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Tooltip issues compilation

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  • Konung
    replied
    bump

    Leave a comment:


  • Konung
    replied
    Updated!
    Last edited by Konung; 10-25-2012, 04:06 PM.

    Leave a comment:


  • Nancial
    replied
    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.

    Leave a comment:


  • innociv
    replied
    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.

    Leave a comment:


  • infiniteX3logy
    replied
    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.

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  • smashfury
    replied
    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.

    Leave a comment:


  • Typhox
    replied
    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

    Leave a comment:


  • Konung
    replied
    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?

    Leave a comment:


  • Zath
    replied
    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.

    Leave a comment:


  • Konung
    replied
    Post-international bump.

    Leave a comment:


  • dongbinrabbit
    replied
    I think this is really helpful

    Leave a comment:


  • Konung
    replied
    Added Lunar Blessing to the list.

    Leave a comment:


  • Konung
    replied
    [QUOTE=akosibib;322620]
    Originally posted by Konung View Post
    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
    Nope.
    Some skills(target point skills like wave form and crypt swarm) doesn't affect the sleep state of the unit that's been nightmared and can still inflict dmg.
    ..could still be misleading.
    I just tested and waveform does wake the unit up. From playdota "If the target recieves any type of damage except Nightmare, then it will wake up.", you probably did it in the first second when the unit is invulnarable.

    Leave a comment:


  • akosibib
    replied
    [QUOTE=Konung;322071]
    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
    Nope.
    Some skills(target point skills like wave form and crypt swarm) doesn't affect the sleep state of the unit that's been nightmared and can still inflict dmg.
    ..could still be misleading.

    Leave a comment:


  • Konung
    replied
    Originally posted by acf3passion View Post
    No it's not, and my point stands which misleads noobs.
    Ok quote directly from the site "Attack speed is represented in game as a number, usually with a percentage sign (%), but sometimes not. Regardless of whether a percentage sign is included or not, the attack speed acts the same." But they should really use only one of the two methods to lessen the confusion.

    Leave a comment:

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