On February 04 2013 09:56 trinxified wrote: Speaking of orb effect attacks, has the bug been fixed about manual casting orbs are 25 less range compared to just auto casting
It affects all spells, not just orbs, and no, the bug is still in the game.
On February 04 2013 11:40 BurningSera wrote: Watching this. Recommend it for last hit fetish or 'how to do lane control as a carry'. Was a single player game but still.
On February 04 2013 09:56 trinxified wrote: Speaking of orb effect attacks, has the bug been fixed about manual casting orbs are 25 less range compared to just auto casting
It affects all spells, not just orbs, and no, the bug is still in the game.
What do you mean all spells? You mean if a spell says 600 cast range, it's actually just 575?
Orb spells kinda matter especially early game when conserving mana, or more importantly, orb-walking past towers/creeps.
On February 04 2013 09:56 trinxified wrote: Speaking of orb effect attacks, has the bug been fixed about manual casting orbs are 25 less range compared to just auto casting
It affects all spells, not just orbs, and no, the bug is still in the game.
What do you mean all spells? You mean if a spell says 600 cast range, it's actually just 575?
Orb spells kinda matter especially early game when conserving mana, or more importantly, orb-walking past towers/creeps.
The bug involves where the range is calculated from. It affects all spells, because they're all calculated from the wrong place. The range is wrong by the collision size of the unit which is 24 for most heroes. For reference, melee range is 128 so you're talking about less than a fifth of melee range, is the range you're losing. People make such a big deal out of the bug for absolutely no reason.
On February 04 2013 09:56 trinxified wrote: Speaking of orb effect attacks, has the bug been fixed about manual casting orbs are 25 less range compared to just auto casting
It affects all spells, not just orbs, and no, the bug is still in the game.
What do you mean all spells? You mean if a spell says 600 cast range, it's actually just 575?
Orb spells kinda matter especially early game when conserving mana, or more importantly, orb-walking past towers/creeps.
It's not exactly 25 range. It has to do with where range is being measured from (should be measured from the edge of the model, but is actually measured from the center, so spells are losing range equal to the collision radius of the hero model). In most cases this is 24 units, but in some cases it's less for heroes that have smaller collision models (e.g. Naga, PL, and transformed Lycan have collision sizes of 8).
On February 04 2013 09:56 trinxified wrote: Speaking of orb effect attacks, has the bug been fixed about manual casting orbs are 25 less range compared to just auto casting
It affects all spells, not just orbs, and no, the bug is still in the game.
What do you mean all spells? You mean if a spell says 600 cast range, it's actually just 575?
Orb spells kinda matter especially early game when conserving mana, or more importantly, orb-walking past towers/creeps.
The bug involves where the range is calculated from. It affects all spells, because they're all calculated from the wrong place. The range is wrong by the collision size of the unit which is 24 for most heroes. For reference, melee range is 128 so you're talking about less than a fifth of melee range, is the range you're losing. People make such a big deal out of the bug for absolutely no reason.
It's not just range, it's also affects the AOE of a lot of spells. (Apparently all but ground targeted spells like decay or light strike array).
So it's a pretty big deal on a few heroes like Earthshaker aftershock (300-> 276 aoe), Potm's starfall (175 -> 151), Slardar crush (350->326). Dazzle also gets hurt a bit by this in laning (don't know the collision size on creeps), more later on with heroes. Omni's heal is affected by the collision size on who he casts it on (so only loses 8 aoe on naga/pl/lycan ulted). Axe has a 251 range call instead of 275.
It also makes orb-walking weaker. It's especially noticeable on Viper and Huskar (because burning spears should be longer range than his auto but currently are not unless they're toggled on).
The best look at it that I've seen so far is this person who did a lot of tests ->
When you attack an enemy hero, your hero moves to a range where the distance between the edges of your collision bubbles is less than or equal to your attack range. That means when Zeus attacks an enemy from max range, there's 330 units of distance between the outer edge of his collision bubble and the outer edge of his target's collision bubble. BUT in DotA2, all distances other than attack range distances are calculated from the center of the source to the outer edge of the target, and that's the bug. If you attack Slardar at max range as Zeus, there'll be 330 units between your collision bubbles, but his Slithereen Crush will still miss despite having a range of 350. That's because from the center of Slardar's model to the outer edge of Zeus's collision bubble there's 24 (Slardar's collision radius) + 330 (Zeus's attack range) = 354 units and that's just enough to outrange Slithereen Crush.
What this means is that, when compared to auto attack ranges, all other distances are smaller by an amount equal to the originating unit's collision radius. In other words, a unit's collision radius counts against it. And yes, that means spell ranges, spell effect radii, auras, and probably even experience ranges are all smaller than they should be.
I think this just has to be a really deep-set problem in the engine of dota 2 or it would have been fixed long-ago. A quick hotfix patch that just added 24 aoe and cast range to the spells of heroes most affected would be appreciated, but it might have too many unintended effects.
Was thinking of what weird builds to go recently if I feel like trolling and I think going blink on AM is the best idea ever. It is like, what, you think you can catch me watch this! *double blinks*
On February 04 2013 14:57 Nilrem wrote: Was thinking of what weird builds to go recently if I feel like trolling and I think going blink on AM is the best idea ever. It is like, what, you think you can catch me watch this! *double blinks*
you ain't cool until you blink into a fight kill someone force staff out refresher orb blink back in kill somene force staff out blink back in and kill another person,
On February 04 2013 14:57 Nilrem wrote: Was thinking of what weird builds to go recently if I feel like trolling and I think going blink on AM is the best idea ever. It is like, what, you think you can catch me watch this! *double blinks*
On February 04 2013 14:57 Nilrem wrote: Was thinking of what weird builds to go recently if I feel like trolling and I think going blink on AM is the best idea ever. It is like, what, you think you can catch me watch this! *double blinks*