first the post you quoted first is not mine second i removed crystal clear part to not tount you last i am writing on mobile sory for shitty punctuation also if you check prev post of mine you d see i alrdy stated 0.01value i have few theories about why but too lazy to write on mobile
Last edited by Kuntantee; 2013-01-29 at 03:18 PM.
Imo either the True Strike part of mkb either needed to simulate interupt to channels and casts, but w3 engine didnt have one, so the miniministun simulated "interrupt" OR the piercing through evasion part wasnt doable in w3 engine with the exception of some sort of bash. Or both together. Its ridiculous when you open dota in mapeditor and see how basically everything is derived from existing w3 spells and abilities.
Must have been butload of work to make some stuff work with the toolset they got in w3. I think QoP scream was based on Fan of Knives which was easy enough, since they work the same way (and a reason why scream has zero cast animation, as FoK didnt have either), but for example Linas stun I think? had to simulate invisible neutral NPC at the location and that NPC casting PBAoE stun, because the engine didnt allow to cast AoE stun like that.
and interrupts casts and channels.
the point is, it wasnt easy to make it work in w3 engine and for whatever reason there is a ministun on proc even tho it wouldnt need one in dota 2. Its the same reason why Lich ulti has same ministun (that goes through bkb even i think) on the initial cast - w3 engine limitations.
Mountain king in ladder play has bash as one of his skills, it has been long time since I did anything with war3 editor but I remember it has funky interaction with something. Lina's Light Strike Array is Blood Mage Flame strike combined with Tauren chieftain's war stomp (war stomp is casted by invisible, invulnerable 0 collision unit at it's center), same as Leshrac's Split earth (funny enough, delay from Flame strike ended up making both spells balanced, because they require some skill for proper aiming, one of many examples of "It is not a bug, it is a feature" we all love in games).
Basher on Troll was unable to change "on the fly" back then, so you'd go melee form, pick up basher and switch back, so you'd end with melee basher on ranged hero with insane attack speed, it was ultimate troll build (pun intended:P).
Exact time is relevant because that's how we call it mini bash(it's so small). It's like there to simulate true strike effect, they needed some sort of unique effect and they come up with bash and since they didn't want MKB to have bash they set the time of mini bash as small as possible. That's how I deducted it's there because of engine limitations. The number is so small that that mini bash almost have no effect on game.
From programming POV. You can't change how hit(miss or sucess)is checked because it's hard coded. What I mean? If you make MKB's damage regular type then it can not persist through miss-success but it seems(totally deducted) unique effects such as bash can persist through evasion mechanic. It's just a precedence matter. If you check bash's success before evasion mechanic on code that means it persist through evasion. Anyway, it's pure speculation deducted from the magnitude of bash's length.
Last edited by Kuntantee; 2013-01-29 at 08:05 PM.
http://www.playdota.com/forums/showthread.php?t=81057True Strike is a Critical Strike based ability with a 100% chance to land a critical strike, meaning that it will trigger on every attack against a valid target, and an option called "Data - Never Miss" set to True, which is what makes you ignore miss chances. The critical strike multiplier is 0, which makes you deal 100% of your damage on every attack without showing the red pop-up number which normally would be shown when you land a critical strike.
Just as any other critical strike ability this is a buff placer on ranged heroes on the attacks where it triggers, in this case on all attacks since there's a 100% chance for the ability to trigger.
sorry i cant find link to dota allstars archive to provide more data
i think the only problem with true strike coding was critical strikes and orbs interaction