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Thread: [Fixed] Timbersaw's Chakram slow is too small.

  1. #1
    Basic Member igo95862's Avatar
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    [Fixed] Timbersaw's Chakram slow is too small.

    HP
    DotA 1
    Dota 2
    100%-95%
    5% slow
    0% slow.
    95%-90%
    10% slow
    5% slow.
    And so on...

    Lvl 25 Abbadon with borrowed time and 6 Reavers against Chakram:
    Dota 1:

    Dota 2: You need to switch between units to see your movement speed updated.

    I am pretty sure the issue is not in triggered heals since 37.5 damage from level 2 chakram is lower then 5% of abbadons health.
    Last edited by igo95862; 09-21-2013 at 08:43 AM.

  2. #2
    Wait, why does it deal 37.5 damage? I thought it was pure.
    • Damage type: pure
    • Chakram flies at 900 movement speed.
    • Chakram returns to you if you go more than 2000 units away.
    • Destroys trees.

  3. #3
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    It is pure, but it deals the damage in 2 ticks per second and he used a lvl2 ulti (even though he says lvl 1, but 37,5 continous and 140 initial damage are surely lvl 2)

  4. #4
    Basic Member igo95862's Avatar
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    Quote Originally Posted by Belarion View Post
    It is pure, but it deals the damage in 2 ticks per second and he used a lvl2 ulti (even though he says lvl 1, but 37,5 continous and 140 initial damage are surely lvl 2)
    Fixed. Should not affect result

  5. #5
    Makes sense now. 50*0.75 = 37.5, so that confused me.

    Nice find, as always.

  6. #6
    Volunteer Moderator bu3ny's Avatar
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    Adding.
    Please, just call me buny.

  7. #7
    Basic Member Rainer's Avatar
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    Nice
    I always felt that slow is lower than Dota but i'm not good with finding this kind of stuff
    My English is not great and i know it

  8. #8
    Basic Member BattledOne's Avatar
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    Oh another bug where effects start to apply on the second stage.

  9. #9
    Basic Member igo95862's Avatar
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    Bump... with some JASS as prove:


    function Func4188 takes unit loc_unit01,unit loc_unit02 returns nothing This function is responsible for slow for enemies in chakram. I won't post all functions since they are too long and only this function does slow.
    local unit loc_unit03=CreateUnit(GetOwningPlayer(loc_unit02), 'e00E',GetUnitX(loc_unit02),GetUnitY(loc_unit02),0 ) Here we create dummy which will cast slow on enemy unit
    local integer loc_integer01=R2I(100*GetUnitState(loc_unit02,UNIT _STATE_LIFE)/GetUnitState(loc_unit02,UNIT_STATE_MAX_LIFE)) Here we will basically find percent of remaining enemies health
    local integer loc_integer02=Func0138(Func0137(R2I(100-loc_integer01)/5,20),1) here we will first find % of missing HP. then we divide it by 5. then we transform it from real number to integer. Doing so will also round up. We also check that the number we are getting is not bigger then 20 or smaller then 1. Func0137 will take two numbesr and choose smaller. Func0138 will take two numbers and take bigger.
    call UnitAddAbility(loc_unit03,'A2DV') We give our dummy unit ability A2DV which has 20 levels with 5%/10%/15%/20%/25%/30%/35%/40%/45%/50%/60%/65%/70%/75%/80%/85%/90%/95%/100% slows
    call SetUnitAbilityLevel(loc_unit03,'A2DV',loc_integer0 2) Here we set this ability level equal the number we calculated above
    call IssueTargetOrder(loc_unit03,"slow",loc_unit02) Here dummy unit cast it on enemy.
    set loc_unit03=null
    endfunction

    A2DV Chakram slow
    Spoiler: 

    [A2DV]
    code=Aslo
    levels=20
    priority=3
    targs1=air,enemies,friend,ground
    Dur1=0.5
    HeroDur1=0.5
    Cool1=10
    Rng1=600
    DataA1=0.05
    BuffID1=B0G0
    targs2=air,enemies,friend,ground
    Dur2=0.5
    HeroDur2=0.5
    Cool2=10
    Rng2=600
    DataA2=0.1
    BuffID2=B0G0
    targs3=air,enemies,friend,ground
    Dur3=0.5
    HeroDur3=0.5
    Cool3=10
    Rng3=600
    DataA3=0.15
    BuffID3=B0G0
    targs4=air,enemies,friend,ground
    Dur4=0.50
    HeroDur4=0.50
    Cool4=10.00
    Rng4=600.00
    DataA4=0.20
    BuffID4=B0G0
    Art=ReplaceableTextures\CommandButtons\BTNSlowOn.b lp
    Unart=ReplaceableTextures\CommandButtons\BTNSlowOf f.blp
    Buttonpos=0,2
    Unbuttonpos=0,2
    Casterart=Abilities\Spells\Human\Slow\SlowCaster.m dl
    Order=slow
    Orderon=slowon
    Orderoff=slowoff
    Name="Chakram Slow"
    Tip=Slo|cffffcc00w|r
    Ubertip="Slows enemy unit's attack rate by <ACsw,DataB1,%>% and movement speed by <ACsw,DataA1,%>%. Lasts <ACsw,Dur1> seconds."
    Untip="|cffc3dbffRight-click to activate auto-casting.|r"
    Unubertip="|cffc3dbffRight-click to deactivate auto-casting.|r"
    Hotkey=W
    Unhotkey=W
    DataA5=0.25
    Rng5=600.00
    HeroDur5=0.50
    Dur5=0.50
    targs5=air,enemies,friend,ground
    DataA6=0.30
    DataA7=0.35
    DataA8=0.40
    Rng6=600.00
    Rng8=600.00
    Rng7=600.00
    DataA9=0.45
    DataA10=0.50
    Cool5=10.00
    Cool6=10.00
    Cool7=10.00
    Cool8=10.00
    Cool10=10.00
    Cool9=10.00
    Rng9=600.00
    Rng10=600.00
    BuffID5=B0G0
    BuffID7=B0G0
    BuffID6=B0G0
    BuffID8=B0G0
    BuffID9=B0G0
    BuffID10=B0G0
    HeroDur6=0.50
    HeroDur7=0.50
    HeroDur8=0.50
    HeroDur9=0.50
    HeroDur10=0.50
    Dur6=0.50
    Dur7=0.50
    Dur8=0.50
    Dur9=0.50
    Dur10=0.50
    targs6=air,enemies,friend,ground
    targs7=air,enemies,friend,ground
    targs9=air,enemies,friend,ground
    targs10=air,enemies,friend,ground
    targs8=air,enemies,friend,ground
    DataA11=0.55
    DataA12=0.60
    DataA13=0.65
    BuffID11=B0G0
    Cool11=10.00
    Rng11=600.00
    HeroDur11=0.50
    Dur11=0.50
    DataA14=0.70
    DataA15=0.75
    DataA16=0.80
    DataA17=0.85
    DataA18=0.90
    DataA19=0.95
    DataA20=1.00
    BuffID17=B0G0
    BuffID18=B0G0
    BuffID19=B0G0
    BuffID20=B0G0
    Cool12=10.00
    Cool13=10.00
    Cool14=10.00
    Cool15=10.00
    Cool16=10.00
    Cool17=10.00
    Cool18=10.00
    Cool19=10.00
    Cool20=10.00
    HeroDur12=0.50
    HeroDur13=0.50
    HeroDur14=0.50
    HeroDur15=0.50
    HeroDur16=0.50
    HeroDur17=0.50
    HeroDur18=0.50
    HeroDur19=0.50
    HeroDur20=0.50
    Dur12=0.50
    Dur13=0.50
    Dur14=0.50
    Dur15=0.50
    Dur16=0.50
    Dur17=0.50
    Dur18=0.50
    Dur19=0.50
    Dur20=0.50
    targs11=air,enemies,friend,ground
    targs12=air,enemies,friend,ground
    targs13=air,enemies,friend,ground
    targs14=air,enemies,friend,ground
    targs15=air,enemies,friend,ground
    targs16=air,enemies,friend,ground
    targs17=air,enemies,friend,ground
    targs18=air,enemies,friend,ground
    targs19=air,enemies,friend,ground
    targs20=air,enemies,friend,ground
    Rng12=600.00
    Rng13=600.00
    Rng14=600.00
    Rng15=600.00
    Rng16=600.00
    BuffID12=B0G0
    BuffID13=B0G0
    BuffID14=B0G0
    BuffID15=B0G0
    BuffID16=B0G0
    Rng17=600.00
    Rng18=600.00
    Rng19=600.00
    Rng20=600.00


    For example enemy misses 3% of his health.

    We divide 3/5=0.6

    0.6 is smaller then 1 so we use 1

    Level 1 slow slows for 5%

    In dota 2 it would be 0

  10. #10
    Basic Member rockonrob's Avatar
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    Quote Originally Posted by igo95862 View Post
    Bump... with some JASS as prove:


    function Func4188 takes unit loc_unit01,unit loc_unit02 returns nothing This function is responsible for slow for enemies in chakram. I won't post all functions since they are too long and only this function does slow.
    local unit loc_unit03=CreateUnit(GetOwningPlayer(loc_unit02), 'e00E',GetUnitX(loc_unit02),GetUnitY(loc_unit02),0 ) Here we create dummy which will cast slow on enemy unit
    local integer loc_integer01=R2I(100*GetUnitState(loc_unit02,UNIT _STATE_LIFE)/GetUnitState(loc_unit02,UNIT_STATE_MAX_LIFE)) Here we will basically find percent of remaining enemies health
    local integer loc_integer02=Func0138(Func0137(R2I(100-loc_integer01)/5,20),1) here we will first find % of missing HP. then we divide it by 5. then we transform it from real number to integer. Doing so will also round up. We also check that the number we are getting is not bigger then 20 or smaller then 1. Func0137 will take two number and choose smaller. Func0138 will take two number and take bigger.
    call UnitAddAbility(loc_unit03,'A2DV') We give our dummy unit ability A2DV which has 20 levels with 5%/10%/15%/20%/25%/30%/35%/40%/45%/50%/60%/65%/70%/75%/80%/85%/90%/95%/100% slows
    call SetUnitAbilityLevel(loc_unit03,'A2DV',loc_integer0 2) Here we set this ability level equal the number we calculated above
    call IssueTargetOrder(loc_unit03,"slow",loc_unit02) Here dummy unit cast it on enemy.
    set loc_unit03=null
    endfunction

    A2DV Chakram slow
    Spoiler: 

    [A2DV]
    code=Aslo
    levels=20
    priority=3
    targs1=air,enemies,friend,ground
    Dur1=0.5
    HeroDur1=0.5
    Cool1=10
    Rng1=600
    DataA1=0.05
    BuffID1=B0G0
    targs2=air,enemies,friend,ground
    Dur2=0.5
    HeroDur2=0.5
    Cool2=10
    Rng2=600
    DataA2=0.1
    BuffID2=B0G0
    targs3=air,enemies,friend,ground
    Dur3=0.5
    HeroDur3=0.5
    Cool3=10
    Rng3=600
    DataA3=0.15
    BuffID3=B0G0
    targs4=air,enemies,friend,ground
    Dur4=0.50
    HeroDur4=0.50
    Cool4=10.00
    Rng4=600.00
    DataA4=0.20
    BuffID4=B0G0
    Art=ReplaceableTextures\CommandButtons\BTNSlowOn.b lp
    Unart=ReplaceableTextures\CommandButtons\BTNSlowOf f.blp
    Buttonpos=0,2
    Unbuttonpos=0,2
    Casterart=Abilities\Spells\Human\Slow\SlowCaster.m dl
    Order=slow
    Orderon=slowon
    Orderoff=slowoff
    Name="Chakram Slow"
    Tip=Slo|cffffcc00w|r
    Ubertip="Slows enemy unit's attack rate by <ACsw,DataB1,%>% and movement speed by <ACsw,DataA1,%>%. Lasts <ACsw,Dur1> seconds."
    Untip="|cffc3dbffRight-click to activate auto-casting.|r"
    Unubertip="|cffc3dbffRight-click to deactivate auto-casting.|r"
    Hotkey=W
    Unhotkey=W
    DataA5=0.25
    Rng5=600.00
    HeroDur5=0.50
    Dur5=0.50
    targs5=air,enemies,friend,ground
    DataA6=0.30
    DataA7=0.35
    DataA8=0.40
    Rng6=600.00
    Rng8=600.00
    Rng7=600.00
    DataA9=0.45
    DataA10=0.50
    Cool5=10.00
    Cool6=10.00
    Cool7=10.00
    Cool8=10.00
    Cool10=10.00
    Cool9=10.00
    Rng9=600.00
    Rng10=600.00
    BuffID5=B0G0
    BuffID7=B0G0
    BuffID6=B0G0
    BuffID8=B0G0
    BuffID9=B0G0
    BuffID10=B0G0
    HeroDur6=0.50
    HeroDur7=0.50
    HeroDur8=0.50
    HeroDur9=0.50
    HeroDur10=0.50
    Dur6=0.50
    Dur7=0.50
    Dur8=0.50
    Dur9=0.50
    Dur10=0.50
    targs6=air,enemies,friend,ground
    targs7=air,enemies,friend,ground
    targs9=air,enemies,friend,ground
    targs10=air,enemies,friend,ground
    targs8=air,enemies,friend,ground
    DataA11=0.55
    DataA12=0.60
    DataA13=0.65
    BuffID11=B0G0
    Cool11=10.00
    Rng11=600.00
    HeroDur11=0.50
    Dur11=0.50
    DataA14=0.70
    DataA15=0.75
    DataA16=0.80
    DataA17=0.85
    DataA18=0.90
    DataA19=0.95
    DataA20=1.00
    BuffID17=B0G0
    BuffID18=B0G0
    BuffID19=B0G0
    BuffID20=B0G0
    Cool12=10.00
    Cool13=10.00
    Cool14=10.00
    Cool15=10.00
    Cool16=10.00
    Cool17=10.00
    Cool18=10.00
    Cool19=10.00
    Cool20=10.00
    HeroDur12=0.50
    HeroDur13=0.50
    HeroDur14=0.50
    HeroDur15=0.50
    HeroDur16=0.50
    HeroDur17=0.50
    HeroDur18=0.50
    HeroDur19=0.50
    HeroDur20=0.50
    Dur12=0.50
    Dur13=0.50
    Dur14=0.50
    Dur15=0.50
    Dur16=0.50
    Dur17=0.50
    Dur18=0.50
    Dur19=0.50
    Dur20=0.50
    targs11=air,enemies,friend,ground
    targs12=air,enemies,friend,ground
    targs13=air,enemies,friend,ground
    targs14=air,enemies,friend,ground
    targs15=air,enemies,friend,ground
    targs16=air,enemies,friend,ground
    targs17=air,enemies,friend,ground
    targs18=air,enemies,friend,ground
    targs19=air,enemies,friend,ground
    targs20=air,enemies,friend,ground
    Rng12=600.00
    Rng13=600.00
    Rng14=600.00
    Rng15=600.00
    Rng16=600.00
    BuffID12=B0G0
    BuffID13=B0G0
    BuffID14=B0G0
    BuffID15=B0G0
    BuffID16=B0G0
    Rng17=600.00
    Rng18=600.00
    Rng19=600.00
    Rng20=600.00


    For example enemy misses 3% of his health.

    We divide 3/5=0.6

    0.6 is smaller then 1 so we use 1

    Level 1 slow slows for 5%

    In dota 2 it would be 0
    Why don't they just hire you to fix bugs?

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