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[Confirmed] Spectre's Dispersion + Mask of Madness

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  • [Confirmed] Spectre's Dispersion + Mask of Madness

    Summary:

    Well, last dispersion bug I hope :/ (Lol jk) This is similarish to the damage amplification problem, however I believe it's different enough to validate it being in a different thread, as it is calculated differently and even more incorrectly.

    Repro:

    1) Pick spectre, level to 25, get 4 levels in dispersion and a mask of madness
    2) Spawn any enemy hero and give them a level 5 dagon
    3) Cast mask of madness on spectre and dagon her from close range (within 300)

    Result:

    Spectre takes 648 damage (=800*(1-0.25)*(1-0.22+0.3)
    The enemy hero is damaged for 132 (as previously, this is incorrect)

    (so basically it's adding MoM to the negative dispersion damage, cancelling them out like that... They should each MULTIPLY not ADD)

    Expected result:

    Spectre takes 608.4 damage (=800*(1-0.25)*(1-0.22)*(1+0.3))
    The enemy hero is damaged for 171.6 (=1.3*132)

    Now I don't really expect this to be a very high priority bug (since MoM on spec is kind of retarded), but I figured while I was compiling a fat list of problems with spec I may as well include it :P
    Last edited by Wyn-Ryder; 02-05-2013, 08:29 AM.
    Comprehensive Damage Reduction & Amplifications Dota 2 Guide

  • #2
    added to sticky.

    you are talking about damage reduction/increase spells/effects.

    what about magic resistance?

    p.s.: dont forget tauren chieftain's aura as another possible source of error.
    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

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    • #3
      The problem is only with MoM active and Dispersion being in the same set of brackets, magic resist and armour and everything interact correctly with dispersion.
      Comprehensive Damage Reduction & Amplifications Dota 2 Guide

      Comment


      • #4
        i was more curious about magic resistance and magic amplification and whether they are calculated the wrong way too.
        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


        • #5
          ^They appear to be correct. However this bug could be seen to be a problem with MoM on Slardar too (although in Dota 1 both actives were based off of Rampage [IIRC] and therefore overrode eachother), as he takes (1+0.15+0.3) = 1.45 times damage, when he should (in theory) take 1*1.15*1.3=1.495 times damage.
          Comprehensive Damage Reduction & Amplifications Dota 2 Guide

          Comment


          • #6
            Oh hey... This probably happens with Wisp too, and potentially kunkka's rum?

            DECREASING effects should add together (rum, disperse, overcharge should all add together to give 8% damage taken [=(1-0.22-0.2-0.5)] ) as they were all pseudo-evasions in WC3 DotA. They should not interact with each other at all, hence why they add So I will check this further when I have time to test it.

            I am predicting that rum causes damage to be reduced twice (first when you are hit, and reduced damage is taken when you feel it after 7 seconds, due to dispersion... This is incorrect again, but like I said untested)

            EDIT:

            So after testing it appears that rum applies after everything (including when it gets taken off), so you aren't reduced to 8% damage taken with it, dispersion and wisp's overcharge. The triggered damage also isn't increased/decreased by dispersion or MoM, so that aspect is working correctly. So basically with overcharge and dispersion you take less rum damage when it ends, instead of it being constant [i.e. you take (1-0.22-0.2)*0.5 = 29% damage immediately, and 29% damage later, with the delayed damage portion]

            Overcharge and dispersion stack perfectly, and as they should and did in WC3 DotA.
            Last edited by Wyn-Ryder; 02-06-2013, 06:48 AM.
            Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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            • #7
              http://www.playdota.com/forums/showthread.php?t=21493

              berserk(sprint) is the same thing as mask of madness. it should be applied before triggers.

              Comment


              • #8
                Originally posted by doomsheep View Post
                http://www.playdota.com/forums/showthread.php?t=21493

                berserk(sprint) is the same thing as mask of madness. it should be applied before triggers.
                That's what I meant instead of "rampage", I just titled it incorrectly. Oops. But yeah, as in the OP dispersion should work after MoM/Sprint, not additively with it...
                Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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