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Forge Spirits additional Armor and basic Armor

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  • Forge Spirits additional Armor and basic Armor

    The base armor of forge spirits is 2 and (-2/-1/0/1/2/3/4) armor gets added


    Spoiler: 
    "npc_dota_invoker_forged_spirit"
    {
    // General
    //
    "BaseClass" "npc_dota_invoker_forged_spirit" // Class of entity of link to.
    "Model" "models/heroes/invoker/forge_spirit.mdl" // Model.
    "SoundSet" "Creep_Good_Range" // Name of sound set.
    "ModelScale" "1.0"
    "Level" "3"
    "IsSummoned" "1"
    "SelectionGroup" "Invoker_Forged_Spirits"

    // Abilities
    //----------------------------------------------------------------

    "Ability1" "forged_spirit_melting_strike" // Ability 1.
    "Ability2" "" // Ability 2.
    "Ability3" "" // Ability 3.
    "Ability4" "" // Ability 4.
    "Ability5" "" // Ability 5.
    "Ability6" "" // Ability 6 - Extra.
    "Ability7" "" // Ability 7 - Extra.
    "Ability8" "" // Ability 8 - Extra.

    // Armor
    //----------------------------------------------------------------
    "ArmorPhysical" "2" // Physical protection.
    "MagicalResistance" "0" // Magical protection.

    // Attack
    //----------------------------------------------------------------
    "AttackCapabilities" "DOTA_UNIT_CAP_RANGED_ATTACK"
    "AttackDamageMin" "0" // Damage range min.
    "AttackDamageMax" "0" // Damage range max.
    "AttackDamageType" "DAMAGE_TYPE_ArmorPhysical"
    "AttackRate" "1.5" // Speed of attack.
    "AttackAnimationPoint" "0.2" // Normalized time in animation cycle to attack.
    "AttackAcquisitionRange" "900" // Range within a target can be acquired.
    "AttackRange" "0" // Range within a target can be attacked.
    "ProjectileModel" "invoker_forged_spirit_projectile" // Particle system model for projectile.
    "ProjectileSpeed" "1000" // Speed of projectile.

    // Bounty
    //----------------------------------------------------------------
    "BountyXP" "31" // Experience earn.
    "BountyGoldMin" "32" // Gold earned min.
    "BountyGoldMax" "46" // Gold earned max.

    // Bounds
    //----------------------------------------------------------------
    "BoundsHullName" "DOTA_HULL_SIZE_REGULAR" // Hull type used for navigation/locomotion.
    "HealthBarOffset" "270"

    // Movement
    //----------------------------------------------------------------
    "MovementCapabilities" "DOTA_UNIT_CAP_MOVE_GROUND" // Type of locomotion - ground, air
    "MovementSpeed" "320" // Speed
    "MovementTurnRate" "0.5" // Turning rate.

    // Status
    //----------------------------------------------------------------
    "StatusHealth" "5" // Base health.
    "StatusHealthRegen" "0.25" // Health regeneration rate.
    "StatusMana" "5" // Base mana.
    "StatusManaRegen" "4.0" // Mana regeneration rate.

    // Team
    //----------------------------------------------------------------
    "TeamName" "DOTA_TEAM_GOODGUYS" // Team name.
    "CombatClassAttack" "DOTA_COMBAT_CLASS_ATTACK_LIGHT"
    "CombatClassDefend" "DOTA_COMBAT_CLASS_DEFEND_STRONG"
    "UnitRelationshipClass" "DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"

    // Vision
    //----------------------------------------------------------------
    "VisionDaytimeRange" "1200" // Range of vision during day light.
    "VisionNighttimeRange" "800" // Range of vision at night time.
    }


    http://dota.rivsoft.net/6.80c/unit/n027



    Spoiler: 

    Forge Spirits having 2 basic armor and getting 1 bonus Armor for each level of Exort (-/1/2/3/4/5/6)

    By following the logic of Exort↔Bonus Armor shouldn't it rather be
    1 basic armor and 1/2/3/4/5/6/7 bonus armor ?
    Last edited by li.lo; 07-26-2014, 12:22 PM. Reason: Faded outdated post + added lastest interaction
    „Die Kinder von heute kennen kein Vaterunser, dafür aber Deinemudder.“

  • #2
    Probably. But I really doubt that this will get addressed. You'd need someone to dive into the upgrades.
    Comprehensive Damage Reduction & Amplifications Dota 2 Guide

    Comment


    • #3
      Which isn't that hard. The second case is correct for DotA 1. However, I agree that it's not likely this will be addressed.

      Comment


      • #4
        well, does natural order affect forge spirits?

        Comment


        • #5
          yes it does
          „Die Kinder von heute kennen kein Vaterunser, dafür aber Deinemudder.“

          Comment


          • #6
            IIRC, Natural Order doesn't affect them at all in DotA 1 due to the murderous spellbook bug, so while an obvious fix for Dota 2 would be to allow Natural Order to work on them, there's no precedent for what part of the armor is considered "base".

            Comment


            • #7
              Originally posted by imxtrabored View Post
              IIRC, Natural Order doesn't affect them at all in DotA 1 due to the murderous spellbook bug, so while an obvious fix for Dota 2 would be to allow Natural Order to work on them, there's no precedent for what part of the armor is considered "base".
              Actually it is pretty easy to get that logic with just mech knowledge, natural order does not affect armor that comes from upgrades. Now it is just a matter of doing the math.

              Comment


              • #8
                Yeah. So it should reduce 1 armour, but it reduces 2. That being said I really really doubt valve will ever fix this... The bugs list keeps growing a lot faster than they address bugs.
                Comprehensive Damage Reduction & Amplifications Dota 2 Guide

                Comment


                • #9
                  It is even worse, the list of discovered bugs is constantly growing.... Imagine what the actual bug list is....

                  Comment

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