0:04: PB's Breath of Fire's initial damage has a capped number. However, the bonus damage per second to units affected by Drunken Haze is not capped at all, thus providing very good value when used in large cluster of enemies. 1:24: Moon Wells' autocast range is slightly shorter than regular cast range, so manual casting is usually required to cast Replenish Mana and Life on friendly units on a different cliff levels. 2:10: Transport Ships, like many other mechanical units, can be affected by Scrolls as well as other spells that can affect mechanical units. 3:22: Transport Ships can load in Amphibious units. Also, when the ship dies in deep water, Amphibious units will be Unloaded safely, but non-Amphibious units like Grunts will instantly die. Since Transport Ships don't have "Cargo Hold Death" like Zeppelins, the unloaded unit will not be afflicted by Dizzy. 4:09: "Unload All" has a delay every time it unloads a unit. However, manually unloading a unit by clicking on them in the cargo has a much shorter delay, if there's even any at all. 4:19: If a unit is teleported away upon being hit by a lightning spell (Mana Burn, Forked Lightning, Chain Lightning, perhaps even Mana Flare?), the damage and the effect will still go through. Also, the lightning visual effect will be stretched out, which looks funny. Correct me if I'm wrong. I'm not even a melee player, I just like to poke around in the Editor.
1. Breath of Fire does more damage and damage over time on units if Drunken Haze was cast on one of them. 2. Moon Wells may only heal at a certain proximity; if they're near a ramp, the unit selected to go them them may be healed without having them climb towards it, but ledges are considered too far, so the only way is to manually have the Moon Well use Replenish Life and Mana on the unit across the ledge. 3. Ships may be: -hit by Detonate in Shallow Water -imbued with Lightning Shield (still a land unit, after all) -cloned by Wand of Illusion (I did not know this, I thought it didn't work on mechanical/transport units) -stunned by an exploding Stasis Ward -slowed, but not damaged, by Earthquake (they're not buildings) -damaged by D&D and Volcano -3.1. Units that can swim in the Deep Water tile will survive if the ship that they're in is destroyed. For units that can't, the ship must be destroyed over the Shallow Water tile for them to survive. (And curiously, units from a sunken ship do not experience the Dizziness debuff that units surviving a crashed Goblin Zeppelin do.) Units destroyed via their transport vessel being destroyed all give experience to the hero, of course. -3.2. Manually selecting units to unboard them off the ship is always quicker than the actual Unload command. 4. Do you know what happens when a teleporting unit is struck by lightning?* Same thing that happens to everything else- CUH-RAZY shapes appear in the sky across the screen linking the places that they've teleported from and to. And they say Warcraft games don't have bugs. *Yeah, that's right, Mana Burn IS an electricity-related move.
The final note makes sense. I once busted up a DH and he was forced to TP while I also put Lightning Shields on his archers just as they warped. The debuff carried with them and because the units were so clumped together, the DH died from the shield damage and all I could see on All Chat was FUCK! I ended up winning in the long run despite having no access to Bloodlust.
*Вот тебе БАГ: берешь Маунтин Кинга, бахаешь им АВАТАР, покупаешь инвиз в лавке. А когда Аватар заканчивается, то он сбивает ИНФИЗ. Грабби однажды так поплатился в игре... не знал такого бага :)*
0:04: PB's Breath of Fire's initial damage has a capped number. However, the bonus damage per second to units affected by Drunken Haze is not capped at all, thus providing very good value when used in large cluster of enemies.
1:24: Moon Wells' autocast range is slightly shorter than regular cast range, so manual casting is usually required to cast Replenish Mana and Life on friendly units on a different cliff levels.
2:10: Transport Ships, like many other mechanical units, can be affected by Scrolls as well as other spells that can affect mechanical units.
3:22: Transport Ships can load in Amphibious units. Also, when the ship dies in deep water, Amphibious units will be Unloaded safely, but non-Amphibious units like Grunts will instantly die. Since Transport Ships don't have "Cargo Hold Death" like Zeppelins, the unloaded unit will not be afflicted by Dizzy.
4:09: "Unload All" has a delay every time it unloads a unit. However, manually unloading a unit by clicking on them in the cargo has a much shorter delay, if there's even any at all.
4:19: If a unit is teleported away upon being hit by a lightning spell (Mana Burn, Forked Lightning, Chain Lightning, perhaps even Mana Flare?), the damage and the effect will still go through. Also, the lightning visual effect will be stretched out, which looks funny.
Correct me if I'm wrong. I'm not even a melee player, I just like to poke around in the Editor.
It's okay, you did a better job than the stickied comment. Your should be stickied instead.
@@DZHaart
I agree, he was earlier too
@@LOWBORN-the-LOATHSOME done
1. Breath of Fire does more damage and damage over time on units if Drunken Haze was cast on one of them.
2. Moon Wells may only heal at a certain proximity; if they're near a ramp, the unit selected to go them them may be healed without having them climb towards it, but ledges are considered too far, so the only way is to manually have the Moon Well use Replenish Life and Mana on the unit across the ledge.
3. Ships may be:
-hit by Detonate in Shallow Water
-imbued with Lightning Shield (still a land unit, after all)
-cloned by Wand of Illusion (I did not know this, I thought it didn't work on mechanical/transport units)
-stunned by an exploding Stasis Ward
-slowed, but not damaged, by Earthquake (they're not buildings)
-damaged by D&D and Volcano
-3.1. Units that can swim in the Deep Water tile will survive if the ship that they're in is destroyed. For units that can't, the ship must be destroyed over the Shallow Water tile for them to survive. (And curiously, units from a sunken ship do not experience the Dizziness debuff that units surviving a crashed Goblin Zeppelin do.) Units destroyed via their transport vessel being destroyed all give experience to the hero, of course.
-3.2. Manually selecting units to unboard them off the ship is always quicker than the actual Unload command.
4. Do you know what happens when a teleporting unit is struck by lightning?* Same thing that happens to everything else- CUH-RAZY shapes appear in the sky across the screen linking the places that they've teleported from and to. And they say Warcraft games don't have bugs.
*Yeah, that's right, Mana Burn IS an electricity-related move.
Impossible!... He still finds interesting facts for this rubric...
We miss your 3v3 4v4 man
The final note makes sense.
I once busted up a DH and he was forced to TP while I also put Lightning Shields on his archers just as they warped. The debuff carried with them and because the units were so clumped together, the DH died from the shield damage and all I could see on All Chat was FUCK!
I ended up winning in the long run despite having no access to Bloodlust.
I love watch the lightning art effect very stretched
*Вот тебе БАГ: берешь Маунтин Кинга, бахаешь им АВАТАР, покупаешь инвиз в лавке. А когда Аватар заканчивается, то он сбивает ИНФИЗ. Грабби однажды так поплатился в игре... не знал такого бага :)*
Любопытно, спасибо.
Это не баг
Через полчаса экзамен... Но видео крутое!
Жаль, что экзамен не по Варкрафту. Удачи!
@@FunnyWarcraft3 спасибо
@@pechen-ka218 вот было бы егэ по варкрафту)
3:05 LOL !!!!
Как жаль что карт с кораблями нет в варкрафте, только в кампании.
Да полно карт с кораблями
Do you receive exp for kiled units staying in a ship or zeppelin?
Yeah. He got the level sinking the 10 orcs
Только вчера перепроходил миссии с нагами. Каеф.
3:04
this cracked me up for some reason
Genius
ffa
4:19 and thus the Keeper of the Forest ultimate from Dota Allstars was created