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On February 09 2013 04:33 PassiveAce wrote:Does anyone know the list of heroes that cant cast while being hit by clocks battery assualt? I know es is the well known one, but I found out while playing him that I can lock out ogre magi also, now I want to know a full list of his juiciest targets 
Everyone with a .5 or higher cast animation should be locked out assuming every one of them hits the target.
The interval is .7 seconds, but it ministuns them for .2 seconds. You can't cast while you're stunned so if the animation is longer than half a second you'll be interrupted.
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On February 09 2013 04:35 Unleashing wrote: Any hero slower or just below 0.7 cast animation. ogres is .56 according to that spreadsheet that someone linked recently, does that mean I can lock out tinker who is just .53? need to do some experiments.
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Ah, that would explain it if it's .2 sec ministun, then yea anything below 0.5 wont be 'stunlocked' and anything above would be.
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On February 09 2013 04:38 PassiveAce wrote:Show nested quote +On February 09 2013 04:35 Unleashing wrote: Any hero slower or just below 0.7 cast animation. ogres is .56 according to that spreadsheet that someone linked recently, does that mean I can lock out tinker who is just .53? need to do some experiments.
You should be able to stunlock anything over .5 unless there is a projectile that has travel time. Not entirely sure how battery assault actually works in terms of coding.
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Anybody got data on how long the ministun is? Most are either 0.00001 or 0.1. Also sometimes people spam random commands and don't do shit despite there being a 0.1 sec window for them to cast
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On February 09 2013 04:38 PassiveAce wrote:Show nested quote +On February 09 2013 04:35 Unleashing wrote: Any hero slower or just below 0.7 cast animation. ogres is .56 according to that spreadsheet that someone linked recently, does that mean I can lock out tinker who is just .53? need to do some experiments. like i said, the ministun is .2 seconds, if you hit tinker with 1 spell, you clock him out of casting (:D) because he has > .5 animation
On February 09 2013 04:40 Blitzkrieg0 wrote:Show nested quote +On February 09 2013 04:38 PassiveAce wrote:On February 09 2013 04:35 Unleashing wrote: Any hero slower or just below 0.7 cast animation. ogres is .56 according to that spreadsheet that someone linked recently, does that mean I can lock out tinker who is just .53? need to do some experiments. You should be able to stunlock anything over .5 unless there is a projectile that has travel time. Not entirely sure how battery assault actually works in terms of coding.
there is a travel time but the projectile spawns just outside clocks collision, so if clock is immediately next to a target the tavel time is negligible.
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On February 09 2013 04:40 Qbek wrote: Anybody got data on how long the ministun is? Most are either 0.00001 or 0.1. Also sometimes people spam random commands and don't do shit despite there being a 0.1 sec window for them to cast
Wiki says .2 seconds. http://www.dota2wiki.com/wiki/Clockwerk#Abilities
On February 09 2013 04:40 PrinceXizor wrote:Show nested quote +On February 09 2013 04:40 Blitzkrieg0 wrote:On February 09 2013 04:38 PassiveAce wrote:On February 09 2013 04:35 Unleashing wrote: Any hero slower or just below 0.7 cast animation. ogres is .56 according to that spreadsheet that someone linked recently, does that mean I can lock out tinker who is just .53? need to do some experiments. You should be able to stunlock anything over .5 unless there is a projectile that has travel time. Not entirely sure how battery assault actually works in terms of coding. there is a travel time but the projectile spawns just outside clocks collision, so if clock is immediately next to a target the tavel time is negligible.
When you're talking about the difference between .5 and .53 I'm not so quick to call it negligible. Melee distance is about 128 range which means the projectile speed would need to be higher than about 4300 to lock out tinker. I don't have any recreation tools so I can't go look what it is.
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Tinker is one of the heroes who is extremely likely to have a force staff and I'm pretty sure he can use it to get out of the cogs even with the ministun (he still zaps himself but it's the burn vs taking 1300 magic damage + clock autos to the face). Just something to remember before diving tinkers
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I hate how the word "ministun" is used to describe stuns that are not 0.01 sec or w/e If its more then that it should just be stated explicitly :/
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Ministun is anything below 0.5 sec really. Even luna's stun on lucent beam is kinda mini
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On February 09 2013 04:43 Nevuk wrote: Tinker is one of the heroes who is extremely likely to have a force staff and I'm pretty sure he can use it to get out of the cogs even with the ministun (he still zaps himself but it's the burn vs taking 1300 magic damage + clock autos to the face). Just something to remember before diving tinkers yeah he can force out but thats what refresher clock is for you forced out you say? refresher re-hook re-cog- rebattery
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On February 09 2013 04:45 PrinceXizor wrote:Show nested quote +On February 09 2013 04:43 Nevuk wrote: Tinker is one of the heroes who is extremely likely to have a force staff and I'm pretty sure he can use it to get out of the cogs even with the ministun (he still zaps himself but it's the burn vs taking 1300 magic damage + clock autos to the face). Just something to remember before diving tinkers yeah he can force out but thats what refresher clock is for  you forced out you say? refresher re-hook re-cog- rebattery  .. Why would you get refrsher for that just get aghs
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troll warlord is .51 CA according to jankdota but I seriously doubt I could actually stun lock him anyway, it seems much much faster then that. Pretty sure that number is just wrong, it seems much faster right?
that document has it listed as .2, which seems much more accurate.
oh, does it change depending on melee or ranged?
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On February 09 2013 04:53 PassiveAce wrote: troll warlord is .51 CA according to jankdota but I seriously doubt I could actually stun lock him anyway, it seems much much faster then that. Pretty sure that number is just wrong, it seems much higher right?
that document has it listed as .2, which seems much more accurate.
oh, does it change depending on melee or ranged? PLaydota says 0.2 but it might vary
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hit quote instead edit ;p
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What is the maximum number of players you can have on one "Team" (I don't mean radiant/dire, i mean the teams you can set up under the community tab in the dota 2 interface)?
Thanks in advance
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On February 09 2013 05:05 asaed wrote: What is the maximum number of players you can have on one "Team" (I don't mean radiant/dire, i mean the teams you can set up under the community tab in the dota 2 interface)?
Thanks in advance 5 with one admin/manager slot (they can't play)
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Only 5 players can be on the team roster with 6th as admin. It's really annoying you can't just easily change out the roster without kicking someone.
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