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Tranquil Boots Neutral Creeps

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  • Tranquil Boots Neutral Creeps

    In my last match (156962590), tranquil boots would break their healing whenever I would tank neutrals in the jungle. However if I was tanking the enemy creeps, the boots would not stop healing when my character was struck.

  • #2
    Tranquil boots break when an instance of 20 dmg is taken. --> Lane creeps do not do 20 dmg or over ._. Some neutrals do though.

    There was already a post like this, jeese people USE THE SEARCH FUNCTION
    Originally posted by Typhox
    Nope. Windows Explorer is not a database
    Take a look into the mirror! You think you are completely unfailable. With your limited knowledge, you think that you know more than someone who is very deep in the matter/an expert.

    Comment


    • #3
      I searched for tranquil boots and did not find any results pertaining to this particular issue after reading through the entirety of the first page. So kindly sod off

      Comment


      • #4
        http://dev.dota2.com/showthread.php?...il+boots+break Dear sir 3rd on the list when yu search "Tranquil boots break"

        http://dev.dota2.com/showthread.php?t=79361

        So kindly learn how to search, nub

        Also when you search Tranquil boots on its own you get this
        http://dev.dota2.com/showthread.php?...Tranquil+boots
        This is on the first page

        Maybe if you want to contribute to the community
        1. Learn mechanics
        2. Use the search functions

        Otherwise all you are doing is creating clutter in the forum.
        Last edited by Crowfeather; 03-24-2013, 02:38 PM.
        Originally posted by Typhox
        Nope. Windows Explorer is not a database
        Take a look into the mirror! You think you are completely unfailable. With your limited knowledge, you think that you know more than someone who is very deep in the matter/an expert.

        Comment


        • #5
          ^No need for the aggression, this is going to be one of the most mis-reported bugs ever because it's been this way in dota 2 for so long...
          Comprehensive Damage Reduction & Amplifications Dota 2 Guide

          Comment


          • #6
            Yes Tranquil Boots now suck even for junglers, get rid of them ASAP

            Simple and obvious things that should get fixed/added asap: SCOREBOARD, Ingame friend list, Different Ping for Roshan, Add Notes to Players, Accept Button while tabbed

            Comment


            • #7
              There're only like 2 (non-ancient) camps that break them, but whatever...
              Comprehensive Damage Reduction & Amplifications Dota 2 Guide

              Comment


              • #8
                Originally posted by Wyn-Ryder View Post
                There're only like 2 (non-ancient) camps that break them
                Trolls, Centaurs, Hellbears, Wildwings, Wolves, Ogres, Golems and the big Satyr is more than 2 camps but ok

                Simple and obvious things that should get fixed/added asap: SCOREBOARD, Ingame friend list, Different Ping for Roshan, Add Notes to Players, Accept Button while tabbed

                Comment


                • #9
                  Mud golems: Damage: 29-33 (Normal)(100 melee), normal does 75% damage to heroes, so okay. If you have an EXTREMELY LOW armour value they can break it. Well you literally need zero or negative armour (0.85 [3 armour] * 0.75 * 33 = 21)
                  Wolves if they crit, sure,
                  Ogres are worse than mud golems. Good luck getting them to cancel it.
                  Trolls do piercing damage, so rarely exceed 20 damage when you have the +3 armour from tranquils
                  Wildkins (wildwings), centaurs, big satyr, wolves sure. and "Like" meaning I can't be bothered testing this right now. But as long as you're not stupid activating your tranquils it doesn't make THAT MUCH difference, you're overreacting.
                  Last edited by Wyn-Ryder; 03-27-2013, 06:40 PM.
                  Comprehensive Damage Reduction & Amplifications Dota 2 Guide

                  Comment


                  • #10
                    Originally posted by Wyn-Ryder View Post
                    Mud golems: Damage: 29-33 (Normal)(100 melee), normal does 75% damage to heroes, so okay. If you have an EXTREMELY LOW armour value they can break it. Well you literally need zero or negative armour (0.85 [3 armour] * 0.75 * 33 = 21)
                    Wolves if they crit, sure,
                    Ogres are worse than mud golems. Good luck getting them to cancel it.
                    Trolls do piercing damage, so rarely exceed 20 damage when you have the +3 armour from tranquils
                    Wildkins (wildwings), centaurs, big satyr, wolves sure. and "Like" meaning I can't be bothered testing this right now. But as long as you're not stupid activating your tranquils it doesn't make THAT MUCH difference, you're overreacting.
                    Or as long as you don't stack ever.

                    Comment


                    • #11
                      Originally posted by Daniel S View Post
                      Or as long as you don't stack ever.
                      It breaks if there's a damage INSTANCE above 20, not what you take on damage per second, stacking doesn't matter at all.

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                      • #12
                        I am 90% sure he's referring to the +30% damage aura from the wolves.
                        Comprehensive Damage Reduction & Amplifications Dota 2 Guide

                        Comment


                        • #13
                          Originally posted by Wyn-Ryder View Post
                          I am 90% sure he's referring to the +30% damage aura from the wolves.
                          Except the Alpha Wolf breaks it anyway, so if you got an Alpha Wolf, it doesn't matter that it's +30% damage brings other creeps above the threshold.

                          Comment


                          • #14
                            its just working as intended :/
                            ヽ༼ຈل͜ຈ༽ノ raise your hype ヽ༼ຈل͜ຈ༽ノ

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                            • #15
                              so because it didnt use to be like that before just asking: it is also intended now that certain neutrals do break transquils after their ms/heal change? or just a bug?

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