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[Confirmed] Primal Roar's damaging/slowing/pushing range/startingposition are wrong

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  • [Confirmed] Primal Roar's damaging/slowing/pushing range/startingposition are wrong


    It does some weird stuff, I cannot fully understand...
    All I know is that, the damaging/slowing/pushing ranges extend from minus (castrange/2 + targetCollision) to plus (castrange + castrange/2 + targetCollision)
    So, the longer you cast the Primal Roar from, the more ass roaring does the Beastmaster. With the Aghanim's upgrade, you can hit a unit that is ~500 units behind you with your ass.
    Or, when you cast a Primal Roar to a unit that is right in front of you, you'll lose a huge amount of damage that you could have dealt to the ones that are behind
    Also, stranger things happen when you cast Primal Roar to a unit that is closer than 250...


    I really cannot understand/explain what happens, but I can tell what should be happening;
    - Damaging/slowing/pushing area of effects should be starting from 50 units in front of the Beastmaster
    - These area of effects should be having 250/~275/250 AoE range (disregarding collision, ~225/250/~225 if they shall regard collision) respectively
    - These area of effects should be travelling for 400 units range, ending up at 450 units in front of the Beastmaster, no matter what the casting range is
    ~~ These area of effects should be travelling for 600 units range, ending up at 650 units in front of the Beastmaster, if he has the Aghanim's Scepter, no matter what the casting range is

    Basically it should work like the Crypt Swarm or Impale, but different radii and range and effects and travel speed (infinite for the Primal Roar) all...


    Effects
    Else, Beastmaster can push and damage 500 units behind, while that should be 200
    Else, Beastmaster cannot push anyone properly if he casts the spell to someone right in front of him
    Else, Beastmaster wastes a huge amount of damage that he could have dealt for casting it to a unit that is closer, while he should be damaging/slowing/pushing a worm-like area that has 400/600 range and 250/275 radius or width no matter which unit he casts it on

  • #2
    added to sticky.

    "beastmaster farts while casting primal roar"
    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


    • #4
      did you test those values? valve loves to semifix bugs
      „Die Kinder von heute kennen kein Vaterunser, dafür aber Deinemudder.“

      Comment


      • #5
        Originally posted by li.lo View Post
        did you test those values? valve loves to semifix bugs
        nope valve didnt touched a single value (dota 2 main client 15.10.13 compared to todays values)

        "AbilitySpecial"
        {
        "01"
        {
        "var_type" "FIELD_FLOAT"
        "duration" "3.0 3.5 4.0"
        }
        "02"
        {
        "var_type" "FIELD_INTEGER"
        "damage" "200 250 300"
        }
        "03"
        {
        "var_type" "FIELD_INTEGER"
        "side_damage" "100 200 300"
        }
        "04"
        {
        "var_type" "FIELD_INTEGER"
        "damage_radius" "250 250 250"
        }
        "05"
        {
        "var_type" "FIELD_INTEGER"
        "slow_movement_speed_pct" "-50 -50 -50"
        }
        "06"
        {
        "var_type" "FIELD_INTEGER"
        "slow_attack_speed_pct" "-50 -50 -50"
        }
        "07"
        {
        "var_type" "FIELD_INTEGER"
        "push_distance" "240 240 240"
        }
        "08"
        {
        "var_type" "FIELD_FLOAT"
        "push_duration" "0.4 0.4 0.4"
        }
        "09"
        {
        "var_type" "FIELD_FLOAT"
        "slow_duration" "2.0 3.0 4.0"
        }
        "10"
        {
        "var_type" "FIELD_INTEGER"
        "cast_range_scepter" "950 950 950"
        }
        "11"
        {
        "var_type" "FIELD_FLOAT"
        "cooldown_scepter" "45.0 45.0 45.0"
        }
        }
        }
        If you find spelling errors, you are free to take them.

        Comment


        • #6
          igo refered to the changelog of the 28th Junge 2013
          „Die Kinder von heute kennen kein Vaterunser, dafür aber Deinemudder.“

          Comment


          • #7
            Originally posted by li.lo View Post
            igo refered to the changelog of the 28th Junge 2013
            http://dota2.gamepedia.com/Template:..._abilities.txt

            some times, dota2 wiki is useful ;D
            If you find spelling errors, you are free to take them.

            Comment


            • #8
              The difference here between DotA1 and Dota2 is damn huge

              It affects units behind Beastmaster in a distance between ~0-~450 instead of a static ~200.







              It affects units behind the target in a distance between ~0- ~550 units. It shouldn't affect units behind the main target at all. It should be 600 units without Aghanim's and about 900 units with Aghanim's (yes, the range of the effect for secondary targets is lower than the cast range and the effect on the primary target)





              Dota2 non-agha version has overall bigger range than DotA1 agha version.
              Please, just call me buny.

              Comment


              • #9
                The range in Dota2 is dynamic, based on the distance between Beastmaster and the primary target.


                For every 2 distance, the range increases by 1 (in both directions, behind BM and behind the target). This means, when casting at 600 range, it reaches 300 range behind BM and the target. When casting at 950 range, it reaches 475 range behind BM and the target. When you would cast it at 2500 range, it would reach 1125 range behind BM and behind the target.
                Please, just call me buny.

                Comment

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