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DoT bugs

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  • DoT bugs

    Since Bloodrage doesn't interrupt potions like it should I expect Battlge wont do either at least the first levels. Recently I ruptured a tiny he ran and actived bottle. The fun thing is: he regenerated though he moved. (Can some1 test if this potion bug also applies for shadow words and battlehunger 2nd levels in dota2, I would be intressted. Makes them somehow broken)
    BS is so broken
    Last edited by Bashtime; 04-05-2012, 09:16 AM.
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    Originally posted by DarkLite
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  • #2
    DoT less than 20 damage per tick will not cancel Health Potion, Clarity Potion and Bottle.
    Steam Community :: ID :: Fate

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    • #3
      which is a bug... and needs a fix. Who created that stupid myth that every body thinks it would be true. It's just wrong. If u take any damage by an enemy source potions are supossed to be canceled in dota2 like they are in dota1. In the precalculation it's 20 damage execpt BH and SW level1. This value isnt even actually mentioned. Just the fact that you take damage should cancel it.
      Last edited by Bashtime; 04-03-2012, 08:36 PM.
      sigpic <-- My work is done, if this gets implemented
      Also: つ ◕_◕ ༽つ Give Soloqueue!
      Need some incentive to start a match of dota?
      http://getdotastats.com/sig/87346642.png
      Originally posted by DarkLite
      Valve has abandoned the game! The game is now safe to leave.
      No statistics will be recorded.

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      • #4
        most dots, that deal below 20 dps dont cancel salve/clarity/bottle in dota 1. the only dot i know of, that cancels it in any case is bloodrage.
        if you dont like that mechanic, feel free to go to playdota.com forums and suggest this balance change.
        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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        • #5
          No, in dota1 its 20 damage before reductions. Since bloodrage deals 20 damage per second it cancels in dota1. In dota2 however it's still 20 damage after reductions which is only 15 damage in bloodrage's case.

          But I think there are pages full of discussion whether it's intended or good so I'm not commenting on that.

          p.s.: physical damage has no threshold and cancels if the damge is >0.

          p.p.s.: and in case of rupture lvl 1 with a hero with 350ms it would deal 17,5 damage per instance (0.25seconds) which is below 20 in any case.
          Last edited by apoptosis; 04-04-2012, 05:00 AM.

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          • #6
            I tested Battlehunger and shadow word.
            At level 2 they both cancel Potions in dota1.
            Im almost 100% sure that Heal salve gets canceled in dota1 if u have rupture and run
            Last edited by Bashtime; 04-04-2012, 09:21 PM.
            sigpic <-- My work is done, if this gets implemented
            Also: つ ◕_◕ ༽つ Give Soloqueue!
            Need some incentive to start a match of dota?
            http://getdotastats.com/sig/87346642.png
            Originally posted by DarkLite
            Valve has abandoned the game! The game is now safe to leave.
            No statistics will be recorded.

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            • #7
              didnt you read, what apoptosis wrote?!
              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
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              My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

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              • #8
                rupture is pure damage thus there is no threshold since it s treated like an attack. Thus your hero shouldnt regenerate. So it's a bug.
                You must distinguish magical from pure damage.
                Damage type determines how a DOTs behave.
                Last edited by Bashtime; 04-05-2012, 09:17 AM.
                sigpic <-- My work is done, if this gets implemented
                Also: つ ◕_◕ ༽つ Give Soloqueue!
                Need some incentive to start a match of dota?
                http://getdotastats.com/sig/87346642.png
                Originally posted by DarkLite
                Valve has abandoned the game! The game is now safe to leave.
                No statistics will be recorded.

                Comment


                • #9
                  Originally posted by Bashtime View Post
                  rupture is pure damage thus there is no threshold since it s treated like an attack. Thus your hero shouldnt regenerate. So it's a bug.
                  You must distinguish magical from pure damage.
                  Damage type determines how a DOTs behave.
                  No, rupture has a damage type of magic, attack type hero. Only damage type normal (or enhanced) dispels salves no matter damage (in this respect DOTA 2 behaves as DotA: even with Guardian Angel on you and therefore taking damage, attacks will dispel consumables).

                  The only difference between pure and magic damage is the attack type (Hero for the first, Spell for the second. Spell attack type is reduced by magic armor, hero isn't, therefore pure doesn't get reduced, hence the name). Damage type is magical for both, and therefore will only dispel consumables if it deals more than 20 damage.

                  In DotA, this was 20 before reductions. In DOTA 2, this seems to be more than 20 after reductions (pure obviously isn't reduced anyways, so it doesn't matter).

                  Comment


                  • #10
                    Originally posted by Baloroth View Post
                    No, rupture has a damage type of magic, attack type hero. Only damage type normal (or enhanced) dispels salves no matter damage (in this respect DOTA 2 behaves as DotA: even with Guardian Angel on you and therefore taking damage, attacks will dispel consumables).

                    The only difference between pure and magic damage is the attack type (Hero for the first, Spell for the second. Spell attack type is reduced by magic armor, hero isn't, therefore pure doesn't get reduced, hence the name). Damage type is magical for both, and therefore will only dispel consumables if it deals more than 20 damage.

                    In DotA, this was 20 before reductions. In DOTA 2, this seems to be more than 20 after reductions (pure obviously isn't reduced anyways, so it doesn't matter).
                    Please learn to read:
                    http://www.playdota.com/heroes/bloodseeker
                    Damage Type: pure
                    sigpic <-- My work is done, if this gets implemented
                    Also: つ ◕_◕ ༽つ Give Soloqueue!
                    Need some incentive to start a match of dota?
                    http://getdotastats.com/sig/87346642.png
                    Originally posted by DarkLite
                    Valve has abandoned the game! The game is now safe to leave.
                    No statistics will be recorded.

                    Comment


                    • #11
                      Originally posted by Bashtime View Post
                      Please learn to read:
                      http://www.playdota.com/heroes/bloodseeker
                      Damage Type: pure
                      You should read his post again, Baloroth did not say rupture did not deal pure damage.

                      Only two Damage Types dispel consumables at any damage value, Normal and Enhanced. Pure damage is subject to the 20 damage threshold.

                      Just to make absolutely sure, I tested this in Dota 1, and rupture in fact did not dispel healing salve or clarity. Hero had 340ms, moving in a straight-line resulted in maximum 16.9dmg ticks. Slaves and clarities were not dispelled.
                      Always read and follow the forum rules. If you need help from a moderator, use the report button ()
                      Before posting new bugs:
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                      • #12
                        ok
                        sigpic <-- My work is done, if this gets implemented
                        Also: つ ◕_◕ ༽つ Give Soloqueue!
                        Need some incentive to start a match of dota?
                        http://getdotastats.com/sig/87346642.png
                        Originally posted by DarkLite
                        Valve has abandoned the game! The game is now safe to leave.
                        No statistics will be recorded.

                        Comment


                        • #13
                          rot isnt stopping healing salve on lvl 1 (might be under 20 dps though) and lvl 2, 3, 4 (thats definitely wrong).

                          could it be that the smaller intervals from rot dont trigger salve dispell (22 damage per 0.2 sec at lvl 4)?
                          Last edited by blash365; 04-06-2012, 10:29 AM.
                          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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                          • #14
                            rot should not dispell any consumable until lvl 3. it deals damage in very small intervals. .25 i think. (rot destroys lanaya refraction ability in less then 2 seconds for this reason exactly)

                            edit: going by a .25 interval damage streak rot cannot stop consumables until lvl 3.

                            85/sec. 85/4 = 21.25 each instance of damage befor reductions, making it just over damage threshold.
                            Last edited by Digirider; 04-09-2012, 11:08 PM.

                            Comment


                            • #15
                              Originally posted by Digirider View Post
                              rot should not dispell any consumable until lvl 3. it deals damage in very small intervals. .25 i think. (rot destroys lanaya refraction ability in less then 2 seconds for this reason exactly)

                              edit: going by a .25 interval damage streak rot cannot stop consumables until lvl 3.

                              85/sec. 85/4 = 21.25 each instance of damage befor reductions, making it just over damage threshold.
                              yes, but we were talking about 20 dps threshold, not 20 damage per tick, which is surpassed by rot lvl 2. if it was damage per tick, consumables wouldnt be canceled by rot lvl 4 either, since 22 damage get reduced below 20 by hero resistance.
                              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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