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[Confirmed] Shiva's Guard damage/slow area

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  • [Confirmed] Shiva's Guard damage/slow area

    In Dota2, Shiva's Guard damages and slows in its whole area, despite the wave being far away.
    In DotA1, only the wave itself damages and slows enemies.

    Originally posted by ThoAppelsin View Post
    Width of that damaging ring is 150*2 = 300 in DotA

    It starts off as a ring with 18 radius, which widens 18 units on each direction at every 0.06 seconds
    18 / 0.06 = 300 units per second
    ring has 150 AoE search range for damaging + slowing units

    so, right after a split second, an antimage may blink next to the caster and remain unharmed in DotA

    in 1 second, the safe area has 150 units of radius
    in 1.5 seconds, 300 AoE

    fix pls thanks

    DotA1:



    Dota2:


    The safe area is where you won't get damaged when you enter it. Means you can blink from outside next to the caster to avoid the damage for example. In Dota2, you always get damage when you stay in the area.
    Last edited by bu3ny; 02-15-2014, 03:44 PM.
    Please, just call me buny.

  • #2
    think its an intended change.(?) correct me if i'm wrong

    Comment


    • #3
      Nice find!

      Comment


      • #4
        Originally posted by kaiji View Post
        think its an intended change.(?) correct me if i'm wrong
        Don't think so. Only damaging the units in the outer circle is "harder" to do then just damaging all units. I rather think it's a bug.
        If you think I've closed or deleted a post unjustified, feel free to PM me and I'll explain it to you/discuss it with you further.

        Comment


        • #5
          I can confirm this
          Check out my newbie workshop here:
          http://steamcommunity.com/profiles/7...workshopfiles/ (getting better with every submission though ;O)
          Cases solved list:
          t=51973 Free terrain Vision; t=50357 Mirana ult + Manta; t=52974 Rhasta Serpent Wards dmg ;t=53288 Sell back possible exploits; etc...

          Comment


          • #6
            added to sticky.
            Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

            Contributions i'd like to highlight:
            My Suggestion: Coaching System
            My Sticky: Intended Changes List
            My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

            Comment


            • #7
              saw that in action from Dendy's Tinker
              ┏(-_-)┓┏(-_-)┛┗(-_- )┓┏(-_-)┓┏(-_-)┛┗(-_- )┓┏(-_-)┓┏(-_-)┛┗(-_- )┓
              ┗(-_- )┓┏(-_-)┓┏(-_-)┛┗(-_- )┓┏(-_-)┓┏(-_-)┛┗(-_- )┓┏(-_-)┓┏(-_-)┛
              ┏(-_-)┛┗(-_- )┓┏(-_-)┓┏(-_-)┛┗(-_- )┓┏(-_-)┓┏(-_-)┛┗(-_- )┓┏(-_-)┓

              Comment


              • #8
                I heard the same applies for Ravage. Maybe that's not fixed as well?
                Welcome to Left 4 Portal Strike of the Fortress 2: Episode 3.

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                • #9
                  ^Ravage works preperly afaik.
                  Last edited by bu3ny; 10-06-2013, 04:24 AM.
                  Please, just call me buny.

                  Comment


                  • #10
                    Width of that damaging ring is 150*2 = 300 in DotA

                    It starts off as a ring with 18 radius, which widens 18 units on each direction at every 0.06 seconds
                    18 / 0.06 = 300 units per second
                    ring has 150 AoE search range for damaging + slowing units

                    so, right after a split second, an antimage may blink next to the caster and remain unharmed in DotA

                    in 1 second, the safe area has 150 units of radius
                    in 1.5 seconds, 300 AoE

                    fix pls thanks

                    Comment

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