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Thread: Beastmaster's Wild Axes' damaging radius is too wide

  1. #1
    Basic Member ThoAppelsin's Avatar
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    Beastmaster's Wild Axes' damaging radius is too wide

    It is set to be 140, and it works by regarding the collision which adds up 8~25 more effective range to it
    well...
    it actually is set to be 150 in DotA; but that works from center to center, meaning that it disregards collision. The basic procedure while making a spell regard collision in Dota 2 has been done by reducing it by 25 units by far.

    Therefore, it should be set to be 125.


    Some more details about DotA behaviour will be in the next post

  2. #2
    Basic Member ThoAppelsin's Avatar
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    Code:
    01  function Func1559 takes unit loc_unit01,real loc_real01,real loc_real02,group loc_group01 returns nothing
    02    local group loc_group02=Func0030()
    03    local unit loc_unit02
    04    call Func0170(loc_real01,loc_real02,150)
    05    call GroupEnumUnitsInRange(loc_group02,loc_real01,loc_real02,150,Condition(function Func0011))
    06    loop
    07      set loc_unit02=FirstOfGroup(loc_group02)
    08      exitwhen loc_unit02==null
    09      if(IsUnitInGroup(loc_unit02,loc_group01)==false and IsUnitEnemy(loc_unit02,GetOwningPlayer(loc_unit01)))then
    10        if(GetUnitAbilityLevel(loc_unit02,'A04R')!=1 and GetUnitState(loc_unit02,UNIT_STATE_LIFE)>0 and IsUnitType(loc_unit02,UNIT_TYPE_STRUCTURE)==false)then
    11          call GroupAddUnit(loc_group01,loc_unit02)
    12          call UnitDamageTarget(loc_unit01,loc_unit02,60+GetUnitAbilityLevel(loc_unit01,'A0O1')*30,true,true,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMAL,WEAPON_TYPE_METAL_HEAVY_SLICE)
    13          call AddSpecialEffectTarget("Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl",loc_unit02,"overhead")
    14        endif
    15      endif
    16      call GroupRemoveUnit(loc_group02,loc_unit02)
    17    endloop
    18    call Func0029(loc_group02)
    19  endfunction
    Function Func1559; used for the the damage dealing, and called for both of the axes on every 0.025th second.
    loc_unit01 is the Beastmaster
    loc_real01 is the X value for the coordinates of an axe
    loc_real02 is the Y value
    loc_group01 is a group in which the units that have been damaged are being stored

    Line #05 is where the viable units are being grouped, here is the function Func0011 for lulz

    Code:
    function Func0011 takes nothing returns boolean
      return true
    endfunction
    too deep.
    Anyway, but there are more conditions that can bee seen on the next stages, like
    in line #09, it checks whether the unit is in group loc_group01 and if it is an enemy
    in line #10, check for the ability "Marker" is done, health check, structure check...

    Yeah, whatever, this is one simple function. I think it should be possible for everyone who has been reading through my explanations to understand what this function does with ease.
    A0O1 is the ability code of the Wild Axes. Actually, the line #12 suggests that the readily thrown axes should be able to deal more damage if the Beastmaster increases their levels, even though they already were thrown. But this shall not be considered as the intended behaviour in my opinion.
    ...
    Haha, just tested. Interestingly, it is the same in Dota 2. How nice :D


    Yeah okay, that's all... The search range is 150 in DotA, for every unit, regardless of the collision.
    So it should be 125 in Dota 2, since it regards collision.

  3. #3
    Basic Member Rice's Avatar
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    I commend you good sir.

  4. #4
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    omg
    sometimes axes doesnt deal any damage at all, because unit stands right between the axes. And u want to fix the damaging radius? Seriously?

  5. #5
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    Quote Originally Posted by Rice View Post
    I commend you good sir.
    i mean, i do too, but why you? you knew all this already anyway

  6. #6
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    omg
    sometimes axes doesnt deal any damage at all, because unit stands right between the axes. And u want to fix the damaging radius? Seriously?
    sometimes doto is a hard game...

  7. #7
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    Quote Originally Posted by SecreT View Post
    sometimes doto is a hard game...
    its ez game
    in dota1 its always hit, even if the enemy are between the axes

    just check it
    1. enemy stand at 2/5 of max range
    2. throw axes on full range with facing to enemy
    expected: enemy damaged by both axes
    result: NO DAMAGE AT ALL, screenshot with prove http://puu.sh/2txi7.png
    possible step3. come closer to enemy. In d1 it was 1000000% hit, in d2 its not
    Last edited by trustnothai; 04-03-2013 at 09:14 PM.

  8. #8
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    Son on your screenshot centaur stands in the middle of the arc no fucking shit it ain't gonna hit.
    And it worked like that in dota1 as well despite what you believe.

  9. #9
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    Quote Originally Posted by ReziuS View Post
    Son on your screenshot centaur stands in the middle of the arc no fucking shit it ain't gonna hit.
    And it worked like that in dota1 as well despite what you believe.
    go to dota1 and test it before shitposting please

    i've tested it right now, it was ALWAYS 100% HIT

  10. #10
    Basic Member ThoAppelsin's Avatar
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    Okay guys could you calm your shits down?
    Since yesterday, I have been trying to understand the Wild Axes movement in DotA. The formulae are too hard to understand, at least, to me they are... After finding that out, I will make a report for that one, too, and then there won't be any blind spots left in between the axes when both get fixed...

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