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Simple Questions, Simple Answers - Page 769

Forum Index > Dota 2 Strategy
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bp1696
Profile Blog Joined February 2007
United States288 Posts
February 04 2014 02:33 GMT
#15361
Does the burrowstrike stun really last 2.17 seconds? I seem to be able to swear that I've done burrowstrike, immediate epi, but the stunned opponents somehow interrupt my ult channel.

Anyone else find this?
Sleep is for the fishes
TheYango
Profile Joined September 2008
United States47024 Posts
February 04 2014 02:40 GMT
#15362
On February 04 2014 11:33 bp1696 wrote:
Does the burrowstrike stun really last 2.17 seconds? I seem to be able to swear that I've done burrowstrike, immediate epi, but the stunned opponents somehow interrupt my ult channel.

Anyone else find this?

0.52s of that is the air time when they're being knocked into the air by your initial pass-through. This overlaps with you actually completing the Burrowstrike animation, so while they are disabled for 2.17 seconds, that doesn't mean you get the full time to cast your next spell because you are completing the Burrowstrike animation for part of it.
Moderator
Rhyme
Profile Joined May 2010
United States1069 Posts
February 04 2014 04:27 GMT
#15363
On February 04 2014 11:33 bp1696 wrote:
Does the burrowstrike stun really last 2.17 seconds? I seem to be able to swear that I've done burrowstrike, immediate epi, but the stunned opponents somehow interrupt my ult channel.

Anyone else find this?


this is one of those subtle tricks for the hero.

to burrow -> epi you want to make sure the enemy is facing away from you after your stun. that way, they have to turn around to face you in order to interrupt your channel! the small time it takes for them to turn is almost always enough to get epicenter completed.
dont ever say that
Dead9
Profile Blog Joined February 2008
United States4725 Posts
February 04 2014 05:39 GMT
#15364
most heroes can't stun you before epi anyway because of their cast animations/projectile travel time
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
February 04 2014 05:51 GMT
#15365
Can I ask why you never see puck get orchid? I mean it always seems to be blink, dagon, shivas.

Seems like attack speed is good for him given a chunk of his damage comes from auto attacks, he really needs mana regen even into the late game, and he does a ton of spell damage so the ability seems good. It also never hurts to have an extra silence. But you almost never see it.
"losers always whine about their best, Winners go home and fuck the prom queen"
Jaeger
Profile Joined December 2009
United States1150 Posts
February 04 2014 06:07 GMT
#15366
Whats the most efficient normal skill build for luna's farming now? Especially if you're spending most of your time in the jungle past 7.

4-4-2-2
4-2-4-2

or something wild?
https://www.dotabuff.com/players/8137911
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
February 04 2014 06:24 GMT
#15367
Actually I just did 2-3 quick tests and I don't think Sand King uses his after cast animation. According to the usual sources it would be 0.51 sec.
I expected Tiny and Slardar to be able to interrupt the shiftclicked burrowstrike->epicenter, but neither did work. I only managed to interrupt it with Toss while Tiny already half-facing SK.

Whatever happens after Burrowstrike is not a regular after cast animation. It didn't noticable react to hold position or stop command, no did it take longer when shiftqueueing commands after burrowstrike. And it doesn't take 0.5 seconds when shiftqueueing at all.
It feels more like you don't have hero control for 0.1 - 0.3 seconds.

Yango, any idea what this is?
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
TheYango
Profile Joined September 2008
United States47024 Posts
February 04 2014 06:59 GMT
#15368
You can cancel the backswing. The time I'm talking about isn't the backswing on the spell, it's the actual animation of you passing through Burrowstrike, which doesn't have a listed effect time.
Moderator
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
February 04 2014 08:05 GMT
#15369
On February 04 2014 03:21 Sn0_Man wrote:
There's no difference between shift-queueing and just casting brain sap in terms of how long the enemy has to BKB. Both ways, they have the entire duration of bane's cast animation to BKB.

Is this always true? I've found myself in many situations where I feel I would have much more control if I used shift-queueing of commands more (for example, ball lightning in as storm and immediately attacking, far easier to shift queue attack during the ball lightning than to click immediately when you arrive), but I always feel like it's slower, as if the hero takes an extra 0.5 seconds or something to accept the next command. Is this just a dumb feeling, or are there situations where heroes are slower when shift-queueing (because of backswing animations which would get cancelled by direct clicking and such).
evilfatsh1t
Profile Joined October 2010
Australia8916 Posts
February 04 2014 08:33 GMT
#15370
shift queueing is slower because you wait for your previous command to completely finish, including any animation times. attacking with shift queue while ball lightning will cause storm to commence his attack once he lands, not during the ball. a better way to test this is use orchid. casting orchid during ball lightning makes storm use it as soon as he is in orchid range, as opposed to using it when he lands
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
February 04 2014 14:09 GMT
#15371
On February 04 2014 15:07 Jaeger wrote:
Whats the most efficient normal skill build for luna's farming now? Especially if you're spending most of your time in the jungle past 7.

4-4-2-2
4-2-4-2

or something wild?


Now that glaives bounce back I'd guess the first one if you're jungling?

As I understand it normally earlygame you build your E because you don't want glaives bouncing everywhere and pushing the lane out or ruining last hits. However if you're being forced into the jungle then because the glaives will bounce back for level 3 glaives you're effectively getting an extra 65% of your damage output and level 4 give you an extra 130% on top of that again. In comparison your E only adds 8 damage per level per hit beyond the first level.

So running some quick maths if your base damage was 100 (for the sake of argument) your damage output to a camp would be:

4-4-2-2
122 + (79.3 * 5) = 518.5 damage

4-2-4-2
138 + (89.7 * 2) = 317.4 damage
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
KOFgokuon
Profile Blog Joined August 2004
United States14912 Posts
February 04 2014 14:41 GMT
#15372
4-0-2-1 to 4-4-2-1 imo
Rhyme
Profile Joined May 2010
United States1069 Posts
February 04 2014 15:27 GMT
#15373
On February 04 2014 14:39 Dead9 wrote:
most heroes can't stun you before epi anyway because of their cast animations/projectile travel time


that's true, but some can. and anyone with a hex or an orchid can stop you too unless they are forced to turn.
dont ever say that
rob.au
Profile Joined May 2010
1087 Posts
February 04 2014 15:28 GMT
#15374
Can you random a hero and swap it to your buddy while keeping the random gold still?
Rhyme
Profile Joined May 2010
United States1069 Posts
February 04 2014 15:37 GMT
#15375
swapping a randomed hero costs you 100g
dont ever say that
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
February 04 2014 15:38 GMT
#15376
And now that randoming only gives you like 150g...
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Doomblaze
Profile Blog Joined October 2010
United States1292 Posts
February 04 2014 15:49 GMT
#15377
On February 02 2014 11:32 hacklebeast wrote:
why did the experience needed to level up get messed with for 10->11 and 11->12?


to promote fighting at level 11 when you have your level 2 ultis instead of farming past it.
In Mushi we trust
TheYango
Profile Joined September 2008
United States47024 Posts
February 04 2014 16:00 GMT
#15378
On February 04 2014 23:41 KOFgokuon wrote:
4-0-2-1 to 4-4-2-1 imo

4-0-2-1 is correct, what happens after that depends on the game.
Moderator
KOFgokuon
Profile Blog Joined August 2004
United States14912 Posts
February 04 2014 18:09 GMT
#15379
I can't imagine a situation during which if want like another 8 damage or whatever it is over glaives, unless I'm 5 man pushing. For farming getting glaives next is definitely ideal, you don't need to static farm at that point usually
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-02-04 18:12:27
February 04 2014 18:11 GMT
#15380
On February 05 2014 03:09 KOFgokuon wrote:
I can't imagine a situation during which if want like another 8 damage or whatever it is over glaives, unless I'm 5 man pushing. For farming getting glaives next is definitely ideal, you don't need to static farm at that point usually

It just so happens that the level 7-9 + 1st minor item timing tends to be a pretty important push timing for Luna in many cases.

So while yes, there is one specific scenario where more ranks in aura are good, it happens that said scenario SHOULD be fairly common when you play that hero.
Moderator
Prev 1 767 768 769 770 771 1254 Next
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