Breath Fire[]
When you have negative attack damage, getting hit by Breathe Fire actually grants you damage. Same goes for attack damage bonuses by the way. If you are already in negative, an attack damage bonus which affects total damage will reduce your damage further. The GetModifierDamageOutgoing_Percentage function should be capped at 0 damage, so it doesn't cause opposite effects when already below 0 damage.
When leveling up Breathe Fire while a projectile already flies from a previous cast, that cast will continue using the new level's damage, instead of the damage of the level it was cast on. The same goes for talent bonuses. Leveling up the +20% damage reduction talent instantly applies to the current projectile.
Repro:
- Cast Breathe Fire on level 1
- While the projectile travels, level it up to 2
Result: The fire will now use the level 2 damage, even though you originally cast it on level 1. You basically get a discount Breathe Fire, dealing level 2 damage for level 1 mana.
Expected: The damage value (and damage reduction value, including talent bonus) should be set upon cast, and be based on the set variable, and not check level on each hit enemy.
Dragon Tail[]
When leveling up Dragon Tail while a projectile already flies from a previous cast, that cast will apply the new level's damage and stun duration, instead of the damage and stun duration of the level it was cast on. The same goes for talent bonuses. You can level up the +1.25s stun duration talent and it will instantly apply to the current projectile.
Repro:
- Cast Dragon Tail on level 1 in Elder Dragon Form
- While the projectile travels, level it up to 2
Result: The projectile will now use the level 2 damage and stun duration on the target, even though you originally cast it on level 1.
Expected: The damage value and stun value (including the talent bonus) should be set upon cast, and be based on the set variable, and not check level on impact.
Elder Dragon Form[]
Most heroes have a teleport animation. The following heroes, transformed heroes or creep-heroes are missing a teleport animation: Dark Seer, Dragon Knight during Elder Dragon Form, Gyrocopter, Juggernaut, Legion Commander, Leshrac, Lina, Lone Druid during True Form, Lycan during Shapeshift, Nature's Prophet, Nyx Assassin, Phantom Assassin, Phantom Lancer, Puck, Queen of Pain, Sand King, Silencer, Spectre, Spirit Bear, Sven, Techies, Templar Assassin, Terrorblade (default and during Metamorphosis), Tiny, Ursa, Vengeful Spirit, Visage, Warlock, and Witch Doctor.
When Elder Dragon Form expires while you still have attack projectiles flying, those attacks will not apply the poison/frost/splash effects. It will only apply your attack damage.
Repro, expire:
- Perform a ranged attack in Elder Dragon Form right before it expires
- Time it so that the attack projectile is in the air as it expires
Repro, death:
- Perform a ranged attack in Elder Dragon Form
- While the projectile still flies, get killed
Result: Upon impact with its target, the projectile will not deal splash damage, and will not poison/frost debuff enemies within the area.
Expected: Every attack projectile launched during Elder Dragon Form should apply the Elder Dragon Form effects, regardless of whether EDF is still up or not.
Elder Dragon Form attacks still apply their splash damage within the area even when missing the primary target, or when the primary target turns ethereal, invulnerable or hidden. However, the poison and slow debuff are not applied, which makes no sense.
Repro:
- Attack an enemy during Elder Dragon Form
- Before the projectile hits, make the enemy turn invulnerable, hidden or ethereal, or make them evade or disjoint the projectile
- Make sure the enemy has allies of it nearby as the projectile hits
Result: The projectile will apply 50% of its splash damage within the area upon hitting the target if it is ethereal/invul/hidden on impact, or if the attack missed or was disjointed. However, the poison and slow debuffs are not applied.
Expected: Every enemy hit by the splash damage should also be affected by the poison and frost debuffs.
The poison debuff of Elder Dragon Form currently applies to allies as well when attacking them (e.g. trying to deny, or forced by Winter's Curse), dealing damage to them. However, the frost debuff is not applied. Either neither should be applied, or both should be. Having each work different not good.
The poison debuff of Elder Dragon Form is currently placed on wards when attacking them. Since wards take no damage from it, there is no reason for them to get debuffed. As of now, Psionic Traps are the only wards taking damage from it, and that is because they are missing their magic immunity.
When illusions of Dragon Knight get created during Elder Dragon Form, the illus will copy Elder Dragon Form as well. However, they copy current level, instead of the cast level.
This means when you level EDF up after you already cast it, illus created of you will use the new level, instead of the level you had it on as you cast it. This makes it possible to get red dragon illusions while being a green dragon, and blue dragon illusions while being a red dragon (or in very rare cases, blue dragon illusions while being a green dragon)
Repro:
- Cast Elder Dragon Form on level 1
- Level up Elder Dragon Form to 2 or 3
- Create illusions of Dragon Knight (e.g. Manta Style)
Result: Even though you are a green dragon, your illus will be red/blue dragons, because they check the current level of your spell.
Expected: The illus should copy your current active level. If you are a green dragon, your illus should be green dragons as well, regardless of your ult's current level.
This is generally an issue with spells copied by illus on spawn, but DK is the most noticeable, since each level looks different and has different effects.
The attack speed slow had been buffed to 30 in 7.06. But currently, it slows for 20 attack speed.
Elder Dragon Form's poison breath works against buildings, but it does not work when a building is within the splash area. The poison can only be placed on them when they are the primary target. The AoE poison should affect buildings as well.
This affects heroes who can change their attack type from ranged to melee.
When you start an attack while in ranged form, and then you return to melee form during the attack animation, your attack will still use the ranged form projectile, but will count as a melee attack.
This means you can currently shoot dragon projectiles in his knight form, or use a ranged attack with Terrorblade while in melee form. All you have to do is time the attack so that the transformation spell expires during the attack animation.
Troll Warlord can do it all the time. He can just switch Berserker's Rage during attack animations, allowing him to perform instant melee attacks at great distance, or use melee effects with projectiles.
This could be fixed by making melee/ranged being decided upon completing the attack, instead of upon attack begin.