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Slark's Pounce makes him travel 28 units more than it should

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  • Slark's Pounce makes him travel 28 units more than it should

    It makes him travel 700, while it strictly travels 672 in DotA

    The code is like, as if it was done by two different people; one was intending to have 700 range, and then the other one was intending to have something about ~30 units less. Do whatever you want with this, I cannot clearly distinguish the real intention...

  • #2
    if loc_real08<30 or loc_unit02!=null or GetTriggerEvalCount(loc_trigger01)>75
    is the ending condition of Pounce, where loc_real08 is the distance between Slark's beginning position and the point 700 units in the direction he was facing. Since it moves him (30*(20+4*2)/30)=28 units every 0.03 seconds, it should end once loc_real08 is less than 30, which, barring rounding errors, happens after Slark is moved 24 times, leaving him 672 units away. He will still latch heroes up to 96 units away from his landing position.

    I feel like this was sort of a nitpicky error that's common to other movement spells, where they will end once the hero is within x of the landing location; however, other movement spells simply set the hero's location to the end point once they are within the last interval of movement. I think the ~30 units less is a holdover from when Slark's pounce distance varied based on level, which is why (30*(20+4*2)/30) looks so weird (4 would have been the current level of Pounce).

    Anyways, good find, although I want to think that this is a DotA 1 bug.

    Comment


    • #3
      Cant see that as a bug when its actually 700 and it only travels 672 in dota1...
      rather an intended change

      Comment


      • #4
        Originally posted by Metall-Drago View Post
        Cant see that as a bug when its actually 700 and it only travels 672 in dota1...
        rather an intended change
        That made no sense whatsoever ... dota 2 is supposed to be like dota 1 and not like dota 1 tooltips or dota 1 wiki (playdota.com) or whatever.

        Comment


        • #5
          Originally posted by Kaneomanie View Post
          That made no sense whatsoever ... dota 2 is supposed to be like dota 1 and not like dota 1 tooltips or dota 1 wiki (playdota.com) or whatever.
          thats why dota 2 has many things that are different in dota1, what was it called? ehm i think... intended changes?

          Beware the spells could be like in their tooltips

          Comment


          • #6
            Originally posted by Metall-Drago View Post
            thats why dota 2 has many things that are different in dota1, what was it called? ehm i think... intended changes?

            Beware the spells could be like in their tooltips
            First of all intended changes ARE bugs which are deemed intended, second why the heck would a simple change in numbers be intended, it simply makes no sense.

            Comment


            • #7
              This is not something like the Rubick change that is simply impossible in Dota 1. It would take 2 minutes to fix in Dota 1 (of which 1m30s spent waiting for the editor to open) so this is not an "intended fix" in any way shape or form.

              This attitude concerns me, Icefrog is the only one at Valve who has a clue about ARTSes, you don't just bypass him and "fix" stuff. 672 range plz.

              Comment


              • #8
                this is very likely just icefrog didnt write the code well, other wise he will state in skill description: distance 672. yet in changelogs: - Pounce cast range increased from 400/500/600/700 to 700
                so icefrog want it to be 700, not 672.

                Comment


                • #9
                  Look man...

                  First of all, tooltip argument is really not good. Tooltip for the Nature's Attendants say that Enchantress should get healed for x instances, but the code actually heals units x+1 times. I don't remember what the x was... Anyway, I have reported that, and they decided to increase it by one here.
                  One could easily say that it was a scripting fault of Ice's

                  Now,
                  try to imagine the process of balancing IceFrog had in his mind while deciding for the latest pounce range: "Okay, guess scaling the range was not a good idea... The range it has on its max level seems good, feels good, not too high, not too low... let's just make it like that on all levels"
                  ... it probably was something like that.
                  He did not think the "700" he saw was short, he did not increase it to be higher, he was good with the 672 range pounce.

                  I made this report here in brainstorming, because I've seen a local real value that has directly been set to 700 in the script,
                  but still, this report is actually no different from any other minimal difference reports I have made. Impales, Nature's Attendants, Hook, Juxtapose...
                  these things allow them to make the minimal changes as they desire.


                  Anyway, 28 is not that so low. Setting it to be "672" could look bad, but there is this beautiful number known as "675"
                  and the difference would be just 3 without having a bad looking tooltip

                  Comment


                  • #10
                    hehe sophism

                    Comment


                    • #11
                      he heheheheh hehehehehe
                      That is all you can say when you are incapable of showing the decency to give a proper response.

                      Comment


                      • #12
                        english is not my native language. i might use a wrong word. just wanted to be humorous and i didnt have time to write too much.

                        thing like this(and nature's attendants etc.) should directly be reported to icefrog and let him decided which is wrong. sure we say dota2 bug is the diffence between the two games. but it doesnt mean dota1 has no bugs. every version i see icefrog fixed bugs here and there. this might be one of them.

                        tooltip is not 100% reliable, yes. but i incline to trust them most of the time. as that is what icefrog wanted in the first place. otherwise he wont write so. and those +/- one cycle thingy, i am not programming expert, but it can always happen. to me to icefrog, well, maybe not to u i guess?

                        Comment


                        • #13
                          Well, the thing about programming is that it's either right or it's wrong. If a program executes the wrong way one time, it will always execute the wrong way. In particular, to fix this bug, Icefrog would simply have to change one value (a 30) to any number between 3 and 27. This would cause Pounce to land at a distance of 698, an error of only two units away from 700. If we wanted to go further, he would then use the set unit position functions to set Slark to the endpoint computed earlier.

                          Why Pounce works like this currently, we will likely never know. However, I still think its because Icefrog simply used a shortcut when Pounce was released with distance scaling, and neglected to optimize the code when he set the distance of every level to be static with the level 4 distance.

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