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[Confirmed] Skeleton King failing to respawn

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  • Fnord
    replied
    bump cuz i lost a game with this bug

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  • Dota2Critic
    replied
    how did you know he had 140? maybe he had 139.9999999 so you can be sure that he hit 140 "directly" before death.

    Edit: nevermind I think this has been discussed sorry!

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  • ZzZombo
    replied
    I can only mention that a lot of this stuff is client-sided. So the devs should first check if it is the cause.

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  • yorkie6632
    replied
    I have some new informations about this problem. I have a way to reproduce it easily and also I have some proofs that the problem come from server lag . Use LC spell Pres the attack (pta) instead of SK ulti. First of all , play a normal server game (not bot training) and cast few spells until LC get low mana. Wait until he reaches the mana required for pta (only the minimum required) and once he get mana enough immediately press the hotkey of the spell (twice if you want to cast it on you , but really rapid twice push). You will get the message no mana enough. That will be true only on server game NOT on local bot game , which suggest a lag issue. Also fast mana regen hide the problem !
    Last edited by yorkie6632; 01-14-2014, 03:07 PM.

    Leave a comment:


  • miambox
    replied
    rouding issue for 1 mana ok, but for 2 point of mana ?

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  • Solace
    replied
    probably related to the games rounding issues and visual bugs where creeps display inaccurate hp until the following frame.

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  • insanisane
    replied
    also have this problem, many skills dont work with excact amount of mana, you need 1 extra.

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  • miambox
    replied
    i had similar issue with weaver, needed 62 mana to cast sukushi (61 most of the time) -instead of 60-

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  • Kaiman
    replied
    What the replay shows is identical to what I saw in game, fwiw, the mana did clearly hit and the spell light up before the death.

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  • shalafi
    replied
    It happens to me in offline practice matches, that shouldn't have synchronization issues. So it can definitely happen in the server-side of the match. I don't know how to reproduce yet though.

    Leave a comment:


  • Belarion
    replied
    Every client will predict its own values, I can agree on that. That's why it could look like there is enough mana for the client even though in reality there isn't. but the replay isn't one of clients point of view, but the servers. I just don't see where lag comes into a replay (especially gameplay wise)

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  • Kryil-
    replied
    Originally posted by Belarion View Post
    But shouldn't the replay show the server side of things? How can there be lag on the server itself?
    Replays aren't accurate. Just slow a replay down and press pause multiple times. You can see heros moving a bit each time you pause.
    I'm pretty sure that regeneration is not transmitted server sided but the state of the game is - so the client can calculate the regeneration himself.
    If that's the case, I'm pretty sure replays don't store values like health but regeneration and co.

    Leave a comment:


  • Belarion
    replied
    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?

    Leave a comment:


  • winxp
    replied
    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.

    Leave a comment:


  • Kaiman
    replied
    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.

    Leave a comment:

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