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On August 21 2011 10:06 Horse...falcon wrote: If a doombringer casts doom on antimage, does it remove his spell shield passive ability?
The hero page only mentions that it blocks some passive abilities.
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On August 21 2011 05:27 Yurie wrote:Show nested quote +On August 21 2011 05:22 red_b wrote: so the attack move command/right click on enemy unit cancels the current movement animation? Any new order cancels the current animation (unless I am wrong). Though I think you can activate/change some items without it causing an animation break. Not exactly, if you're in a casting animation, and you give a move order, your hero will finish casting the spell first then move (removing the resetting part of the animation). But, to answer the original question, hitting stop then attacking while moving will not allow you to attack faster than just a+clicking or right clicking.
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On August 21 2011 10:06 Horse...falcon wrote: If a doombringer casts doom on antimage, does it remove his spell shield passive ability?
Doom disables most passives, I'm not sure if it also affects Spell Shiled, but I think it's likely. I'm pretty sure it disables Mana Break.
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On August 21 2011 05:10 red_b wrote:Show nested quote +On August 21 2011 04:36 jambam wrote:On August 21 2011 04:21 Knightess wrote:On August 21 2011 04:13 red_b wrote: my question: if you hit stop before you autoattack does it actually cancel your movement animation so you go straight into the autoattack, making it faster than just right clicking or a-clicking when moving, or am I imagining that? I don't really understand what you mean O.o When you walking, you can not attack someone. You have to stand still, then the attack animation will start. If you press stop during this time, you will stop the animation -> no attack, the hero will try to (auto)attack again. Note hero will attack the closest opponent. If that's what you meant, then yes, that's why they use cancel animation for last hit. Also, you can learn how much time does it take for 1 auto attack of each hero. Some are really fast like Anti mage, some very slow like Vengeful spirit. I think this is his question. "If i am moving and i want to attack a target is it faster to stop command and let the auto-attack take place? Or is it the same as a-moving?" I don't know the answer myself but i think that's what he meant. I can see the confusion though. Hard to word it properly. yes, this. I am moving. I have to stop moving to start the attack animation: my query: if I a-move or right click, is this actually slower than hitting stop to stop moving, THEN attacking? reasoning: if I am moving and want to last hit a creep, it definitely feels faster to hit stop then right click as opposed to attack moving while I am moving.
Hmmm... I guess I'll just talk about animation cancelling maybe it'll answer your questions.
First, attack animation is basically composed of the part before the attack and the part after the attack, the one you want to avoid is the latter, why?, because it's "wasted time" you could be using on other things, most importantly, moving.
So, if you autoattack and hit stop before the attack happens, nothing happens. You don't attack, you don't deal damage, and you can attack when you want since you don't trigger the attack speed delay, this is important when lasthitting creeps, so you can time it appropriately and take the gold.
If you attack, then hit stop or move, you will cancel the second part of the animation, and proceed to another action immediately. In DotA 1 there where some heroes with which this effect was absolutely ridiculous. The original CM would swing her staff in the air for what seemed like an hour, wasting precious time. This also applies to spell casting, in the same example, the original CM would swing her staff around even longer when casting a frost nova, so doing like Nova - Frostbite combo would take so long you'd die before casting frostbite, which is why you HAVE to imput some command between the two. This is very important when chasing heroes, since you can keep up with them much better if you cancel animations correctly, when a hero just stutters without attacking, well, you're doing it wrong (Happened to me with Akasha all the time LOL).
There are some more things that are important about this whole issue:
-Animation cancelling does NOT increase your attack speed, it just lets you use the time between attacks in a more effective way. This means that eventually it becomes nearly impossible and certainly useless to try to do it, when AS is too high. -When applied to heroes with skills which have very low mana cost and cooldown (sometimes 0), which modify the base attack (so called orbs), this becomes orb-walking. This is extremely important and is a very useful skill toi have, if you can't orb-walk you better not play viper, silencer, drow or other such heroes.
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On August 21 2011 09:22 Kipsate wrote: How is Omniknight fairing in the Dota metagame right now? Get's used quite often. Some recent MYM vs Navi games in DotA 1 in the latest F4F competition featured Omniknight
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On August 21 2011 10:37 mordk wrote:Show nested quote +On August 21 2011 05:10 red_b wrote:On August 21 2011 04:36 jambam wrote:On August 21 2011 04:21 Knightess wrote:On August 21 2011 04:13 red_b wrote: my question: if you hit stop before you autoattack does it actually cancel your movement animation so you go straight into the autoattack, making it faster than just right clicking or a-clicking when moving, or am I imagining that? I don't really understand what you mean O.o When you walking, you can not attack someone. You have to stand still, then the attack animation will start. If you press stop during this time, you will stop the animation -> no attack, the hero will try to (auto)attack again. Note hero will attack the closest opponent. If that's what you meant, then yes, that's why they use cancel animation for last hit. Also, you can learn how much time does it take for 1 auto attack of each hero. Some are really fast like Anti mage, some very slow like Vengeful spirit. I think this is his question. "If i am moving and i want to attack a target is it faster to stop command and let the auto-attack take place? Or is it the same as a-moving?" I don't know the answer myself but i think that's what he meant. I can see the confusion though. Hard to word it properly. yes, this. I am moving. I have to stop moving to start the attack animation: my query: if I a-move or right click, is this actually slower than hitting stop to stop moving, THEN attacking? reasoning: if I am moving and want to last hit a creep, it definitely feels faster to hit stop then right click as opposed to attack moving while I am moving. Hmmm... I guess I'll just talk about animation cancelling maybe it'll answer your questions. First, attack animation is basically composed of the part before the attack and the part after the attack, the one you want to avoid is the latter, why?, because it's "wasted time" you could be using on other things, most importantly, moving. So, if you autoattack and hit stop before the attack happens, nothing happens. You don't attack, you don't deal damage, and you can attack when you want since you don't trigger the attack speed delay, this is important when lasthitting creeps, so you can time it appropriately and take the gold. If you attack, then hit stop or move, you will cancel the second part of the animation, and proceed to another action immediately. In DotA 1 there where some heroes with which this effect was absolutely ridiculous. The original CM would swing her staff in the air for what seemed like an hour, wasting precious time. This also applies to spell casting, in the same example, the original CM would swing her staff around even longer when casting a frost nova, so doing like Nova - Frostbite combo would take so long you'd die before casting frostbite, which is why you HAVE to imput some command between the two. This is very important when chasing heroes, since you can keep up with them much better if you cancel animations correctly, when a hero just stutters without attacking, well, you're doing it wrong (Happened to me with Akasha all the time LOL). There are some more things that are important about this whole issue: -Animation cancelling does NOT increase your attack speed, it just lets you use the time between attacks in a more effective way. This means that eventually it becomes nearly impossible and certainly useless to try to do it, when AS is too high. -When applied to heroes with skills which have very low mana cost and cooldown (sometimes 0), which modify the base attack (so called orbs), this becomes orb-walking. This is extremely important and is a very useful skill toi have, if you can't orb-walk you better not play viper, silencer, drow or other such heroes.
Not really sure if I agree with this (although I can't disagree). Basically, animation cancelling has 2 purposes: 1. Mindgames: Where you fake using a certain skill to see an opponent's reaction, force certain reaction and so on. 2. Gaining time (mentioned before): The best example here is CM's frostbite in original DotA where the casting animation would last long after the spell has actually landed. You would then either press "stop" or order your hero to "move" to cancel the animation and be able to do other things this 1 second or 2 earlier. It's especially useful when using spells with long cast animations, otherwise gain is negligible.
+ Show Spoiler [animation cancelling] +
Orbwalking is a bit different thing. Some heroes have special attacks that provide you with extra effect (orb effect usually, hence the name). The idea behind it is to not use it wastefully. Example: Viper in DotA and Arachna in HoN have a special attack (it's only orb in DotA, they had to make different attack enhancements fit into different non-stacking categories to prevent abuse, but the name stuck) that slows enemy down (in Viper's case it's also a DoT but that's irrelevant for this case) and can either be put on auto-cast (triggering with each attack) or used manually. Most people will use slowing attacks to just continuously pummel the enemy until he drops since he can't get away. This is wrong. Even if the enemy is slowed down and you can catch up to him, your hero is always going to attack him at the max distance and if enemy is moving your hero is going to stand there and attack him until he goes out of range and only then follow him. The idea of orb walking is to use your skil (usually in manual mode), walk up to enemy, use it again and repeat. This way you get several advantages: 1. You're always close to the enemy, which makes it harder for him to escape even if for some reason you're unable to use your special attack. 2. Enemy has harder time escaping you via juking (using FoW and obstacles to get away). 3. Your ranged attacks need less travel time (leaving your enemy less time to react to them if he can).
+ Show Spoiler [orb walking] +
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Ummm animation canceling is almost always extremely important, especially in attacking but in skills as well. CM W is the best example, as you can cancel it incredibly early and if you're chasing, you can do W -> run -> auto -> auto and you'll be right next to the enemy when the snare runs out, enabling you to continue to perform animation canceled autoattacks, landing probably around 2-4 more attacks than if you hadn't animation canceling properly, and that's going to net you a few kills here and there.
Animation canceling during harrass is also very important to avoid creep damage, for instance you can attack an enemy hero as solo mid POTM -> animation cancel and run back and the creeps don't damage you fast enough(But you'd take a lot of dmg if you animation cancel it sloppily or dont do it at all), then you can keep repeating it and this is how you're going to win multiple lanes.
Oh yeah, and the main thing about Orb walking is that it doesn't aggro creeps, that's the most important thing. And it's ALWAYS done with manual cast, not mostly.
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I was trying to give pub-level examples here  And as far as regular attack animation cancelling goes, while it's true for original DotA, I believe that most of the modern games (HoN, DotA2, LoL) have smooth and good enough attack animations to not actually require it most of the time (I mean, CM in DotA was just atrocious when it comes to attack/cast animations). Of course, there's a whole another level to it when you look at the competetive scene and people even take into account things like hero turn speed.
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here's an example of how turn speed could be important (the example is true at least for dota 1):
sand king stuns zeus and hits epicenter right after. if he positioned his stun so that zeus is facing away from him, he gets epicenter off before zeus gets to turn around and interrupt it. if zeus is facing sand king, the epi is cancelled in time
@Manit0u: dota2 has smoother animations in general, but you will still need to animation cancel/orb walk to maximize chasing / stuff.
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On August 21 2011 11:04 Manit0u wrote:Show nested quote +On August 21 2011 10:37 mordk wrote:On August 21 2011 05:10 red_b wrote:On August 21 2011 04:36 jambam wrote:On August 21 2011 04:21 Knightess wrote:On August 21 2011 04:13 red_b wrote: my question: if you hit stop before you autoattack does it actually cancel your movement animation so you go straight into the autoattack, making it faster than just right clicking or a-clicking when moving, or am I imagining that? I don't really understand what you mean O.o When you walking, you can not attack someone. You have to stand still, then the attack animation will start. If you press stop during this time, you will stop the animation -> no attack, the hero will try to (auto)attack again. Note hero will attack the closest opponent. If that's what you meant, then yes, that's why they use cancel animation for last hit. Also, you can learn how much time does it take for 1 auto attack of each hero. Some are really fast like Anti mage, some very slow like Vengeful spirit. I think this is his question. "If i am moving and i want to attack a target is it faster to stop command and let the auto-attack take place? Or is it the same as a-moving?" I don't know the answer myself but i think that's what he meant. I can see the confusion though. Hard to word it properly. yes, this. I am moving. I have to stop moving to start the attack animation: my query: if I a-move or right click, is this actually slower than hitting stop to stop moving, THEN attacking? reasoning: if I am moving and want to last hit a creep, it definitely feels faster to hit stop then right click as opposed to attack moving while I am moving. Hmmm... I guess I'll just talk about animation cancelling maybe it'll answer your questions. First, attack animation is basically composed of the part before the attack and the part after the attack, the one you want to avoid is the latter, why?, because it's "wasted time" you could be using on other things, most importantly, moving. So, if you autoattack and hit stop before the attack happens, nothing happens. You don't attack, you don't deal damage, and you can attack when you want since you don't trigger the attack speed delay, this is important when lasthitting creeps, so you can time it appropriately and take the gold. If you attack, then hit stop or move, you will cancel the second part of the animation, and proceed to another action immediately. In DotA 1 there where some heroes with which this effect was absolutely ridiculous. The original CM would swing her staff in the air for what seemed like an hour, wasting precious time. This also applies to spell casting, in the same example, the original CM would swing her staff around even longer when casting a frost nova, so doing like Nova - Frostbite combo would take so long you'd die before casting frostbite, which is why you HAVE to imput some command between the two. This is very important when chasing heroes, since you can keep up with them much better if you cancel animations correctly, when a hero just stutters without attacking, well, you're doing it wrong (Happened to me with Akasha all the time LOL). There are some more things that are important about this whole issue: -Animation cancelling does NOT increase your attack speed, it just lets you use the time between attacks in a more effective way. This means that eventually it becomes nearly impossible and certainly useless to try to do it, when AS is too high. -When applied to heroes with skills which have very low mana cost and cooldown (sometimes 0), which modify the base attack (so called orbs), this becomes orb-walking. This is extremely important and is a very useful skill toi have, if you can't orb-walk you better not play viper, silencer, drow or other such heroes. Not really sure if I agree with this (although I can't disagree). Basically, animation cancelling has 2 purposes: 1. Mindgames: Where you fake using a certain skill to see an opponent's reaction, force certain reaction and so on. 2. Gaining time (mentioned before): The best example here is CM's frostbite in original DotA where the casting animation would last long after the spell has actually landed. You would then either press "stop" or order your hero to "move" to cancel the animation and be able to do other things this 1 second or 2 earlier. It's especially useful when using spells with long cast animations, otherwise gain is negligible. + Show Spoiler [animation cancelling] +Orbwalking is a bit different thing. Some heroes have special attacks that provide you with extra effect (orb effect usually, hence the name). The idea behind it is to not use it wastefully. Example: Viper in DotA and Arachna in HoN have a special attack (it's only orb in DotA, they had to make different attack enhancements fit into different non-stacking categories to prevent abuse, but the name stuck) that slows enemy down (in Viper's case it's also a DoT but that's irrelevant for this case) and can either be put on auto-cast (triggering with each attack) or used manually. Most people will use slowing attacks to just continuously pummel the enemy until he drops since he can't get away. This is wrong. Even if the enemy is slowed down and you can catch up to him, your hero is always going to attack him at the max distance and if enemy is moving your hero is going to stand there and attack him until he goes out of range and only then follow him. The idea of orb walking is to use your skil (usually in manual mode), walk up to enemy, use it again and repeat. This way you get several advantages: 1. You're always close to the enemy, which makes it harder for him to escape even if for some reason you're unable to use your special attack. 2. Enemy has harder time escaping you via juking (using FoW and obstacles to get away). 3. Your ranged attacks need less travel time (leaving your enemy less time to react to them if he can). + Show Spoiler [orb walking] +
Do not forget the (what I believe) most important advantage of orb walking. You get to avoid creep aggro. This allows for heroes like viper, bone, to harass without taking damage from those pesky creeps
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Yeah, totally forgot about creep aggro. After years it becomes one of the things that you believe to be common knowledge...
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Um... so orb walking is basically stutter step, like you would use with marauders? So the only new technique for SC2 people is the animation cancelling?
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On August 21 2011 14:17 TheRealPaciFist wrote: Um... so orb walking is basically stutter step, like you would use with marauders? So the only new technique for SC2 people is the animation cancelling?
No, stutter step is just pressing stop or hold and then moving. Orb walking, is like having a skill which boosts your normal attack, and instead of autocasting it, manually using it on heroes. After using the skill on the enemy hero, you press stop or hold, cast it again, rinse, repeat, etc.
Imagine a marine, you have a normal attack, no stim. Now add a new skill, with cooldown 0, and 10 manacost. It adds 5 damage to your normal attacks. You can autocast the skill, which adds the skill effect to all your hits. But instead, you turn off autocast, and then press the skill hotkey, click on enemy and repeat.
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What is the longest game of professional DotA ever played?
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On August 21 2011 14:22 Kishin2 wrote: What is the longest game of professional DotA ever played? define professional?
longest i can find on short notice http://www.gosugamers.net/dota/replays/38329/ but theres probably a longer one out there
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How many times have Chinese teams and European teams met in tournaments? What was the record?
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On August 21 2011 14:47 Horse...falcon wrote: How many times have Chinese teams and European teams met in tournaments? What was the record? many times on LAN and a few times on online. Chinese teams have almost come out on top on LAN but online tournaments are mixed and are not played anymore because of lag and time issues
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On August 21 2011 11:32 Manit0u wrote:I was trying to give pub-level examples here  And as far as regular attack animation cancelling goes, while it's true for original DotA, I believe that most of the modern games (HoN, DotA2, LoL) have smooth and good enough attack animations to not actually require it most of the time (I mean, CM in DotA was just atrocious when it comes to attack/cast animations). Of course, there's a whole another level to it when you look at the competetive scene and people even take into account things like hero turn speed. i would highly doubt it. From the live stream i have seen multiple times when maelk use furion he never cancel is teleport animation. We all know when furion use his teleport, instead of auto attacking right away, he will stand there to raise his staff for 1.5-2 useless seconds and that is totally cancel-able. Proof is maelk has been teleporting in the middle of battle multiple times to assit and there were no animation delay as far as i can tell.
This mean that icefrog did keep animation canceling in the game and i hope he really does. This will be the most used mechanism to tell the pros and the pub apart.
And FYI, animation canceling does increase your attack speed in multiple situation. HoN and LoL removed it since they think that its not fair (as well as they removing the crit/miss cahnce and such) but it has been a part of dota and should stay in dota2. Heroes will benefit from animation canceling are (as far as 1 remember): +Crystal Maiden:wayyy too common also her frostbite(stun) has extra animation that you could cancel +Silencer: he spin his wheel everytime he finish an attack, this could be cancel +viper: flap his wings twice +potm: too common LOLOL +furion (lots of spell casting animation to cancel) +traxex: hardly noticed and mostly orb walk
Never try animation canceling: +lina:she lift her dress before attack... scroll wheel zoom in!!! +clock
more information http://www.playdota.com/learn/animations
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