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Simple Questions, Simple Answers - Page 689

Forum Index > Dota 2 Strategy
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SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
November 18 2013 06:23 GMT
#13761
In the last stage of Diretide, will you be able to target enemy players when roshan is still alive/active? I know it's just easy to right click on him but when someone hexes him, it seems like my hero is targeting someone else and not rosh.

Or was it just my eyes tricking me?

Also, why does it seem that lifesteal and the ministuns of MKB does not work on rosh on that stage?
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
November 18 2013 06:34 GMT
#13762
Does vengeful spirit's swap cancel channeling/animations? Would it cancel a scroll of teleportation?
Firebolt145
Profile Blog Joined May 2010
Lalalaland34504 Posts
Last Edited: 2013-11-18 06:44:37
November 18 2013 06:44 GMT
#13763
On November 18 2013 15:34 jrkirby wrote:
Does vengeful spirit's swap cancel channeling/animations? Would it cancel a scroll of teleportation?

It does. Yes it would.
Moderator
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
November 18 2013 10:02 GMT
#13764
Swap also goes through magic immunity.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
November 18 2013 12:30 GMT
#13765
Dota2wiki has a nice list of things that can't be purged at http://dota2.gamepedia.com/Purge, but it's far more important to me what can be purged. What can? I've read http://www.playdota.com/forums/showthread.php?t=406048, and it appears to be incorrect/dated, directly conflicting with dota2wiki's list of things that can't be purged.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
ahswtini
Profile Blog Joined June 2008
Northern Ireland22213 Posts
November 18 2013 12:55 GMT
#13766
Does swap interrupt allied channels? Like I'm sure that Puj hook doesnt interrupt allies.
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
synapse
Profile Blog Joined January 2009
China13814 Posts
November 18 2013 15:04 GMT
#13767
On November 18 2013 21:30 Nightmarjoo wrote:
Dota2wiki has a nice list of things that can't be purged at http://dota2.gamepedia.com/Purge, but it's far more important to me what can be purged. What can? I've read http://www.playdota.com/forums/showthread.php?t=406048, and it appears to be incorrect/dated, directly conflicting with dota2wiki's list of things that can't be purged.

any magical debuff / buff should be purge-able unless the skill specifically states otherwise.
:)
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
November 18 2013 15:55 GMT
#13768
On November 18 2013 21:55 ahswtini wrote:
Does swap interrupt allied channels? Like I'm sure that Puj hook doesnt interrupt allies.

I'm a bit fuzzy on that, but I know at some point hook didn't interrupt enemy channeling spells either.

As in you could hook, say, a maiden casting her ulti and then butcher dies because the ulti would still continue.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2013-11-18 16:10:36
November 18 2013 16:03 GMT
#13769
My understanding from experience is:

Push and pull effects don't interrupt channeling, unless they include a component specifically to do that.
Instant movement spells break channeling (venge swap, wisp teleport, etc.).
Tosses pause heroes and will disable channeling.

[Edit fixed toss]

It sort of mirrors blink type abilities. If the blink is instant projectiles are disjointed, if they are not instant then the projectiles are not disjointed (though Mirana's leap has some mechanism to disjoint if timed just right).
Logo
Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
Last Edited: 2013-11-18 16:36:21
November 18 2013 16:35 GMT
#13770
On November 19 2013 01:03 Logo wrote:
My understanding from experience is:

Push and pull effects don't interrupt channeling, unless they include a component specifically to do that.
Instant movement spells break channeling (venge swap, wisp teleport, etc.).
Tosses pause heroes and will disable channeling.

[Edit fixed toss]

It sort of mirrors blink type abilities. If the blink is instant projectiles are disjointed, if they are not instant then the projectiles are not disjointed (though Mirana's leap has some mechanism to disjoint if timed just right).


Push and pull effects certainly don't interrupt channeling. However, most movement skills include a ministun that interrupt channeling. Pudge hook is an example. However, the skills are coded to not apply the ministun to allies. Thus, you can hook an ally that is teleporting and not break the channel.

Venge swap however, as an instant movement spell, I believe DOES break ally channeling.

The blink has nothing to do with whether or not projectiles get disjointed o.O That's a property of the spell being used.

Mirana's leap was based off windwalk in dota1, and that 0.01s of invisibility would disjoint certain projectiles, regardless of timing.
Comeh
Profile Blog Joined July 2008
United States18919 Posts
Last Edited: 2013-11-18 17:50:15
November 18 2013 17:50 GMT
#13771
On November 19 2013 01:35 Xxazn4lyfe51xX wrote:
Show nested quote +
On November 19 2013 01:03 Logo wrote:
My understanding from experience is:

Push and pull effects don't interrupt channeling, unless they include a component specifically to do that.
Instant movement spells break channeling (venge swap, wisp teleport, etc.).
Tosses pause heroes and will disable channeling.

[Edit fixed toss]

It sort of mirrors blink type abilities. If the blink is instant projectiles are disjointed, if they are not instant then the projectiles are not disjointed (though Mirana's leap has some mechanism to disjoint if timed just right).


Push and pull effects certainly don't interrupt channeling. However, most movement skills include a ministun that interrupt channeling. Pudge hook is an example. However, the skills are coded to not apply the ministun to allies. Thus, you can hook an ally that is teleporting and not break the channel.

Venge swap however, as an instant movement spell, I believe DOES break ally channeling.

The blink has nothing to do with whether or not projectiles get disjointed o.O That's a property of the spell being used.

Mirana's leap was based off windwalk in dota1, and that 0.01s of invisibility would disjoint certain projectiles, regardless of timing.

Is blink based off of windwalk too? (completely pointless discussion, but im curious)
How does that work / why does it disjoint projectiles?
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
November 18 2013 17:55 GMT
#13772
On November 19 2013 02:50 Comeh wrote:
Show nested quote +
On November 19 2013 01:35 Xxazn4lyfe51xX wrote:
On November 19 2013 01:03 Logo wrote:
My understanding from experience is:

Push and pull effects don't interrupt channeling, unless they include a component specifically to do that.
Instant movement spells break channeling (venge swap, wisp teleport, etc.).
Tosses pause heroes and will disable channeling.

[Edit fixed toss]

It sort of mirrors blink type abilities. If the blink is instant projectiles are disjointed, if they are not instant then the projectiles are not disjointed (though Mirana's leap has some mechanism to disjoint if timed just right).


Push and pull effects certainly don't interrupt channeling. However, most movement skills include a ministun that interrupt channeling. Pudge hook is an example. However, the skills are coded to not apply the ministun to allies. Thus, you can hook an ally that is teleporting and not break the channel.

Venge swap however, as an instant movement spell, I believe DOES break ally channeling.

The blink has nothing to do with whether or not projectiles get disjointed o.O That's a property of the spell being used.

Mirana's leap was based off windwalk in dota1, and that 0.01s of invisibility would disjoint certain projectiles, regardless of timing.

Is blink based off of windwalk too? (completely pointless discussion, but im curious)
How does that work / why does it disjoint projectiles?

Blink is based off... blink
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
Comeh
Profile Blog Joined July 2008
United States18919 Posts
November 18 2013 18:06 GMT
#13773
On November 19 2013 02:55 Qbek wrote:
Show nested quote +
On November 19 2013 02:50 Comeh wrote:
On November 19 2013 01:35 Xxazn4lyfe51xX wrote:
On November 19 2013 01:03 Logo wrote:
My understanding from experience is:

Push and pull effects don't interrupt channeling, unless they include a component specifically to do that.
Instant movement spells break channeling (venge swap, wisp teleport, etc.).
Tosses pause heroes and will disable channeling.

[Edit fixed toss]

It sort of mirrors blink type abilities. If the blink is instant projectiles are disjointed, if they are not instant then the projectiles are not disjointed (though Mirana's leap has some mechanism to disjoint if timed just right).


Push and pull effects certainly don't interrupt channeling. However, most movement skills include a ministun that interrupt channeling. Pudge hook is an example. However, the skills are coded to not apply the ministun to allies. Thus, you can hook an ally that is teleporting and not break the channel.

Venge swap however, as an instant movement spell, I believe DOES break ally channeling.

The blink has nothing to do with whether or not projectiles get disjointed o.O That's a property of the spell being used.

Mirana's leap was based off windwalk in dota1, and that 0.01s of invisibility would disjoint certain projectiles, regardless of timing.

Is blink based off of windwalk too? (completely pointless discussion, but im curious)
How does that work / why does it disjoint projectiles?

Blink is based off... blink

And that naturally disjoints projectiles in WC3?
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
November 18 2013 18:20 GMT
#13774
On November 19 2013 03:06 Comeh wrote:
Show nested quote +
On November 19 2013 02:55 Qbek wrote:
On November 19 2013 02:50 Comeh wrote:
On November 19 2013 01:35 Xxazn4lyfe51xX wrote:
On November 19 2013 01:03 Logo wrote:
My understanding from experience is:

Push and pull effects don't interrupt channeling, unless they include a component specifically to do that.
Instant movement spells break channeling (venge swap, wisp teleport, etc.).
Tosses pause heroes and will disable channeling.

[Edit fixed toss]

It sort of mirrors blink type abilities. If the blink is instant projectiles are disjointed, if they are not instant then the projectiles are not disjointed (though Mirana's leap has some mechanism to disjoint if timed just right).


Push and pull effects certainly don't interrupt channeling. However, most movement skills include a ministun that interrupt channeling. Pudge hook is an example. However, the skills are coded to not apply the ministun to allies. Thus, you can hook an ally that is teleporting and not break the channel.

Venge swap however, as an instant movement spell, I believe DOES break ally channeling.

The blink has nothing to do with whether or not projectiles get disjointed o.O That's a property of the spell being used.

Mirana's leap was based off windwalk in dota1, and that 0.01s of invisibility would disjoint certain projectiles, regardless of timing.

Is blink based off of windwalk too? (completely pointless discussion, but im curious)
How does that work / why does it disjoint projectiles?

Blink is based off... blink

And that naturally disjoints projectiles in WC3?


Yes
Comeh
Profile Blog Joined July 2008
United States18919 Posts
Last Edited: 2013-11-18 18:24:42
November 18 2013 18:24 GMT
#13775
On November 19 2013 03:20 Xxazn4lyfe51xX wrote:
Show nested quote +
On November 19 2013 03:06 Comeh wrote:
On November 19 2013 02:55 Qbek wrote:
On November 19 2013 02:50 Comeh wrote:
On November 19 2013 01:35 Xxazn4lyfe51xX wrote:
On November 19 2013 01:03 Logo wrote:
My understanding from experience is:

Push and pull effects don't interrupt channeling, unless they include a component specifically to do that.
Instant movement spells break channeling (venge swap, wisp teleport, etc.).
Tosses pause heroes and will disable channeling.

[Edit fixed toss]

It sort of mirrors blink type abilities. If the blink is instant projectiles are disjointed, if they are not instant then the projectiles are not disjointed (though Mirana's leap has some mechanism to disjoint if timed just right).


Push and pull effects certainly don't interrupt channeling. However, most movement skills include a ministun that interrupt channeling. Pudge hook is an example. However, the skills are coded to not apply the ministun to allies. Thus, you can hook an ally that is teleporting and not break the channel.

Venge swap however, as an instant movement spell, I believe DOES break ally channeling.

The blink has nothing to do with whether or not projectiles get disjointed o.O That's a property of the spell being used.

Mirana's leap was based off windwalk in dota1, and that 0.01s of invisibility would disjoint certain projectiles, regardless of timing.

Is blink based off of windwalk too? (completely pointless discussion, but im curious)
How does that work / why does it disjoint projectiles?

Blink is based off... blink

And that naturally disjoints projectiles in WC3?


Yes

Damn, this was particularly uninteresting. I'm guessing spells that ignored this were based on some WC3 spell that ignored it as well.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-11-18 18:50:37
November 18 2013 18:48 GMT
#13776
On November 19 2013 03:24 Comeh wrote:
Show nested quote +
On November 19 2013 03:20 Xxazn4lyfe51xX wrote:
On November 19 2013 03:06 Comeh wrote:
On November 19 2013 02:55 Qbek wrote:
On November 19 2013 02:50 Comeh wrote:
On November 19 2013 01:35 Xxazn4lyfe51xX wrote:
On November 19 2013 01:03 Logo wrote:
My understanding from experience is:

Push and pull effects don't interrupt channeling, unless they include a component specifically to do that.
Instant movement spells break channeling (venge swap, wisp teleport, etc.).
Tosses pause heroes and will disable channeling.

[Edit fixed toss]

It sort of mirrors blink type abilities. If the blink is instant projectiles are disjointed, if they are not instant then the projectiles are not disjointed (though Mirana's leap has some mechanism to disjoint if timed just right).


Push and pull effects certainly don't interrupt channeling. However, most movement skills include a ministun that interrupt channeling. Pudge hook is an example. However, the skills are coded to not apply the ministun to allies. Thus, you can hook an ally that is teleporting and not break the channel.

Venge swap however, as an instant movement spell, I believe DOES break ally channeling.

The blink has nothing to do with whether or not projectiles get disjointed o.O That's a property of the spell being used.

Mirana's leap was based off windwalk in dota1, and that 0.01s of invisibility would disjoint certain projectiles, regardless of timing.

Is blink based off of windwalk too? (completely pointless discussion, but im curious)
How does that work / why does it disjoint projectiles?

Blink is based off... blink

And that naturally disjoints projectiles in WC3?


Yes

Damn, this was particularly uninteresting. I'm guessing spells that ignored this were based on some WC3 spell that ignored it as well.

Spells that ignore it are triggered in some form or another. Disjointing projectiles only applies to hard-coded projectiles.

Most triggered projectiles aren't truly unavoidable. For example, some spells' targeting is handled with a 9999 projectile speed invisible dummy projectile, followed by the triggered visible projectile that tracks to the target of the original dummy spell. In the vast majority of cases, it's humanly impossible for someone to react to, and dodge a 9999 speed invisible projectile, but there are rare cases where somebody could get lucky in DotA 1 and Blink or Manta at the perfect time.
Moderator
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
November 18 2013 18:58 GMT
#13777
BKB-blocking lion/lina ults comes to mind (BKB'ing in the fraction of a second after the spell finishes casting (so that you don't just cancel the cast) but before the damage hits.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
TheYango
Profile Joined September 2008
United States47024 Posts
November 18 2013 18:59 GMT
#13778
Well those aren't triggered. But yes, those are examples of a spell having a fast projectile but being non-instant (and therefore dodge-able in extremely fortuitous circumstances).
Moderator
Kmatt
Profile Joined July 2011
United States1019 Posts
November 19 2013 02:11 GMT
#13779
How does Bristleback's back damage interact with Kaolin's ultimate (The spell that acts like Science Vessel Irridiate)?

I tried using the battehunger logic and turned my back to Kaolin while I was running and had it turned on, but I didn't notice any extra quills. In a fight where I had 2 irridiated teammates near me, however, they were a-sploding. Do you keep your back turned to the source of irridiation or to the hero that casts it?
We CAN have nice things
Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
November 19 2013 06:32 GMT
#13780
Should be Kaolin. Especially since the spell doesn't quite work like irradiate... If one of your allies is magnetized, and he runs by a stone remnant, the remnant will explode and reapply the magnetize debuff to your ally and all of his allies around him. Thus the source of the damage is not actually from your ally, but from the magnetize debuff being applied to you, and correspondingly, Kaolin.
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