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Pulling is a form of movement mechanics.

Overview
Generally, there are five types mechianics which can change the affected unit's current coordinations in DOTA2.
 * Regular Movement
 * Forced Movement (including Upward Movement)
 * Teleport (including Blink)
 * Pulling
 * Pushed away by the Collision Size

Pulling is a status effect that changes a unit's position. It makes unit forced to move a certain direction.

Pulling does not travel instantly like Teleport and need time to finish the travel.

Root generally can not prevent pulling.

Difference with Forced Movement
Though Pulling is quite similar to Forced Movement, but there are some differece shown below.

Forced Movement is completely not compatible with regular movement. It means that a unit is neither applied as Regular Movement or Forced Movement. Forced movement completely negates any moving attempt of the unit.

But Pulling is compatible with regular movement. Therefore, if pulling has a similar direction with regular movement, it can may unit move faster. Vice versa.

Forced movement generally ignores terrain and any other obstacle, moving the unit straight through everything. But Pulling generally can not pass through the impassable terrain unless the unit has a unobstructed movement when pulling.

And Forced Movement always has a higher priority than Pulling. Forced Movement can always override Pulling regardless of the source ability's cast order.

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Slow Resistance is an attribute of a hero that reduces the impact of slows on your hero by a percentage.

Overview
Slow Resistance affects the movement speed slow value by percentage regardless of whether buff or debuff. Attack speed slow is not affected by slow resistance.

Slow Resistance can affect both percentage movement speed and flat movement speed. And only movement speed reduction is considered, movement speed bonus is not considered.

However, slow resistance can not affect Movement Speed Set regardless of the speed value.

By default, every unit has a base slow resistance of 0.

Equation
Actual Movement Speed Reductions % = Movement Speed Reductions % × ( 1 - Total Slow Resistance )


 * Example


 * A hero equiped with received, what is the actual slow percentage value?


 * Slow Resistance: %


 * Movement speed slow: %


 * Actual slow value:
 * = % × ( 1 - % )

Stack
All sources of slow resistance stack multiplicatively. This means a unit's slow resistance value changes less the higher its slow resistance is, and more the lower it is. This prevents a unit from reaching 100% slow resistance by stacking different sources up.

Total Slow Resistance = 1- $$\prod_{i=1}^{n}$$(1 - Slow Resistance Modifiers i )


 * Example


 * with Level 3 equiped with  received, what is the actual slow percentage value?


 * Level 3 Slow Resistance: %


 * Slow Resistance: %


 * Movement speed slow: %


 * Total Slow Resistance:
 * = 1 - ( 1 - % ) × ( 1 - % )


 * Actual slow value:
 * = % × ( 1 - % )