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[Confirmed] Skeleton King failing to respawn

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  • [Confirmed] Skeleton King failing to respawn

    Game 284031454, timestamp 0:32:14.

    Skeleton King hits 140 mana while at very low HP, then takes a hit from a tower and gets killed. Spell was not on cooldown. Mana did not drop back below 140. SK was not on unpathable terrain.

    Expected Result: Reincarnate passively activates, goes on CD, and Skeleton King respawns 3 seconds later. Does not count as a death, no gold lost, etc.
    Last edited by Kaiman; 08-28-2013, 03:08 PM.

  • #2
    Pretty sure it was the mana and I'm not sure if this is a real bug or a lag issue. It happens all the time that I get the last point of mana for a skill, the icon becomes colored again and I click it just to receive "I have no mana" from my hero.
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    • #3
      http://cloud-2.steampowered.com/ugc/...BC6D606866DA9/

      can confirm. sk reaches 140 directly before getting killed and has exactly 140 mana at the point of death

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      • #4
        could be that 140 mana is actually 139,9 and the game just approximate (graphically) to 140?

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        • #5
          possibly, but dota 2 generally truncates in basically any other situation, so I don't think that happened.
          +it is would be very visually misleading if the ulti is still shown a available.

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          • #6
            Switch Treads, noob :P
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            • #7
              Hmm... And his ultimate shows that it can be used too (I was more expecting it to be blue & 140 mana to be honest).

              Strange bug ! (I'll add this when I get home)
              Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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              • #8
                Lately I'm getting a lot of "you don't have enough mana", when both the mana number and the skill icon show that I could cast it. And many times I have to wait like 1 second before being able to cast it with low int heroes (less than 1 mana per second).

                It looks to me that 99.1 mana shows 100 mana in-game, because they're always rounding up. Probably an unintended change from who knows when.

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                • #9
                  Mm... Could be easy to test with reducing mana trickle rate using netherward. I'll investigate...
                  Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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                  • #10
                    Happened to my AM once, switched PT to int, get the 60 mana and icon glowing but I got "no mana" message. Blinked after 1 sec
                    The workload required on the more recent batch of heroes has been increasing over time with the addition of a wide range of new animations, the addition of being Workshop ready on release and having the correct breakdown in order to prevent having to remove the hero from the Workshop and halt progress on the community items like we have seen in the past along with just an overall higher quality model and texture work.-Cyborgmatt
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                    • #11
                      Okay... I've tested this but haven't managed to repro (even with absolutely miniscule mana regen) so I doubt it's a rounding issue.
                      Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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                      • #12
                        activate armlet br

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                        • #13
                          can confirm. sk reaches 140 directly before getting killed and has exactly 140 mana at the point of death
                          Thanks, I should have made the screenshot myself.

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                          • #14
                            Originally posted by Wyn-Ryder View Post
                            Okay... I've tested this but haven't managed to repro (even with absolutely miniscule mana regen) so I doubt it's a rounding issue.
                            I think it probably has to do with lag spikes. I've had this happen to me.
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                            • #15
                              Originally posted by winxp View Post
                              I think it probably has to do with lag spikes. I've had this happen to me.
                              But shouldn't the replay show the server side of things? How can there be lag on the server itself?

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