User:Irismus/Sandbox

To-do
 * Shards collision 73, distance between 7, 40degree
 * Routemap as changelogs nav
 * 6.68
 * rewrite attack speed tal/aghs/shard and bat tal/aghs/shard for unit infobox

Sandbox1

 * a(1-r^n)/1-r


 * a(1-r^n)/(1-r) seq


 * ar^(n+1) ser

HP Bars & Ability Overlays


Flex/200px position:absolute; font-size:15px/11px; height:22px; flex-direction:row; position:relative; flex-grow:1; manacolor#1056db;

When unit-targeted, the illusion appears at 87 distance next to the target if the caster's collision size is 8.
 * When targeting an enemy, the illusion spawns 58 distance next to the target, and attacks that target.

Sandbox3




[Show/Hide]

4

 * Applies a strong dispel on the target upon cast. Can be cast on illusions and creep-heroes.
 * double automatically targets self.


 * False Promise fully negates damage (after most reductions), causing several on-damage effects to not trigger.


 * False Promise has the second highest priority in the group of damage-negating abilities. Negates and delays all heals and all damage instances, regardless of damage types, including HP Removal sources.
 * When combined with other damage-negating effects (e.g. ), False Promise negates the damage while the others do not.
 * With, both effects attempt to negate damage. Therefore, False Promise registers and delays both the incoming damage and the resultant healing from Borrowed Time.


 * instant killing effects (e.g. ) are not prevented, and the following effects are also negated:
 * Max health bonuses of gained from any sources.
 * Setting health sources.
 * The following health increasing abilities: and.


 * While active, False Promise registers every damage instance (after reductions) the target would receive and keeps them in order.
 * All healing instance received is summed up and doubled (before other amplifications and reductions).
 * For False Promise, only healing sources and health regeneration values are considered as on-heal effects.
 * At the end of the duration, False Promise checks to see if the sum of damage received is greater than the sum of healing received. Then, the heal sum gets subtracted from each individual damage instance in order.
 * This is repeated until either all damage instances are negated by the heal, or until the summed heal value depletes.
 * If the heal sum depletes, then the remaining damage instances get applied in order.
 * If the target dies, the kill is credited to whoever's instance that dealt the killing blow.
 * If all damage instances are negated, the remaining heal value is applied as a single heal to the target.
 * For a more detailed example explaining these interactions, please refer to the example below.


 * In short, at the end of the duration:
 * When , the affected target will be healed equal to the sum of the remaining heal value in one instance, sourced to Oracle.
 * When , the affected target will receive damage equal to the sum of remaining damage in one instance, while the kill credit is given to the caster whose ability depletes the healing value.


 * The remaining damage applied at the end of the duration has the following flags:
 * HP Removal flag.
 * No-multiplier flag, preventing its damage from being affected by any generic damage manipulation.


 * Non-lethal damage instances delayed during False Promise remain non-lethal when re-applied at the end of the duration.


 * Special negation effects (e.g. or ) may still reduce or avoid the damage applied at the end of the duration.


 * If the target is invulnerable as False Promise expires, the effects are applied as soon as the target is vulnerable.


 * Successive casts on the same target do not stack but refresh the duration. Both the damage and heal value counters are not reset.


 * The orb above the target glows red and emits fire if the target's health reaches 0, according to the damage and healing received calculations without the delayed heal amplification, while under False Promise's effects.


 * False Promise also grants the target invisibility with a -second fade delay.
 * Attacking, casting abilities, or using items breaks the invisibility and resets the fade delay.
 * Does not grant phased movement.


 * The  talent immediately updates all existing modifiers on already affected allies.

False Promise Calculations

 * At the end of the duration:
 * When, the affected target will be healed equal to the sum of the remaining heal value in one instance, sourced to Oracle.
 * Other heal multipliers are applied after the sum of the remaining heal value.


 * At the end of the duration:
 * When, the affected target will receive damage equal to the sum of remaining damage in one instance, while the kill credit is given to the caster whose ability depletes the healing value.

5
15


 * The bonus damage is dealt in a separate damage instance, and counts as spell damage.
 * Fully works with spell damage amplification and spell lifesteal, but not affected or considered by anything that works with attack damage.