Animation Cancelling[]
I have heard that "Animation Cancelling" is something required to play many characters effectively, but I can't seem to find anything about it here, or anywhere else on the wiki. Perhaps a quick snippet somewhere explaining the mechanic? --99.232.66.203 20:35, 30 June 2012 (UTC)agentleman
Every attack and cast animation has an attack/cast point, the time at which the attack/spell takes effect, and a backswing, during which the hero continues to play the animation but the attack/spell has already taken effect. Thus, animation cancelling is cancelling the backswing of the animation so that one can move more efficiently.
Scalarmotion 00:19, 1 December 2012 (UTC)
Buff Placers vs Orb Effects[]
no mention of buff placers and how they work with orb effects — The preceding unsigned comment was added by 2c2c (talk) • (contribs) • Please sign your posts with ~~~~
Orb effects and buff placers have been combined in dota2 into "unique attack modifier" which means although they do not stack in dota1, most now stack in dota2
To elaborate, former Orb effects (now Unique Attack Modifier) mostly still do not stack with each other (the exception being Frost Attack from Eye of Skadi, which stacks with Lifesteal on ranged and melee heroes). However, former Buff Placers now stack fully with each other and orbs, as them not stacking in DotA was from an engine limitation in Warcraft 3 where a single attack was unable to apply more than one buff. Thus former Buff Placers no longer have such an identifier while all former Orb effects are now Unique Attack Modifiers. Scalarmotion 00:23, 1 December 2012 (UTC)
Complete rewrite[]
I think this page needs a complete rewrite. Rather than go into detail just give short descriptions and link the text to pages that go into more detail. Then it will be like an index of all the game mechanics and notable properties of the game. For example the meta-game, attributes, orb effects etc. will certainly have their own pages, so if we just list&link them here in a meaningful and categorized way it will be more useful than the current page. 000m 14:04, 18 November 2011 (UTC)
yes no mention of BP .It could make clear that orb effects don't stack with NO exceptions. — The preceding unsigned comment was added by Feanogre (talk) • (contribs) • Please sign your posts with ~~~~
Yeah, I forgot to add buff placers to the main page. There are only two right now that aren't orbs, so I thought it wasn't worth it. However, there are actually a few stacking orb effects ATM (Lifesteal and Skadi, Mjollnir and anything). -Baloroth 03:37, 6 December 2011 (UTC)
Melee Skadi doesn't stack with lifesteal,Ranged Skadi is only BP and not an orb effect, thats why Ranged Skadi stacks with lifesteal.Mjollnir is an orb effect always and is a BP only when it procs so Ranged Skadi stacks with Mjollnir at all strikes except Mj procs.I'm sure of all this things only for old dota.If dota2 goes the other way please let me know. — The preceding unsigned comment was added by Feanogre (talk) • (contribs) • Please sign your posts with ~~~~
Dota 2 does, in fact, change a few things, although given the early stage some of them might be bugs. Both Skadi's work with Lifesteal, apparently both are BP only, and as I said, Mjollnir overrides on proc, so it will work with any other orb. Same with Weaver's attack (works with orbs, the geminate attack overrides and doesn't apply orbs). Also, Orb of Venom is now an orb. -Baloroth 17:03, 6 December 2011 (UTC)
I mean the Orbeffects now stack together not like in DotA 1 where some Orbs overwrite others... now it´s possible I guess because of the new Engine in DotA 2 (it was just a problem of the WC3 Engine). Complete rewrite is okay just a little overview with a rough description of a topic and then a link that bring you to a detailed description.
Notification of intent to move several articles[]
I plan to change the titles of several mechanics pages to sentence case:
- Magic Resistance to Magic resistance
- Magic Immunity to Magic immunity
- Movement Speed to Movement speed
- Attack Range to Attack range
- Attack Speed to Attack speed
- Critical Strike to Critical strike
- Damage Types to Damage types
- Item Passive Stacking to Item passive stacking
- Item Sharing to Item sharing
- Creep Control Techniques to Creep control techniques
- Mini Map to Minimap
I'm leaving Unique Attack Modifier alone, because I don't know what to do with it. Any objections? --Kroocsiogsi 05:56, 8 June 2012 (UTC)
- Done --Kroocsiogsi 18:42, 8 June 2012 (UTC)
Gold[]
There is no real description about Gold, wich is a very basic mechanic/element of the game. There is neither distinction between normal gold and reliable gold. — The preceding unsigned comment was added by 85.50.193.81 (talk) • (contribs) • Please sign your posts with ~~~~
- See gold. --Kroocsiogsi 00:47, 22 July 2012 (UTC)