Announcement

Collapse

Forum Rules

  • No flaming or derogatory remarks, directly or through insinuation.
  • No discussion, sharing or referencing illegal software such as hacks, keygen, cracks and pirated software.
  • No offensive contents, including but not limited to, racism, gore or pornography.
  • No excessive spam/meme, i.e. copious one liners in a short period of time, typing with all caps or posting meme responses (text/image).
  • No trolling, including but not limited to, flame incitation, user provocation or false information distribution.
  • No link spamming or signature advertisements for content not specific to Dota 2.
  • No Dota 2 key requests, sell, trade etc.
  • You may not create multiple accounts for any purpose, including ban evasion, unless expressly permitted by a moderator.

  • Please search before posting. One thread per issue. Do not create another thread if there is an existing one already.
  • Before posting anything, make sure you check out all sticky threads (e.g., this). Do not create new threads about closed ones.
  • It is extremely important that you post in correct forum section.

  • Balance discussion only in Misc.
  • All art related (such as hero model) feedbacks go to Art Feedback Forum.
  • All matchmaking feedback should go here: Matchmaking Feedback
  • All report/low priority issues should go here: Commend/Report/Ban Feedback
  • No specific workshop item feedback. These should go to workshop page of that item.
  • When posting in non-bugs section (such as this), use [Bugs], [Discussion] or [Suggestion] prefix in your thread name.



In case you object some action by a moderator, please contact him directly through PM and explain your concerns politely. If you are still unable to resolve the issue, contact an administrator. Do not drag these issues in public.



All rules are meant to augment common sense, please use them when not conflicted with aforementioned policies.
See more
See less

Doom discrepancy

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Doom discrepancy

    i searched the bug list and found some reports about the spell doom, but apparently it's not complete. i did test on every heroes and compared the results with What Doom Disables. i will try to test the items later if possible. it is based on 6.74c but i think all of them is still correct now.
    ============HEROES==========
    Beastmaster: quillbeast' poison attack should be disabled.

    Treant Protector: nature's guise when cast on treant protector, the self-invisibility should be disabled.(ally-invis is not revealed. wierd.)

    Dragon Knight: lvl1 elder dragon form's poison attack should be disabled.[fixed after 6.78 as poison attack is now triggered]

    Doom:
    • envenomed weapon(from neutral) should be disabled.
    • scorched earth aoe damage should be disabled. (bonus speed and heal should still work)
    • should not be able to doom doomed target.


    Skeleton King:Vampiric aura should not be disabled when SK is doomed.(it's currently disabled on SK and allies)

    Tidehunter: Kraken shell should not dispell debuffs when tide is doomed, but the damage counter should still working. and at the end of doom, dispell debuffs if counter reached 600.[fixed in June 2013]

    Sand King: cautic finale should be disabled.

    Juggnaut: bladefury should only visually stopped.

    Lone Druid: demolish should not work when spirit bear is doomed(i didnt do this one very accurate. plz double check).

    Gyro:
    • rocket barrage should be disabled.[fixed on 03/06/13]
    • flak cannon should be disabled.[fixed on 7/12/2013]


    Broodmother:
    • invis from the web should not work(heal and bonus speed should).
    • incapacitating bite should be disabled.
    • life steal from insatiable hunger should not be disabled.


    Weaver: geminate attack should be disabled.

    Venomancer: poison sting should be disabled.

    Meepo: geostrike on doomed meepo should be disabled.(the rest clone/main is not affected)

    Slark: invis from shadow dance should be revealed.

    Warlock: shoud be able to doom the golem(?) and flaming fist will be disabled.(immolation still works)

    Visage:
    • cloak should only has 4 layers(not sure if i understand correctly. it seems that claok wont recharge when doomed)
    • familiars should be able to target by doom.


    Witch Doctor: voodoo restoration should stop under doom

    the followings are not directly related to doom, but i will keep them here for reference

    ------------Pause Effect-----------
    Tusk: snowball should pause doom duration.

    Faceless Void: chronosphere should pause doom.

    OD and Shadow Demon: imprisonment and disruption should pause doom duration.

    --------------Silence-------------
    Mirana: moonlight shadow invis should be disabled by silence/doom.

    EDIT: update for items
    ============ITEMS=============
    Linken's Sphere: Spell block should trigger(for example hit by storm bolt when doomed) but no real effect happens(stunned and damaged).

    Pipe of Insight: should not absorb doom damage, but can still block other magical damage.[fixed on 03/29/2013]

    Satanic: Unholy rage should still work if active before get doomed.[incorrect]

    Mjollnir and Maelstrom: chain lightning unique attack modifier should be disabled.

    Eye of Skadi: Ranged cold attack should be disable while melee one should work.

    Poor Man's shied, Stout Shield and Vanguard(and Kraken shell): damage block should be disabled.

    Courier: both flying and animal courier should be damaged by doom.

    ============MISC=============
    there are also some differences. most of them are not so crucial imo....
    picking, droping and upgrading items are disabled.
    cannot upgrade spells.
    cannot take runes.

    also i heard u cannot buy anything during doom, not sure if it is true.
    Last edited by Eric37073; 07-11-2013, 11:18 AM.

  • #2
    Great Job Eric,
    I will comment some of those behaviors you've listed, and make some notes.

    Originally posted by Eric37073 View Post
    1) Tusk: snowball should pause doom duration.
    Doom:
    • 2)
    • scorched earth aoe damage should be disabled. (bonus speed and heal should still work)
      3)
    • should not be able to doom doomed target.

    4) Tidehunter: Kraken shell should not dispell debuffs when tide is doomed, but the damage counter should still working. and at the end of doom, dispell debuffs if counter reached 600.
    5) Juggnaut: bladefury should only visually stopped.
    6) Faceless Void: chronosphere should pause doom.
    7) OD and Shadow Demon: imprisonment and disruption should pause doom duration.
    8) Witch Doctor: voodoo restoration should stop under doom
    1 and 7 - I agree with you cause you can be saved some damaged if affected by those spells. But there's no pause in D2, so I belive they could make those spells who grants invulnerability non-usable on doomed units.
    2 and 8 - I belive both effects should be stoped (heal / damage). Speed buff is ok.
    3 - Dont like this, if you want to refresh and instead of dooming another enemy doom the same target when its near the end you should be able to.
    4 - Agreed completely. D2 should work this way.
    5 - Its silly to just disable it visually, should disable completelely. What actual happens today in D2.
    6 - Chronosphere... this is hard to judge, I would agreed with pause for consistency, but theres no pause in D2 so.. I feel its kinda ok because the target continues to receive DoT.
    If Void is ally to doom and Chrono a doomed enemy (he can just kill it or kill another one and allys outside finish the doomed enemy.
    If Void is ally to doomed hero it hardly would chrono him to save him (to make the silence go away safely) He will rather chrono enemies and start the rampage.

    Im neutral on Chrono, but i think its ok as it is, unless someone shows some very negative effects of doom not being paused by chrono.


    For me D2 should have pause, and all other interactions wich use pause would have consistency with wc3.

    Comment


    • #3
      Well, the pause mechanic is removed so most of these would seem like intended fixes.

      No silences stop moonlight shadow/brood web, so I don't think doom would either.
      Steam Profile
      Python Interface to the Stats API
      Suggestion: Courier Shift-Queue Improvements
      Make Disablehelp work on Decrepify
      Useful link for mute system supporters

      Comment


      • #4
        Originally posted by winxp View Post
        Well, the pause mechanic is removed so most of these would seem like intended fixes.

        No silences stop moonlight shadow/brood web, so I don't think doom would either.
        that's why i didnt post this directly in gameplay bugs. i know some part is related to brainstorming(pause), and some r not directly because of doom(like web, moonlight shadow).

        Comment


        • #5
          Brood's web is different to moonlight shadow. Moonlight shadow is revealed by silence (in dota 1), brood's web is not (except doom) due to brood's web invisibility only having 1 level (or something like that)

          Also Nature's Guise (self) is a form of permanent invisibility, hence why it's different to when cast on other units.
          Last edited by Wyn-Ryder; 03-05-2013, 05:01 PM.
          Comprehensive Damage Reduction & Amplifications Dota 2 Guide

          Comment


          • #6
            Originally posted by Wyn-Ryder View Post
            Brood's web is different to moonlight shadow. Moonlight shadow is revealed by silence (in dota 1), brood's web is not (except doom) due to brood's web invisibility only having 1 level (or something like that)

            Also Nature's Guise (self) is a form of permanent invisibility, hence why it's different to when cast on other units.
            that's helpful, so moonlight shadow as well as pause spells are not directly related to doom? i will edit the post then.
            and is there a reason nature's guise doesnt use permanent invisibility on other units?

            Comment


            • #7
              Yeah. So that they can't cast spells in Nature's Guise, like Treant himself can. Also doom cannot affect the courier (Although it's already on the sticky)

              Pause spells are definitely not directly related to doom, it's just that there's no such thing as pause in dota 2. Pause is going to be a massive thing to integrate into dota 2, as they haven't done it piece by piece so I don't know if it will ever be a part of it... We'll see
              Comprehensive Damage Reduction & Amplifications Dota 2 Guide

              Comment


              • #8
                updated items and misc part

                Comment


                • #9
                  bump someone might be interested

                  Comment


                  • #10
                    Blade Fury...is odd. It disables the visual, but should also remove the Magic Immunity and the attack restriction, if I understand Bladestorm correctly. However, some spells which check for Magic Immunity should still register Juggernaut as a Magic Immune unit.

                    Comment


                    • #11
                      A couple of things: Wording for shadow dance is weird. Shadow dance invisibility should be disabled by doom, what you've said is a little misleading IMO.

                      Flying courier: Should take full damage from doom.

                      Doom cannot target ancients (should be able to)

                      Doom lvl 2 and 3 should not be able to target neutrals (legitimate engine limitation, but could probably be worked around). level 1 should be castable on level 1 to 5 neutrals only.
                      Comprehensive Damage Reduction & Amplifications Dota 2 Guide

                      Comment

                      Working...
                      X