterity anyways. What about Item Blink? Does being put onto an item make it ignore the Dur1= or not?

                  And why cant attack events be so comprehensive, Blizzard?

                  Comment


                  • #10
                    I don't know, I only know that Blink ability does not have any delay at all... possibly has something to do with it being an item
                    Maelstrom's chain lightning also should have 2.7 secs of cooldown for itself if it regarded its settings for that, but it isn't doing that, Maelstrom has no cooldown

                    Most probably something to do with it being an item, but I may not assure you

                    Comment


                    • #11
                      is it possible to stun furi in this remaining 0.33 sec and cancel his tp?
                      sigpic <-- My work is done, if this gets implemented
                      Also: つ ◕_◕ ༽つ Give Soloqueue!
                      Need some incentive to start a match of dota?
                      http://getdotastats.com/sig/87346642.png
                      Originally posted by DarkLite
                      Valve has abandoned the game! The game is now safe to leave.
                      No statistics will be recorded.

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                      • #12
                        It will be same as stunning him before that. Will interrupt but the cooldown and manacost will not be wasted.

                        Comment


                        • #13
                          Originally posted by ThoAppelsin View Post
                          I don't know, I only know that Blink ability does not have any delay at all... possibly has something to do with it being an item
                          Maelstrom's chain lightning also should have 2.7 secs of cooldown for itself if it regarded its settings for that, but it isn't doing that, Maelstrom has no cooldown

                          Most probably something to do with it being an item, but I may not assure you

                          Yes, it's because it's on an item. Item skills allways have 0 seconds cast time.
                          And about the cooldown thingy, wasn't maelstrom's chainlightning based on orb of slow? Because I think I'm sure its cooldown settings works on items, too.
                          It would make sense since that ability was made for an item..
                          Please, just call me buny.

                          Comment


                          • #14
                            Maelstrom's chainlightning is based on orb of slow, and its cooldown doesn't work on it, although it has been properly set on the chainlightning ability itself, and even also additionally unnecessarily on the orb of slow aswell
                            It is like IceFrog or whoever created it, tried hard and then gave up; shall we report that, as it seems that the intention there is to have a 2.7 secs of cooldown :D

                            Some may know, I am building Maelstrom as the core item to any hero I get from the random, that item is so cash, I even bought it for the Magina, and even for a Weaver yesterday, my enemies are losing it, and laughing all the time
                            they are losing the game too :D

                            Still, I wouldn't mind if it had a cooldown

                            Tell me how its done, I had tried to make it work after realizing that it doesn't work by altering the map, but it simply did not ever work while being on the item
                            and was working like a charm as I passed the ability to a hero itself; I mean, the cooldown

                            Comment


                            • #15
                              Well, I never really made use of orb of slow in WC3 on an item and I know that it works probebly on units.. but one would expect it to work on items aswell, since that ability was created for an item in the first place.
                              But well, there are many settings for things in the object editor which don't work, like giving hoof stomp a special effect for affected targets.

                              Blizzard derped quite a bit while making that game. One of many weird things in the game.
                              Please, just call me buny.

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