There are some exceptions, some nukes don't get disjointed/dodged by invis or blinks, Sven's Storm Hammer and Phantom Lancer's Spirit Lance come to mind.
Actually, pure damage is blocked with magic immunity, and Culling Blade deals about one billion physical damage if the target is below the HP threshold. The reason it goes through Abaddon's ult and shallow grave is because it purges the target of all buffs before dealing the aforementioned physical damage.
That is completely inteded behavior. If Wisp tethers a target that is further away than 700 range, he will drag himself towards that target with a set speed, until he is 300 range away from it. Wisp will catch up to Spirit Breaker after a certain amount of time though, since he moves a little faster with Tether, than Spirit Breaker with maxed Charge does. It's still a nice way for the two of them to gang across the map, even without Relocate.
If you move more than a certain number of units in under a certain amount of time, you don't take damage from rupture. That's why using a tp won't kill you. I think the limits are 1300 units and 0.1 seconds though, so you still wouldn't be able to blink away.
Nice going DotaCinema. From the gamepedia, "Trying to blink outside of the maximum range will cause it to blink 4/5 of the max distance (960 Units)." 1000 =/= 960.
because they coded it that way, you can consider the blink range 1k, but it will give you a max of 1200 dmg if you use it on the correct range, so it's basically a skill reward, which is the reason why some people cheated creating circles of 1200 range
Well, I know it's not the same time, but blink is instant, and that's what I want to test: to see if you can actually do it with forcestaff + blink, to see if the forcestaff is fast enough.
Double clicking will go 1000 units because it is setting the location to the fountain. If you are within 1200 units of the spot in the fountain it blinks towards however, then it will go the full distance.
Back in DoTA, if a Juggy ults and a void Chrono's (whether teammate or enemy), the Omnislash would stop but you cannot attack the Juggy. I forgot what happens when the chrono ends
Meppo picking aghanism scepter : ''Ah, scepter...oh,wait ,who are u?'' I thought it was the best line of dota 2 before hearing the MEPPO,MEPPO,MEPPPPO trio !
It's the same for AM blink and QOP blink. I guess this just raises the skill ceiling. Though, on AM and QOP blink tool tip, it tells you about this mechanic. They should update the dagger to do the same.
That's because of Dota1's mechanical restrictions, due to the Warcraft 3 Engine. And that behavior was more or less added as a feature instead of trying to find a work-around since it adds a little bit more depths to the game and doesn't really break it or anything. Still, you are right, it is certainly wierd, esp. if you don't know about its "history"
just learned this while playing a game but when barathrum charges weaver and weaver uses invi, you could still see weaver because of the charge mark on top of weaver
Why it should be a bug? Most of the strategies and tricks based on items or skills are not stated in the description, else you would fill out the entire tooltip (Armlet toggle, Lone Druid's invulnerability when morphing, etc.). It's an intended mechanic as stated in the game's wiki and in the devs forum.
there are very little things that dmg towers (hero abilities wise) jakiro's passive slows the tower AS and does 4 or so dmg...,sniper's shrapnel,pugna's blast,abaddon's passive only slows the tower AS,DK's elder dragon form's passive( 6,11), Tiny's toss,techies mines,leshrac's edict,Razor's ult with aghanim ,at some point alchemist's acid spray also did dmg to towers but i think they removed that..... pretty much that is it for spell dmg to towers
No, unlike skills such as time lapse or glimpse X marks the spot is an active buff that ends when the target is no longer valid. Glimpse and time lapse use a timer that is always active and pauses on death (otherwise you'd time lapse and die immediately)
I'd like Reaves to cast one episode of Mythbusters. Don't really know why, but I want that. Thumb this up because now you realise you want that as well.
it's an intended mechanic,it rewards players that are skilled and blink 1200 away,while people who just blink deliberately out of range are not rewarded with the same distance
They actually removed that, so now you have to work it out yourself. Also, mechanics that separate good players from bad ones are not 'meaningless'. It can be the difference between getting a kill or not getting one.
hmm btw Slark isnt the only one that has an abilety that doesnt affect the cogs Snowball does also have no problems with it this works also for Waveform and Timelaps
look for dota 2 console commands and you can add a circle around your hero that shows X amount of range. For example, 1200 for blink and 1400 for exp range and meathook range.
wait does the blink dagger range thing also affect qop and am? and is there a range limit? as in if i click like 1250 will it put me at 1000? or is it like at 1300 or 1400?
That's the point. If you're blinking not to get your ass killed, you're usually gonna click over 1200 range. Defensive blinks should not be as strong as offensive blinks as to promote more kill oriented playstyle. Look at LoL and see how the failed at that.
Well, I wanted to test, and I did, was to check if it was possible. I know, very few heroes would have both, but force staff can be used on anyone. By the way, no, it does not work. You still take all the damage and that's it. Now, I think 2 blinks are possible, but I haven't tried that.
if we don't use heroes and just all creeps pushing the lane, it is endless fight because lanes balanced (yeah Random number generator will affect and one team will eventually win, but i want to know what team will be more likely to win) :)
Actually it's very much intentional, it's intended to increased the skill cap i believe, in pubs 200 extra units might not matter, but in the professional scene it sure as hell does matter.
You can always switch to another ARTS if you don't like these kinds of details, many players would be angry if this was removed as it raises the skill cap.
Theres a console command that draw a green circle on the map. You set the radius on dota units. Search "Customizing DoTA Team Liquid", click on the first link and you will be redirected to a page with tips from the liquid team.
i dont think the developers of the game said to themselves" oh yeah and you should know how far 1200 units are, because that makes you better at them game"
i would like to know if chen(home)/wisp(relocate)/kotl(recall)/or (batrider boots of travel) and batrider flaming lasso combo will work to bring the lassoed unit to the founty
1:06 false. Bloodseeker's Rapture dissables blink. Though it's hp removal Rapture beahaving like pure dmg still, disabling healing salve, urn, blink dagger and activating Abaddons ult (which is not activated by hp removal)
There are some exceptions, some nukes don't get disjointed/dodged by invis or blinks, Sven's Storm Hammer and Phantom Lancer's Spirit Lance come to mind.
abbadons aphotic shield will deny the health cost of mist coil
where did u go for the past month.I love watching mythbusters it improves my playing.Hope u start posting soon.
Yes they covered this in a previous video. It stops the Gem from revealing as it silences all items in your inventory.
Actually, pure damage is blocked with magic immunity, and Culling Blade deals about one billion physical damage if the target is below the HP threshold. The reason it goes through Abaddon's ult and shallow grave is because it purges the target of all buffs before dealing the aforementioned physical damage.
The blink range also affects qop and AM. Whenever you click further than the max range, you blink 75% of the max range instead.
How we want to know exact 1200 range when we want to use the dagger.?
That directly damages the hero, however stuff like Necrolyte's heartstopper aura sets the hp to a reduced hp, allowing blink dagger.
there are hundreds of skill interactions in the game that don't have a description,they are the tips and tricks that differentiate a pro from a noob
That is completely inteded behavior. If Wisp tethers a target that is further away than 700 range, he will drag himself towards that target with a set speed, until he is 300 range away from it.
Wisp will catch up to Spirit Breaker after a certain amount of time though, since he moves a little faster with Tether, than Spirit Breaker with maxed Charge does.
It's still a nice way for the two of them to gang across the map, even without Relocate.
the blink dagger thing is actually pretty mindblowing :O
If you move more than a certain number of units in under a certain amount of time, you don't take damage from rupture. That's why using a tp won't kill you. I think the limits are 1300 units and 0.1 seconds though, so you still wouldn't be able to blink away.
Nice going DotaCinema. From the gamepedia, "Trying to blink outside of the maximum range will cause it to blink 4/5 of the max distance (960 Units)." 1000 =/= 960.
i'm pretty positive it will be 1000 cause double click is like setting a blink to the place from which the dagger was picked up, which usually is far.
because they coded it that way, you can consider the blink range 1k, but it will give you a max of 1200 dmg if you use it on the correct range, so it's basically a skill reward, which is the reason why some people cheated creating circles of 1200 range
Well, I know it's not the same time, but blink is instant, and that's what I want to test: to see if you can actually do it with forcestaff + blink, to see if the forcestaff is fast enough.
Double clicking will go 1000 units because it is setting the location to the fountain. If you are within 1200 units of the spot in the fountain it blinks towards however, then it will go the full distance.
I wouldn't recommend doing it, because you'll instantly travel a huge distance, meaning you'll take a ton of damage from Blood's ulti
It's blink mechanic. If you blink somewhere out of the max range, it will only blink for the 4/5 of the max distance.
It makes defensive blinks weaker, it's a good inclusion in game. But they could add range indication when (and only when) you hover over the item.
Thanks for this on guys. Was very informative
Back in DoTA, if a Juggy ults and a void Chrono's (whether teammate or enemy), the Omnislash would stop but you cannot attack the Juggy. I forgot what happens when the chrono ends
Meppo picking aghanism scepter : ''Ah, scepter...oh,wait ,who are u?''
I thought it was the best line of dota 2 before hearing the MEPPO,MEPPO,MEPPPPO trio !
It's the same for AM blink and QOP blink. I guess this just raises the skill ceiling. Though, on AM and QOP blink tool tip, it tells you about this mechanic. They should update the dagger to do the same.
so long no myths. happy 800 videos
Nothing stops the epicenter pulses once the initial channeling is done. Even if Sand King dies it keeps pulsing from his corpse.
That's because of Dota1's mechanical restrictions, due to the Warcraft 3 Engine. And that behavior was more or less added as a feature instead of trying to find a work-around since it adds a little bit more depths to the game and doesn't really break it or anything.
Still, you are right, it is certainly wierd, esp. if you don't know about its "history"
It's blink mechanic as it. Same for AM and QoP blinks. You need choose max range carefully.
The blink dagger thing is kinda silly, but it does give me something new to practice I guess.
just learned this while playing a game but when barathrum charges weaver and weaver uses invi, you could still see weaver because of the charge mark on top of weaver
Why it should be a bug? Most of the strategies and tricks based on items or skills are not stated in the description, else you would fill out the entire tooltip (Armlet toggle, Lone Druid's invulnerability when morphing, etc.). It's an intended mechanic as stated in the game's wiki and in the devs forum.
its rewarding being able to judge unit spacing so you can get extra distance by practicing..
It is intended and has ALWAYS been like this. Being accurate is rewarding here and it is intended so.
yes because his ultimate hits true damage so it can go through anything like abbadons ult,BKB,and Dazzles Shallow Grave
The armlet was patched on test server earlier today, so might need to mention this in comment if it gets pushed
Lion's earth spike can only damage a hero once if used twice in a row. The stun effect stacks but not the damage.
And that's where the good old SHIFT comes in.
btw this blink mechanic works the same with all blinks (akasha,AM)
there are very little things that dmg towers (hero abilities wise) jakiro's passive slows the tower AS and does 4 or so dmg...,sniper's shrapnel,pugna's blast,abaddon's passive only slows the tower AS,DK's elder dragon form's passive( 6,11), Tiny's toss,techies mines,leshrac's edict,Razor's ult with aghanim ,at some point alchemist's acid spray also did dmg to towers but i think they removed that..... pretty much that is it for spell dmg to towers
Heartstopper Aura doesn't stop Blink dagger as it is HP Removal. It doesn't act as damage.
This thing with blink dagger is kinda insane,you can't know the exact range when playing,especially under fight pressure!
I believe you can use a salve when Rupture has 1 or 2 levels in it, but not when it's on level 3...
No, unlike skills such as time lapse or glimpse X marks the spot is an active buff that ends when the target is no longer valid. Glimpse and time lapse use a timer that is always active and pauses on death (otherwise you'd time lapse and die immediately)
This was changed in Dota 2, Kunkka can now equip a quelling blade. Whether the damage is amplified on cleave is a different story...
I'd like Reaves to cast one episode of Mythbusters. Don't really know why, but I want that.
Thumb this up because now you realise you want that as well.
It has been like for a very long time. I'm pretty sure hero blinks such as AM's are the same case. It adds a higher skill cap.
it's an intended mechanic,it rewards players that are skilled and blink 1200 away,while people who just blink deliberately out of range are not rewarded with the same distance
that blinkdagger shit just blew my mind
They actually removed that, so now you have to work it out yourself.
Also, mechanics that separate good players from bad ones are not 'meaningless'. It can be the difference between getting a kill or not getting one.
hmm btw Slark isnt the only one that has an abilety that doesnt affect the cogs
Snowball does also have no problems with it this works also for Waveform and Timelaps
look for dota 2 console commands and you can add a circle around your hero that shows X amount of range.
For example, 1200 for blink and 1400 for exp range and meathook range.
wait does the blink dagger range thing also affect qop and am? and is there a range limit? as in if i click like 1250 will it put me at 1000? or is it like at 1300 or 1400?
voids clone still can move and attack when void uses his ulti doesn't matter if the clone is control by enermy
Yes. It will. But for a short range since tether is faster than charge (Even on level 4).
Yes.
you can also heal yourself, for example with a salve while being ruptured
Its called practice having that extra 200 range can make a difference and it rewards for players who practice it.
How do you make that custom match where you can control bots creeps spawn heroes?
1000, as it targets your fountain area, and that is usually more than 1200 units away.
1:46 BEST PART
Here's a good one!
Morphling can morph replicate into a replicate controlled(stolen) by enchantress.
Still want to know how do you get that range indicators at 1:40.
That's the point. If you're blinking not to get your ass killed, you're usually gonna click over 1200 range. Defensive blinks should not be as strong as offensive blinks as to promote more kill oriented playstyle. Look at LoL and see how the failed at that.
Does the blink with am work the same as the blink dagger?
Nice Ep
It has been like that ever since, even in DotA 1.
Well, I wanted to test, and I did, was to check if it was possible. I know, very few heroes would have both, but force staff can be used on anyone. By the way, no, it does not work. You still take all the damage and that's it. Now, I think 2 blinks are possible, but I haven't tried that.
It works same with antimage and qeen of pain, its mechanic and is basically reward for skill
Becouse of how Warcraft was built, Slarks Pounce is actualy a teleport projectile that can stop in units and not actualy Slark.
nice series
I was like HOLYSHIT at the blinking above 1400 range mechanic! Amazing!
if we don't use heroes and just all creeps pushing the lane, it is endless fight because lanes balanced (yeah Random number generator will affect and one team will eventually win, but i want to know what team will be more likely to win) :)
Mirana's leap will dodge snipers assassinate ability.
he did mention about 'HP removal' and 'Damage'
Actually it's very much intentional, it's intended to increased the skill cap i believe, in pubs 200 extra units might not matter, but in the professional scene it sure as hell does matter.
You can always switch to another ARTS if you don't like these kinds of details, many players would be angry if this was removed as it raises the skill cap.
Maybe a blink instantly followed by a force staff? I have to try that
Yes it will. But if spiritbreaker is moving too fast the tether will break and wisp will get left behind.
It isn't a bug.Holding Alt can give you more information about spells and items.And blink too.
it does initial damage which is magical
yes, axe is one of the only counters for abbadons ult. tried it myself.
Chen and Rubick/Enchantress can increase a Creep's HP indefinitely by continually stealing it.
Theres a console command that draw a green circle on the map. You set the radius on dota units. Search "Customizing DoTA Team Liquid", click on the first link and you will be redirected to a page with tips from the liquid team.
Myth: If you buy refresher on Death Prophet and use her ult twice, your computer will crash.
If HP removal disrupted Blink Daggers, Necrolyte would be the most OP hero in the game.
the blink thing is pretty useful information
It is in QoP's blink extended description iirc.
Preach keep preaching
Armlet's damage goes through Abaddon's ultimate
but then you can also use it to save one from dying. notice the increase in health when one pick up armlet? keep on picking and dropping it
wat about double click the blink dagger? will it blink 1200 range, or 1000 range?
It only blinks a thousand, because double clicking Blink acts as though your targeting the fountain.
i dont think the developers of the game said to themselves" oh yeah and you should know how far 1200 units are, because that makes you better at them game"
i would like to know if chen(home)/wisp(relocate)/kotl(recall)/or (batrider boots of travel) and batrider flaming lasso combo will work to bring the lassoed unit to the founty
hey DC. i haven't watched all of your mythbusters but I think manta and sb cancels dust? not sure if its a bug or something..
What about the double click Blink dagger, does it go 1200 or 1000?
How do you set up a passive ennemy bot like that?
Slark is invorneble when pouncing against snipers ult
1:06 false. Bloodseeker's Rapture dissables blink. Though it's hp removal Rapture beahaving like pure dmg still, disabling healing salve, urn, blink dagger and activating Abaddons ult (which is not activated by hp removal)
Using a quelling blade while having the Phase Boots bonus speed buff, will remove the speed buff.
the last one works with timbersaw 2 skill too