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Tooltip issues compilation

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  • #16
    Post-international bump.
    Healthbar & lasthitting
    Shop Layout - Legacy Shops
    Tooltip issues compilation
    How to create a better dota 2 environment

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    • #17
      I disagree with the tiny one the way it works makes it hard to describe. Either leave it as is or make it longer to be more clear.

      Comment


      • #18
        Originally posted by Zath View Post
        I disagree with the tiny one the way it works makes it hard to describe. Either leave it as is or make it longer to be more clear.
        It actually works the exact way as I've described in the added tooltip. Or what is troubling you?
        Healthbar & lasthitting
        Shop Layout - Legacy Shops
        Tooltip issues compilation
        How to create a better dota 2 environment

        Comment


        • #19
          Originally posted by Konung View Post
          It actually works the exact way as I've described in the added tooltip. Or what is troubling you?
          It's good. Just Double damage -> Twice the damage

          Comment


          • #20
            i started a thread a while back about Kunkka's Ghost Ship:

            http://dev.dota2.com/showthread.php?...082#post264082

            i still feel that in-game the information about "The distance traveled by the boat is 1000 units, spawning 500 units behind the cast point set by Kunkka, and crashing 500 units ahead of the cast point." should be in the description. leaving it out give a huge misconception about how that skill works.

            Comment


            • #21
              You'd want tooltips that are very systematic. Something like these show firstly a word description, secondly the statistics of the skill, thirdly a summary of the activation and effect details, next a sceptre upgrade (if available), and lastly details of the effects. Key numbers, skill/damage types should be emphasised differently from the rest of the text to allow quick identification (not shown here). I've put in bold the parts that OP wishes to address.

              Anti-Mage's Mana Void:

              Mana Rift
              Action: Target Entity
              Type: Enemy Mana Units
              Magebane tears a rift in a target unit's mind, stunning it briefly. He then detonates the rift, dealing damage in an area around the target based on how much Mana the target has missing. The more Mana the target is missing, the higher the damage dealt.

              Type: SuperiorMagic
              Range: 600
              Radius: 325
              Cast Time: 1 Seconds
              Cooldown: 120 / 100 / 80 Seconds
              Mana Cost: 125 / 200 / 275
              Required Levels: 6 / 11 / 16

              Activation:
              60 / 85 / 110% of target's missing Mana is dealt as Magic Damage to enemies in radius. Stuns the primary target for 0.1 / 0.2 / 0.3 seconds.


              Dazzle's Weave:

              Storm Cloud
              Action: Target Position
              Type: All Heroes
              The Shaman conjures a storm at a target location. All heroes within the radius of the storm when it first appears will be affected by it. Allied heroes will gain Armor over time, while enemy heroes will lose Armor over time.

              Type: Magic
              Range: 2000
              Radius: 600
              Cast Time: 0.8 Seconds
              Cooldown: 40 Seconds
              Mana Cost: 100
              Required Levels: 6 / 11 / 16

              Activation:
              Applies Storm Shield to allies and Storm Strike to enemies in a 600 radius for 12 / 18 / 24 seconds.

              This ability can be boosted by Staff of the Master.

              Staff Effect: Increases duration of buff/debuff from 12 / 18 / 24 seconds to 18 / 24 / 30 seconds. Increases the radius of the cloud from 600 to 800.

              Storm Shield Effect(s)
              Armor Per Charge: 1
              Adds 1 charge per second
              Storm Strike Effect(s)
              Armor Per Charge: -1
              Adds 1 charge per second


              Dazzle's Poison Touch:

              Entangle
              Action: Target Entity
              Type: Enemy Units
              The Shaman entangles a target enemy unit in vines, slowing its Movement Speed for a short duration and very briefly stunning it. The vines then tighten around the target unit, causing damage over time.

              Type: Magic
              Range: 600
              Cast Time: 0.8 Seconds
              Cooldown: 15 / 13 / 11 / 9 Seconds
              Mana Cost: 100 / 115 / 130 / 145
              Required Levels: 1 / 3 / 5 / 7

              Activation:
              Performs a mini-stun on target and slows its Movement Speed by 33 / 66 / 66 / 66%. After 1 / 2 / 3 / 3 seconds, applies Entangled to target for 7 seconds and stuns them for 0 / 0 / 1 / 1 second.

              Entangled Effect(s)
              7 / 14 / 21 / 28 Physical Damage per second


              Death Prophet's Exorcism:

              Unholy Expulsion
              Action: Target Self
              The Defiler expels several invulnerable spirits from her form. The spirits may not be directly controlled but will attack nearby enemies and will attack any unit that the Defiler directly attacks. When Unholy Expulsion ends, the spirits will heal the Defiler.

              Type: Physical
              Cooldown: 100 Seconds
              Mana Cost: 200 / 300 / 400
              Required Levels: 6 / 11 / 16

              Activation:
              Spawns several spirits for 30 seconds that will attack nearby enemies, or will attack one target if you attack that target directly. Upon completion, the spirits will return to you and heal you for 25% of the damage they dealt.

              Spawns 5 / 10 / 16 spirits. Each spirit has 43-48 attack damage. Spirits move at 400 / 450 / 500 Movement Speed.


              Juggernaut's Omnislash:

              Swift Slashes
              Action: Target Entity
              Type: Organic Enemy Units
              Swiftblade attacks random nearby targets with such speed that he appears to teleport to them. Targets are randomly chosen, yet it is possible to teleport to the same target multiple times.

              Type: Physical
              Range: 450
              Cast Time: 1.7 / 2.5 / 3.7 Seconds
              Cooldown: 130 / 120 / 110 Seconds
              Mana Cost: 200 / 275 / 350
              Required Levels: 6 / 11 / 16

              Activation:
              Teleports self to random targets 3 / 5 / 8 times, dealing 200 Physical Damage to each target along with a mini stun. Applies Swift Slashes to self for duration of activation.

              In addition, Swiftblade can trigger additional regular autoattack instances (based on his attack speed) each time he teleports while Swift Slashes is active.

              This ability can be boosted by Staff of the Master.

              Staff Effect: Increases teleport count from 3 / 5 / 8 to 5 / 7 / 10 and reduces cooldown to 110 / 100 / 90.

              Swift Slashes Effect(s)
              Invulnerable
              Silenced


              Lich's Sacrifice:

              Extinguish
              Action: Target Entity
              Type: Ally Creeps
              The Plague Rider ends the life of an allied creep instantly, restoring his own mana. His mount enjoys the snack and feeds off the destruction he caused.

              Type: Magic Transfigure
              Range: 400
              Cast Time: 1.1 Seconds
              Cooldown: 55 / 50 / 45 / 40 Seconds
              Mana Cost: 25
              Required Levels: 1 / 3 / 5 / 7

              Activation:
              Kills the target unit and converts 15 / 30 / 45 / 60% of its current life into mana for the Rider.

              Acts as an actual creep deny.
              (This doesn't act exactly as it does in DOTA (2), but you get the idea - one simple sentence can describe it.)

              Sniper's Assassinate:

              Money Shot
              Action: Target Entity
              Type: Nonboss Organic Enemy Units
              Mr Beastwood isn't called the best shot in Western Newerth for no reason. He can take a second or two and line up one powerful shot on an enemy some distance away, dealing huge damage when it hits. And it always hits.

              Type: SuperiorMagic
              Range: 1500 / 2000 / 2500
              Cast Time: 1.9 Seconds
              Channeling Time: 1.7 Seconds
              Cooldown: 20 / 15 / 10 Seconds
              Mana Cost: 175 / 275 / 375
              Required Levels: 6 / 11 / 16

              Activation:
              After a 1.7s cast time, fires a shot at the target. Deals 355 / 505 / 655 Magic Damage and stuns for .2 seconds.

              If the target moves more than 1800 / 2300 / 2800 units away during the channel time, the spell is cancelled.

              Grants 1800 day vision and 800 night vision around the target while active. Also reveals the target while active.


              Storm Spirit's Electric Vortex:

              Magnetic Contraption
              Action: Self Position
              Type: Organic Enemy Units
              The Doctor drops one of his patented Magnetic Contraptions on the ground. Any enemies who come near the Contraption disrupt the delicate magnetic field within, causing it to explode.

              Type: Magic
              Cast Time: 0.4 Seconds
              Cooldown: 4 Seconds
              Mana Cost: 70 / 80 / 90 / 100
              Required Levels: 1 / 3 / 5 / 7

              Activation:
              After a 1 second delay, any enemies who come within 235 radius of the Contraption trigger it. Deals 140 / 180 / 220 / 260 Magic Damage to all units in a 260 radius.

              This ability can be used in mid-flight during "Ludicrous speed".
              Gives 800 day and night clearvision.
              (You'd need to know what 'clearvision means', but really that's the same learning process as knowing what 'stun' means.)

              Tiny's Avalanche:

              Stalagmites
              Action: Target Position
              Type: Enemy Units And Trees
              Pebbles summons forth an eruption of stalagmites at a target location, stunning and damaging all enemies in the area.

              Type: Magic
              Range: 600
              Radius: 200
              Cast Time: 0.8 Seconds
              Cooldown: 20 Seconds
              Mana Cost: 120
              Required Levels: 1 / 3 / 5 / 7

              Activation:
              Deals 100 / 160 / 220 / 280 Magic Damage and stuns each target in radius for 2 seconds.

              Units affected by Chuck take double the damage.

              Casting in the sequence Stalagmites -> Chuck will yield the highest potential combo damage.
              (Chuck = Toss. Don't agree or disagree or start an argument about the last statement, this thread is about the tooltips.)

              Witch Doctor's Maledict:

              Cursed Ground
              Action: Target Position
              Type: Enemy Heroes
              Voodoo Jester curses the very ground the enemy walks on, causing damage to them based on how much life they lost after several seconds.

              Type: Magic
              Range: 400
              Radius: 165
              Cast Time: 1 Seconds
              Cooldown: 35 Seconds
              Mana Cost: 120
              Required Levels: 1 / 3 / 5 / 7

              Activation:
              Applies Cursed to targets in radius for 12 seconds.

              Cursed Effect(s)
              5 / 10 / 15 / 20 Magic Damage per second
              Every 4 seconds, inflicts Magic Damage equal to 10 / 20 / 30 / 40% of total Health lost since Cursed was applied.


              Witch Doctor's Death Ward:

              Spirit Ward
              Action: Target Position
              Voodoo Jester channels a deadly Spirit Ward to attack enemy heroes.

              Type: SuperiorMagic
              Range: 300 / 350 / 400
              Cast Time: 0.2 Seconds
              Channeling Time: 8 Seconds
              Cooldown: 90 Seconds
              Mana Cost: 150 / 225 / 300
              Required Levels: 6 / 11 / 16

              Activation:
              Summons an invulnerable Spirit Ward to attack nearby enemy Heroes.

              The Spirit Ward deals 60 / 90 / 120 Physical Damage with an attack cooldown of 0.3 seconds. The Spirit Ward's attack bounces to 0 / 0 / 1 additional target(s).

              The Spirit Ward is channeled and will be destroyed if the channel is cancelled.

              This ability can be boosted by Staff of the Master.

              Staff Effect: Increases Spirit Ward damage from 60 / 90 / 120 to 90 / 120 / 150. Changes Spirit Ward number of attack bounces from 0 / 0 / 1 to 0 / 1 / 0 additional target(s) and splits its attack to 1 / 1 / 3 targets.
              Last edited by infiniteX3logy; 09-19-2012, 08:37 PM.

              Comment


              • #22
                It would be nice to have a nice concise list of effects.
                Like:
                0.1/0.2/0.3 Universal mini-stun
                0.6/0.85/1.1 Magical Damage per mana missing in 300 radius
                600 target enemy unit range.
                0.3 cast delay
                for Anti-mage's Mana Void. Nice and clear, concise, with all the relevant information.

                Comment


                • #23
                  Not sure if it's the right place to post about it, but please add range numbers to descriptions of every single item and skill please.

                  Comment


                  • #24
                    Updated!
                    Last edited by Konung; 10-25-2012, 04:06 PM.
                    Healthbar & lasthitting
                    Shop Layout - Legacy Shops
                    Tooltip issues compilation
                    How to create a better dota 2 environment

                    Comment


                    • #25
                      bump
                      Healthbar & lasthitting
                      Shop Layout - Legacy Shops
                      Tooltip issues compilation
                      How to create a better dota 2 environment

                      Comment


                      • #26
                        very nice.

                        +1
                        If you don't have an intelligent reply for me, don't bother I will shred your non sense to pieces.

                        Comment


                        • #27
                          Originally posted by acf3passion View Post
                          Remove the god awful percentage symbol (%) on AA's Chilling Touch.

                          It doesn't slow your AS by 15% of your total AS. It's just -15. Trash pubs raged at me this thinking it's -15%. Chilling Touch is almost always worth the -15 AS.

                          Trash pub is trash.
                          -15 and -15% are the same you srub. Look at PD for the attack speed formula
                          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


                          • #28
                            Bane - Nightmare "Puts the target enemy or friendly Hero to sleep and deals damage per second. Sleeping units are awakened when attacked, but the Nightmare passes to the attacking unit. Nightmared unit instantly wakes up if it takes damage"

                            So according to this, if you put a friendly hero to sleep he will take damage per second? Is that true?

                            Also, according to this, Nightmared unit instantly wakes up if it takes damage, but nightmare deals damage per second. So that means as soon as the nightmare deals the first tick of damage per second the nightmared unit will instantly wake up (which is surely not what happens).

                            Comment


                            • #29
                              Allies do take damage per second. Perhaps add "damage from other sources" instead then.
                              Healthbar & lasthitting
                              Shop Layout - Legacy Shops
                              Tooltip issues compilation
                              How to create a better dota 2 environment

                              Comment


                              • #30
                                bump
                                Healthbar & lasthitting
                                Shop Layout - Legacy Shops
                                Tooltip issues compilation
                                How to create a better dota 2 environment

                                Comment

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