User:HD93129/Sandbox3

Explanation for the unit sizes of Ancients
Ancient is used by the hull name DOTA_HULL_SIZE_BUILDING.

This code can not set their Collision and Bounding. And the building's sizes are affected by the model's skeleton scale size.

Therefore, radiant and dire ancients have different sizes.

The picture below shows that dire ancients is obviously bigger than radiant by using ent_setpos command in console to move together. And the value in this picture is obtained from a special map by using API provided by Valve. Dire Collision is 389.96 and radiant is 314.73. However, it only rounds 2 decimal places. Bounding is always 16 lower than Collision.



The accurate value is shown below in the model file extracted by VRF (ValveResourceFormat). Dire Collision is 389.961945 and radiant is 314.726410.



Damage Barrier Priority
It seems that you revert partial my edit for about the priority of Damage Barrier.

But Universal Damage Barrier actually has the lowest priority of all Damage Barrier. It will deplete last when combined with other damage-type barriers.

The gif below shows that the first depletes than  when cast by.



Moreover, Damage Barrier is also calculated before generic incoming damage manipulation.

Here I edit damage reduction to 100% for an obvious comparion. The gif below shows that though has a 100% damage reduction but still depleted the. Therefore, Damage Barrier is also calculated before generic incoming damage manipulation.