Dotasecrets Quiz No.6

Here is a short quiz of 5 questions. Lets see how many you get right? Click Here to attempt the quiz.

Quiz written for map version 6.59c.

DOTASECRETS.CO.NR userbar!

Our member lemme PM me a userbar made by him for this website asking if it was nice. Well lemme, I love it. :) Have a look



If you also like this website and want to promote it, copy paste the following code to your forum signature. Thanks for your promotion.

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:)

A Crixalis Escape!


Thanks to Vins for inspiring me to write this post...

What do you do when you are sand king and getting pounded by enemies? Well, obviously you run for your life! but with sand king, there's some skill usage involved with it.

The most common escape technique is using sand storm followed by a burrowstrike. Sand Storm is a channeling spell that makes you invisible for 20/40/60/80 seconds and has a 0.6/0.9/1.2/1.5 sec. delay before revealing crixalis.



The above picture shows how sand-storm can save crixalis in a sticky situation... surrounded by three enemies none of whom have true sight or an AoE stun!

But what do we do when we know that using sand storm would just cut the chase for enemies and we'r just gonna get pwned? We then use burrowstrike directly. We can either use it AWAY from the enemy to get out of their range or TO the enemy to stun them and run off in an unexpected direction. Escaping with burrowstrike has more chances to work out if we burrow through a band of trees or some unpathable terrain so that we'r out of enemy's range as well as out of their sight! See the pictures below:



We use burrowstrike from point A to point B and get out of both enemy sight & enemy range. This is what we can say like an extension of juking.

What's more is that you can use burrowstrike to dodge the stun effect of spells like storm bolt, fire blast, magic missile, fire blast and such. (Credits to Vins) You will get the damage and the animation of stun on our head, but you wont get stunned. To do this, use burrowstrike just when the stun is about to hit you.
Will upload a replay if I find a good one...

If you also have a dotasecret that you want to share on this blog, you can send a PM to me with a short description of the secret along with a replay if possible.

:)

Windrunner's Shackleshot

Added this picture just because of its beauty. :D


Skill Description: Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it.
Level 1 - 1.5 seconds shackle
Level 2 - 2.25 seconds shackle
Level 3 - 3 seconds shackle
Level 4 - 3.75 seconds shackle
Mana Cost: 90/100/110/120
Cooldown: 10

Important Points:
- If targeted unit is not near an enemy unit or tree, it will only stun for 0.75 seconds.
- If target unit is bound to an enemy unit, both units will be shackled for the duration.
- Casting Range is 800.
- Shackleshot will not attach a unit to trees summoned by Furion's Sprout
- Shackleshot does not affect units with Spell Immunity.

Secondary Target Selection
:
Secondary target here refers to the second unit that will be shackled along with the actually targeted unit.
Units are prioritized over trees when selecting the second target to be bound. In both cases, the unit or tree with the smallest angular distance from the path of the arrow will be selected.

- The selection area for units is a cone with a radius of 550 and an angle of 60 degrees, originating from the target. The cone is oriented behind the target unit with respect to the position of Windrunner when the arrow is fired.
- The selection area for trees is a square with a side length of 500, oriented behind the target unit with respect to the position of Windrunner when the arrow is fired, with one corner on the target itself. Furthermore, the tree must be within 25 degrees of the line between the position of Windrunner when the arrow was fired and the target's location. In other words, the tree must also be within a cone with an angle of 50 degrees, originating from the target and oriented behind the target with respect to the arrow.
- Thanks to 3DM@rk at Dota-Allstars for this picture:
The red circle represents the target. The trigger searches for enemy units in the green area and for tree destructibles in the yellow area.
Please do note that while the circle sector looks always the same (circle is radially symmetrical), the shape of the square sector depends on the angle of the arrow, because the position of the square is fixed (so its sides are collinear to the sides of the map).

:)

Scourge Towers are better... no Sentinel's... Confused??? Lets find out...

Well, most of us think that both Scourge and Sentinel towers are alike with just cosmetic differences. But is it really so? Lets have a look:

Mechanics:
- Spirit Tower level 1 got a BAT of 1.0 and a 0.5/0.5 damage point/backswing. The missile speed is 900. Ancient Protector level 1 got a BAT of 1.0 and a of 0.4/0.6 damage point/backswing. The missile speed is 750.
- The interesting part begins at the level 2-4 towers, the following things are changed: The towers on both sides have a BAT of 0.95. (Spirit Towers remain unchanged apart from the BAT.)
Ancient Protectors have a 0.6/0.4 damage point and they have a 750 range motion buffer. (i.e. Sentinel Towers level 2-4 could start an attack, the target unit could then move up to 750 range out of the tower's attack range before the damage point is reached and the attack would still go off.)

Why Sentinel Towers are better?
1. Sometimes we don't see those sentinel rocks targeting us and before we respond we get 2 more rocks thrown at us. lolz
2. Camera angle is better for many players. lolz again

Why Scourge towers are better? I feel scourge towers are better.
1. In a way, sentinel towers are slower to respond so we can probably get that last needed hit on that enemy hero before dying.
2. Sentinel missiles are slower so we can use bottle/regeneration of some kind before the last tower shot hits. (and therefore probably survive)
3. Because the scourge tower projectile flies faster, it has a better chance of hitting a fleeing invisible hero before it goes out of range.
4. The scourge tower missile speed is faster while that of sentinel tower is slower. This means that a low health creep will die faster of a scourge tower than a sentinel one. This leads to more cases of extra shot by a sentinel tower on an already dead creep than a scourge creep. Sentinel tower will waste more attacks due to attacking a creep that will die to a projectile that is still in the air. This is one of the reasons why leaving the game without any hero leads to a scourge victory most of the times.

What all of this means?
In a sense Scourge towers are better, in another sense Sentinel towers are better. Scourge towers excels at landing a hit fast while Sentinel ones excel at landing attacks on targets which runs out of their range. If you ask me, Scourge towers are better.

Source: Robzor's post from Dota-Allstars.

Dotasecrets Quiz No.5

Here is a short quiz of 5 questions. Lets see how many you get right? Click Here to attempt the quiz. Visit the thread for more explanations on this quiz.

Quiz written for map version 6.59b.

Spiritbear's Entangle - An Interesting Story...

  
Skill Description:
Random attacks cause roots to burst from the ground, immobilizing and disarming a target enemy unit for 3 seconds, and dealing 40 damage per second.
- 20% chance to entangle.
- This skill is acquired when the Spirit Bear is at level 3.
- This skill has a 5 second cooldown to prevent enemies from being permanently entangled.
- This Skill is both an orb-effect and a buff placer.

What's so interesting?
Now, what happens is that this skill is based on Pseudo Random Distribution. "Clogon" at Dota-Allstars came out with a wonderful deduction by this. Basically, the chance of spirit bear entangling the enemy is 20% for the first time but much higher for subsequent entangles. Here's what he posted as it is:

Have you ever noticed or wondered why Syllabear's Spirit bear entangles so much? Normally you would think that once the skill is cools down you'd get 20% chance to Entangle. But if you look carefully, every time it is cooled down, the Orb goes off within a few attacks or even the next hit especially when you are constantly attacking. I finally got proof of this or at least what I think is proof. If someone can edited the test map below to make a more concise one then please do. Else, here is why this happens!!! (Those of you who knows about Pseudo Random Distribution have probably figured out why by now.)

As many of the people in mechanics know Orb of Slow follows WC3's Pseudo Random Distribution. What people don't know is that while the skill is in cooldown, ALL attacks count as if it missed the chance to prob and will therefore INCREASE the % of the skill procuring!!! You'll see that if you can get your bear to do at least 17 attacks while the skill is in cooldown, you will ALWAYS entangle on the next hit!!!

In the test map below, the peasant has a BAT of 0.1 and a Fire Bolt skill with 40% proc that lasts 0.5 seconds with 0.45s cooldown. Order the peasant to attack the footman and you will see that the footman is permanently stunned. Yes I know that Spirit Bear's entangle is only 20%, I choose to use 40% because after 5 attacks you will get 100% chance of proc. That doesn't mean I didn't test with 20%. In which case, the footman is stunned more than 20% of the time when the skill is cooled down. Most of the time he gets stunned at least 2x in a row which should only happen 4% of the time in the case of 20%. Try changing the setting to 20% and order the footman to patrol around the peasant. You'll see what I mean. And that is just landing 5 attacks while the skill is in cooldown... TEST MAP DOWNLOAD

However note that only druid and no other hero benefits from this theory in DotA.

6.59b is out with a QUEST!!!

Download the map from getdota.

Changelog:

* Fixed various memory glitches from recent optimizations that sometimes resulted in abilities/items malfunctioning.

THAT's IT! Single line changelog. Basically it's a QUEST MAP. :D Discuss about the quest in the general discussion forum. Quest's Target ::: Kill Tauren Chieftain


:D

Bouncing Death - Moon Glaives



Skill Description: [Hero: Luna Moonfang]
Moon Glaive
Allows Luna to attack extra enemies with each Glaive attack. Each enemy struck beyond the first incurs a 35% damage loss, per unit.
Level 1 - Luna hits 2 enemies with every attack.
Level 2 - Luna hits 3 enemies with every attack.
Level 3 - Luna hits 4 enemies with every attack.
Level 4 - Luna hits 5 enemies with every attack.

Detailed Explanation:
- The AoE of each bounce is 500 i.e. after each bounce, the glaive searches for a target in 500 AoE around the last bounce location.
- The damage by glaives reduces by 35% each bounce. So, the damage done by the each glaive would be:
1st target: 100% (Primary)
2nd target: 65% (Glaive 1)
3rd target: 42.3% (Glaive2)
4th target: 27.5% (Glaive 3)
5th target: 17.9% (Glaive 4)
- Glaive damage is not reduced by the armor values of previous target(s). However, it is reduced by the armor vlaue of glaive target.

Important points:
1. Illusions benefit from this skill.
2. Glaives do not hit invisible/decrepified/invulnerable units.
3. If the main target evades the attack, no glaives are produced. However, glaives cannot be evaded.
4. Glaives cannot bounce back on a previous target unless your IAS (attack speed basically) is so high that you attack before glaives of your last attack finish bouncing.
5. Glaives do not lifesteal. You can lifesteal only from your primary target.
6. No glaives are produced when you hit a critical strike (buriza/crystalys) or bash (cranium/MKB).
7. The only orb that can work on Luna is Lifesteal. Items like Sange&Yasha/Stygian/Maelstorm cause Luna's attack to malfunction. But these items can be used after you make lifesteal because lifesteal overrides all other orbs. Note, that the orb effects from these items will still be unused. [However, the only item of these that makes sense to me after lifesteal is Sange&Yasha (for the bonus movespeed). But prefer manta over S&Y.]
8. Items like diffusal/manta/eye of skadi will not have their orb effect/buff placer added to luna's attack but they do not make her attack malfunction.

:)