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[Confirmed] Area covered by Clockwerk's Power Cogs is too big

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  • [Confirmed] Area covered by Clockwerk's Power Cogs is too big

    This resulting in two major bug.
    First, clock can go out of his cog by killing a corner cog (impossible in dota1), thus anyone trying to follow him will get double tazzed by cog. EDIT: This might be related to the fact that cog are circular in dota2 (but still a bug !)

    Second, low range heroes such has gyrocopter, luna, lanaya cann't attack him properly. Indeed, in dota2 gyrocopter cann't attack clock without being tazzed by cog (if clock stay inside of cog, but run away from gyro -I'll show in vid-) while in dota1, he cann't go far enough in his cog to do so.
    http://www.youtube.com/watch?v=0_VPD...ature=youtu.be
    (i don't have vid for dota1, dunno why, but war3 didn't wanted to work with fraps)

    Also i noticed that the level of psy blade require for lanaya to hit clockwerk without being tazzed by cog if the latter was willing to use it, is different from dota1, in dota2, you need spy blade 4, while in dota1, spyblade 3 is enough
    http://www.youtube.com/watch?v=6twak...ature=youtu.be


    So the repro (for the one willing to add the dota1 vid)
    For gyro-clock
    cast cog, move clock at the oposite of gyro (for example if gyro is on the east, go on the west) but stay inside cog !
    try to attack clock with gyrocopter, in dota1, you should be able not to be tazzed.

    For lanaya-clock

    Attack clock with lanaya from max range, cast cog, change the level of psyblade, repeat until last level of psyblade is tested.

    Edit²: here are the vid for clock breaking cog from corner
    http://www.youtube.com/watch?v=X-Rkz...ature=youtu.be
    the lanaya clock interaction in dota1
    http://www.youtube.com/watch?v=_KdM7...ature=youtu.be
    the gyro clock intercation in dota1
    http://www.youtube.com/watch?v=puLR3...ature=youtu.be
    Last edited by miambox; 06-09-2013, 07:01 AM.

  • #2
    weren't the power cogs changed in 6.78?
    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
      they no longer hit magic immune unit, nothing more, also i found a way to add the dota1 vid, uploading currently

      Edit: The only bug related to that change that come to my mind is:
      Do dota1 and dota2 have same behaviour about unit beeing magic immune in range of cog, but loosing magic immunity before cog end (with and without moving) ?

      Edit2 I found the line in the changelog:
      Clockwerk Goblin
      - Power Cogs no longer knock back magic immune units
      Last edited by miambox; 06-04-2013, 07:38 AM.

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      • #4
        Clockwerk Goblin
        - Power Cogs no longer knock back magic immune units

        this and only this change -.-

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        • #5
          I believe the cogs are further apart --> I am sure we could find this easily by checking the test map in WC3 DotA and using the unit location stuff in dota 2 (although I still can't be bothered doing that). However as a side effect dota 2 is much, much worse at handling a large group of units in the cogs, so this would probably not be a good thing to fix before they manage to fix the number of things you can fit inside it.
          Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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          • #6
            Ah, my bad, seems i missed what i meant, i didn't wanted to write that the aoe for a cog to taz is too big, i meant, that each cog are too big.
            Like in this picture actually
            http://www.noelshack.com/2013-23-137...6-cog-size.png

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            • #7
              Actually... I think I know what part of the issue probably is... Are they circular instead of square in dota 2? If that's the case it could explain why units can go out of the corners (no overlap)
              Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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              • #8
                You are true, cog are circular in dota2 (I'll make a new thread for this)

                But there's still something wrong, especially with lanaya (level 3 psyblade allow to attack clock without being pushed in dota1, but you need level 4 in dota2 to do same).


                I first notice it with gyrocopter, cause I always loved the matchup gyro-clock in dota1.
                But this same matchup in dota2, is absolutely not the same. It comes from pur rape, to slight advantage to gyro, just cause if gyro right click clock, clock has just to cast cog to taz gyro.


                So imho, there's three possibility.
                • Cog are too big.
                or
                • Cog push from too far (I don't think so).
                or
                • Ranged heroes lost a bit of their range (I don't think so too).

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                • #9
                  here is a vid showing an huge difference of size of cog
                  http://www.youtube.com/watch?v=MRPrW...ature=youtu.be

                  In dota1, clock can roughly run 38 range inside of the cog, while in dota 2 he can run more than 100 range inside of the cog in dota2 !
                  Thus, cog are waaaaay to big in dota 2

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                  • #10
                    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

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                    • #11
                      This could actually be caused by circular cogs too. But I should ask imxtrabored or someone to tell me what the actual collision and distance between cogs are. I did have a little go but to be honest can't be bothered :P

                      EDIT: Okay. I believe it is 100% to do with them being circular. By calculating the extra amount of room in the cogs (theoretically, practically it's not this good, but anyway):



                      From the image there are 12 corners that have been removed. Each has an area of L^2 / 4 * (1 - Pi / 4) [area of a square, take circle, divide by 4]. Where L is the diameter of the circle, or length of the square.

                      12 * 1 / 4 * (1 - Pi / 4) = 0.644 times L^2 extra room. So you have an extra 64% room inside the cogs (in theory), you also have a reasonable amount more room because of all collisions being circular.
                      Last edited by Wyn-Ryder; 06-10-2013, 01:52 AM.
                      Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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                      • #12
                        Imo it's not only due to cog being circular, if you look closely in my vid, when i checked in dota2, i made clock run from the mid left cog, to the mid right cog, and not corner to corner, so the difference of distance wasn't affected by the fact they were circle or square

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                        • #13
                          Well dota 2 cogs can't hold as many people as dota 1 cogs anyway :/ Dota 1 cogs could hold as many as you could vacuum!!! I've been going mad testing this today :P I am also going to guess that the vacuum range on dota 2 is a simple radius of 125, instead of a square (meaning the corners can pull from a farther distance)
                          Comprehensive Damage Reduction & Amplifications Dota 2 Guide

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                          • #14
                            Is this fixed?
                            Please, just call me buny.

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