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    Default Hasil obok2 guide dota-allstars

    WARNING: gw bakal post lebih dre 1x

    Doom disables: [XV]

    Any and all activatable item effects (cannot be used/"clicked")
    Critical Strikes (from all items and hero skills—no exceptions)
    Evasion (from all items and hero skills—this does not include dispersion or backtrack, which are not considered to be evasion)
    *Note: Phantom Assassin will still appear blurred, but has no evasion under Doom.
    Passive Bash (from skills, forms, or bashers—does not include Greater Bash)
    Lifesteal (from items only)
    %chance Proc'd damage (Maelstrom/Mjollnir/Mkb/Maim) – Will not fire chainlightning, mini-stun (and bonus damage), or maim
    N'aix's Poison sting
    Venomancer's Poison Sting
    Beastmaster's Pig's Poison Sting (doomed pig cannot psn targets)
    Beastmaster's Greater Scout Hawk's Passive Invis (invisibility is disabled if you doom the Scout)
    Beastmaster's Beast Rage (passive ias bonus per attack on same unit)
    Ursa's passive Fury Swipes
    Silencer's Last Word - Even immediately after Dooming Silencer, you won't get silenced, but if a spell is cast while Silencer dies (even when still Doomed), it will silence
    Witch Doctor's Voodoo Restoration - When turned on, and Doomed: animation remains, but does not heal at all and cannot be turned off
    Stealth Assassin's Permanent Invisibility
    Feedback orb
    Antimage's Passive Mana Break orb
    Any and all consumables (entire Chimaera Roost/Graveyard shop)
    Gem of Truesight (Doomed player with Gem loses true sight)
    Splash Damage (from battlefury, Sven’s great cleave, or Magnataur’s Mighty Swing)
    Radiance's AoE (chance to miss + burning)
    Blocking damage (Vanguard, Stout shield, and Kraken's Passive melee reduction--it still removes buffs, and Doom)
    Picking up Runes
    Dropping items
    Picking up items
    Juggernaut's Blade Fury - Doom can be casted on Jugg during Bfury, and will end its duration on the spot
    Syllabear's Entangle
    Sniper's Headshot (passive +ministun/dmg)
    Dragon Knight's Elder Form 1 (Corrosive Breath) - DoT to towers does not work (20+dmg per second)
    Drow's Marksmanship
    Broodmother's Incapacitating Bite
    Broodmother's Web (Invisibility) - Doomed Broodmother inside the web is still visible
    Medusa's Splitshot
    Eye of Skadi "Ranged" (cold orb) - as opposed to Eye of Skadi "Melee", which is not disabled under Doom
    Lord Avernus' Frostmourne
    Nerubian Weaver's Germinate Attack
    Leviathan's Anchor Smash
    Revenant's Storm Seeker (ultimate)
    Sand King's Sandstorm - Rendered visibile and sand storm ends on the spot
    Sand King's Caustic Finale
    Sand King's Epicenter - stops its channeling
    Prophet's Teleportation - stops its channeling
    Sniper's Assassinate - stops its channeling
    Potm's Moonlight Shadow (global invis) - stops its channeling and/or heroes that have gone fully invisible
    Obtaining new skills - If you level while doomed, you cannot enter your skills tree and increase a skill's level

    Doom does not disable: [XVI]

    N'aix's Feast (passive lifesteal)
    N'aix's Anabolic Frenzy (passive AS/MS+)
    Regeneration from items
    Eye of Skadi "Melee" (cold orb) - as opposed to Eye of Skadi "Ranged", which is disabled under Doom
    Blademail's damage return
    Bloodseeker's passive skill Blood Bath
    Bloodseeker's Thirst - can trigger under Doom before heroes have fallen below 40%, and remain on after
    Enchantress' Ult Untouchable
    Enchantress' Nature's Attendants - these work fine once they are released
    Stealth Assassin's Backstab
    Spiritbreaker's Greather Bash
    Spiritbreaker's Charge - will not cancel the charge, or disable the stun/vision on his target
    King Leoric's Reincarnate
    Stygian Desolator orb (-armor attack)
    Antimage's Spell Shield (Spell reduction)
    Any kind of +stat, +dmg, +hp/mana, ias, ims, or regen
    Any type of buff
    Twin head's Auto Fire (passive fire attack)
    Juggernaut's Healing Ward
    Sylla's Synergy
    Syllabear's Demolish (+dmg vs. structure) – doesn’t actually work ever
    Phantom Lancer's Juxtapose (Hero's passive creation of images--Doomed Lancer can create more images)
    Phantom Lancer's Phantom Edge (Images' ability to passively create images--Doomed images can create more images)
    Tiny's Craggy Exterior (passive bash to melee attackers)
    Tiny's Growth (passive movespeed and +base dmg)
    Alchemist's Goblin Greed (still works and stacks)
    Alchemist's Chemical Rage (+hp, +hp regen, +AS)
    Luna's Glaive
    Luna's Eclipse - once activated, it cannot be stopped by any means, even if Luna dies.
    Sniper's Take Aim (passive range increase)
    Bristleback's Bristleback (dmg reduced if Doom is facing his back, and not reduced if Bristle is facing direction opposite of Doom's direction)
    Bristleback's Bristleback (Auto-Quill Fire) - Quills obviously cannot be manually casted under doom, but will fire per every 300dmg dealt to Bristle
    Panda's Primal Split Pandas - none of the 3 summoned pandas can be Doomed
    Bounty Hunter's Windwalk Backstab - +Dmg attacking out of WW not disabled
    Bounty Hunter's Track (Vision) - Track still gives vision even if Bher is doomed (and truesight)
    Dragon Knight's Dragon Blood - regen and armor work fine
    Dragon Knight's Elder Dragon Forms 2 & 3 - Dragon2 and Dragon3 work (splash and splash/frost)
    Omniknight's Repel - Damage is dealt, but does not remove Repel (magic immunity)
    Omniknight's Guardian - Damage is dealt, but does not remove the 25hp/sec regen and 1000+ Armor (the regen severely lowers Doom's DoT)
    Tormented Soul's Diabolic Edict - Damage is dealt and follows the TS as it normally would
    Tormented Soul's Pulse Nova - Damage is dealt, and upgraded damage from Aghanims is present, but it cannot be turned off while Doomed. It will end if TS' mana reaches zero.
    Broodmother's Web (Movespeed/Regen bonus) - Still present, but no longer invisible
    Treant's Eyes of the Forest - Doomed Treant still has sight+true sight of units nearby Eyes
    Treant's Nature's Guise - Doomed Treant is not turned visible--if Treant leaves the range of a Truesighting unit, while near trees, he will not be seen
    Nerubian Assassin's Spiky Carpace - Damage return and Armor still works
    Nerubian Assassin's Vendetta (Invisibility and Backstab) - the extra "exiting-invis" dmg still works, and NA is not rendered visible via Doom
    Invisibility from Lothars - Use Truesight to Doom a char that is Invis via Lothars, remove the Truesight, and you will no longer have vision of that unit
    Axe's Counter Helix
    Viper's Corrosive Skin (poisons and reduces magic as normally)
    Nerubian Weaver's Shukuchi (Movespeed+ and invisibility)
    Clinkz' Wind Walk (+Movespeed and Invisibility)
    Spectre's Desolate
    Spectre's Dagger (collision size) - still able to walk over cliffs and such
    Spectre's Dispersion - can avoid doom's dmg each second, return it, and mini-stun
    Void's Backtrack - can avoid doom's dmg each second
    Pudge's Flesh Heap - spell resistance and str gain from kills still work
    Pudge's Rot - still deals dmg, slows, but cannot be turned off and deals huge self-damage during doom
    Shadow Fiend's Necromastery
    Necrolic's Gravekeeper Cloak (dmg return) - Returns Doom's dmg, and any other sources
    Pugna's Decripify (spell dmg+) - Increases Doom's dmg by 44%, calculated after hero resistance, during decrepify's duration
    Morphling's Replication (image a hero) - Morph can still swap into the Doomed image, and the img has 25% spell resistance
    Morphling’s Morph (agi/str swap) - If this was turned on after being hit by Doom, stats will continue to swap, but cannot be turned off. It will stop swapping if Morph's mana reaches zero.
    Centaur's Great Fortitude (passive str+)
    Obsidian's Astral Imprisonment (intelligence absorption) - gained Int on Obsid and lost int on targets is not reset by dooming Obsidian
    Auras - does not remove or hamper any auras (hero or item based)

    Things that can block, remove, avoid, ignore, pause or enhance Doom's damage: [XVII]
    Linken's Sphere (Block)- Doom will be completely blocked by Linken's if it is cooled. No disable, no DoT at all, and Doom will be wasted.

    Aphotic Shield (Remove)- LoA obviously cannot cast this on himself if he was the one Doomed (No longer true as of version 6.39)
    Borrowed Time (Remove) - LoA can't cast this to remove Doom on the spot. It will go off & remove Doom once LoA goes below 400hps
    Kraken's Shell (Remove) - Leviathan's Shell removes buffs every 11/10/9/8 secs from when it was learned; Doom can last from .1-7.9 seconds on TH (Durations Changed as of 6.39--10 seconds at all lvls in previous versions)

    Backtrack (Avoid) - Backtrack has a 10%/15%/20%/25% chance to "avoid" the damage Doom deals each second
    Dispersion (Avoid) - Dispersion has a 4%/8%/12%/16% chance to "avoid", return the damage, and ministun within a 400 AOE per each sec of Doom's dmg

    Naga's Song of the Siren (Ignore) - Doomed target hit by Song will become invulnerable, and the duration of Doom will be wasted per sec of sleep
    Eul's Cyclones (Ignore) - doom + cyclone on target = no damage (target is invulnerable) and Doom's duration continues to wear off
    Chen's Test of Faith (teleport allied hero) (Ignore) - Whether you Doom Chen after he has casted or you doom the target, the target will still be teleported home on time

    Void's Chronosphere (Pause) - A doomed target under chronosphere will not receive damage from Doom, and the duration will be paused, unlike naga's siren where the duration continues to wear off. Once the unit comes out of chronosphere it will be damaged and under doom for the remaining duration it had prior to being chrono'd
    Obsidian's Astral Imprisonment (Pause) - Casting astral on a doomed target will pause the duration of Doom, and deal no damage to the astral'd target. Just like chronosphere's effects.

    Aghanim's Scepter (Enhance) -
    6.41 Doom without Aghanim's Scepter: 12/14/16 second duration, 180/150/120 second cooldown, mana cost 150/200/250, range 650, 40/60/80 DPS

    6.41 Doom with Aghanim's Scepter: 14/16/18 second duration, 150/120/120 second cooldown, mana cost 150/200/250, range 650, 60/80/100 DPS

    *Doom can be cast on units with Repel or Avatar.

    *A Doomed target can be denied (attacked and/or killed). If an ally scores the last hit on his comrade who is under Doom, Lucifer will get no bonus gold for the kill. The killed target will still lose gold. No experience will be granted.

    Things we still don't know:

    How Doom effects Meepo and Dazzle.

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  3. #2
    nest_jack's Avatar
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    Default

    Critical dan Bash kalkulasi persentase:

    Both critical strikes and bashes stack with diminishing returns, as according to the formula:

    1 - ( 1 - A ) * ( 1 - B ) * ( 1 - C ) .... ( 1 - X ) = Chance to bash / critical strike

    where A, B, C and so forth are the seperate chances for each item or skill that can bash / critical strike [maksudnya chance berbeda dari setiap skill dan item yang kamu punya, ex:

    stun, basher, basher, basher = 1 - ( 1 - 0,25 ) * (1 - 0,15) * (1-0,15) * (1-0,15) = chance bash

  4. #3
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    Luna Moonfang, Moon Rider
    Lucent Beam = Immune
    Moon Glaive = Not immune
    Lunar Blessing = N/A
    Eclipse = Cast

    Kardel Sharpeye, Dwarven Sniper
    Scattershot = Not immune
    Headshot = Wont stun but the bonus damage will go through ( refer to the critical&bash guide by malle )
    Take Aim = N/A
    Assassinate = No damage but will stun and give vision to the unit that you target

    Jah'Rakal, Troll Warlord
    Berserker rage = N/A
    Blind = Immune
    Fervor = N/A
    Rampage = Not immune

    Rhasta, Shadow Shaman
    Forked Lightning = Immune
    Voodoo = Immune
    Hero Shackles = Immune
    Mass Serpent Wards = Not immune

    Rigwarl, Bristleback
    Viscous Nasal Goo = Immune
    Quill Spray = Not immune
    Bristleback = N/A
    Warpath = Not immune

    Mangix, Pandaren Battlemaster
    Thunder Clap = Cast
    Drunken Haze = Immune
    Drunken Brawler = N/A
    Primal Split = N/A

    Primal Split Pandas
    Taunt = Unknown [Works]
    Cyclone = Immune
    Hurl Boulder = Immune

    Bradwarden, Centaur Warchief
    Hoof Stomp = Cast
    Double Edge ( damage to enemy ) = Immune
    Double Edge ( damage to self ) = not immune
    Return = The damage to melee unit is prevented by magic immunity, while the damage to all unit isn't prevented
    Great Fortitude = N/A

    Gondar, Bounty Hunter
    Shuriken Toss = Immune
    Jinada = N/A
    Wind Walk = Not Immune
    Track = Unknown

    Knight Davion, Dragon Knight
    Breathe Fire = Cast
    Dragon Tail = Immune
    Dragon Blood = N/A
    Elder Dragon Form = N/A

    Magina, Anti-Mage
    Mana Break = Immune
    Blink = N/A
    Spell Shield = N/A
    Mana Void = No damage but you will stun the target.

    Traxex, Drow RangerFrost Arrows = Immune
    Silence = Immune
    Trueshot Aura = N/A
    Marksmanship = Not immune

    Purist Thunderwrath, Omniknight
    Purification ( damage ) = Not immune
    Purification ( heal ) = Immune
    Repel = Immune
    Degen Aura = Not immune
    Guardian Angel = Not immune

    Shendelzare Silkwood, Vengeful Spirit
    Magic Missile = Immune
    Terror = Immune
    Command Aura = N/A
    Nether Swap = Not Immune

    Zeus, Lord of Olympia
    Arc Lightning = Immune
    Lightning Bolt = Immune
    Static Field = Not immune
    Thundergod's Wrath = Cast

    Aiushtha, Enchantress
    Impetus = Immune
    Enchant = Immune
    Nature's Attendants = Not immune
    Untouchable = Immune

    Morphling
    Waveform = Cast
    Adaptive Strike AGI = Immune
    Adaptive Strike STR = Immune
    Morph = N/A
    Replicate = Not immune

    Rylai Crestfall, Crystal Maiden
    Frost Nova = Immune
    Frost Bite = Immune
    Brilliance Aura = N/A
    Freezing Field = Immune

    Sven, Rogueknight
    Storm Bolt = Immune
    Great Cleave = Not Immune
    Toughness Aura = N/A
    God's Strength = Not Immune

    Slithice, Naga Siren
    Mirror Image = N/A
    Ensnare = Not Immune
    Critical Strike = N/A
    Song of the Siren = Immune

    Raigor Stonehoof, Earthshaker
    Fissure = Immune
    Enchant Totem = Immune
    Aftershock = Immune
    Echo Slam = The initial damage ( 173/238/293 damage ) will go through magic immunity but the "small" echo damage ( 27/37/57 damage per unit around Raigor ) will be blocked by magic immunity [ Ralat: masuk ]

    Rikimaru, Stealth Assassin
    Smoke Screen = Avatared unit inside the cloud wont miss at all, but I'm not sure if they got silenced or not [ ralat : masi kena ]
    Blink Strike = Immune
    Backstab = Not immune
    Permanent Invisiblity = Not immune

    Lina Inverse, Slayer
    Dragon Slave = Cast
    Light Strike Array = Cast
    Ultimate = Not Immune
    Laguna Blade = Cast

    Syllabear, Lone Druid
    Summon Spirit Bear = No
    Rabid = Immune
    Synergy = No
    True Form = Not Immune

    Syllabear's Spirit Bear
    Entangle = Immobile but no damage.

    Yurnero, Juggernaut
    Blade Fury = Cast
    Healing Ward = Not Immune
    Blade Dance = N/A
    Omnislash = Not Immune [ Ralat: ketika sebelum avatar, maka damage masuk sec menyeluruh ]

    Nortrom, Silencer
    Curse of the Silent = Immune
    Glaives of Wisdom = Immune
    Last word = Unknown [ Ralat: Not immune ]
    Global Silence = Not Immune

    Rooftrellen, Treant Protector
    Nature's Guise = Immune
    Eyes in the Forest = N/A
    Living Armor = Immune
    Overgrowth = Immobile but no damage

    Darchrow, Enigma
    Malefice = Immune
    Conversion = Unknown
    Midnight Pulse = Not immune
    Black Hole = Immobile but no damage

    Ezalor, Keeper of the Light
    Illuminate = Cast
    Mana Leak = Immune
    Chakra Magic = Immune
    Ignis Fatuus = N/A

    Ulfsaar/Fuzzy Wuzzy, Ursa Warrior
    Earthshock = Cast
    Overpower = Not immune
    Fury Swipes = Not immune
    Enrage = Not immune

    Aggron Stonebreaker, Ogre Magi
    Fireblast = Immune
    Ignite = Immune
    Bloodlust = Not immune

    Ogre Magi Multicast
    Fireblast = Immune
    Ignite direct = Immune
    Ignite indirect = unknown

    Boush, Tinker
    Laser = Immune
    Heat Seeking Missile = Cast [ Ralat: damage magic ]
    March of the Machines = Not immune
    Rearm = N/A

    Furion, Prophet
    Sprout = Immune
    Teleportation = N/A
    Force of Nature = N/A
    Wrath of Nature = Cast

    Azwraith, Phantom Lancer
    Spirit Lance = Immune
    Doppelwalk = Not immune
    Juxtapose = N/A
    Phantom Edge = N/A

    Tiny, Stone Giant
    Avalanche = Immune
    Toss = You still got the damage but I'm not sure wether you can target avatared unit or not.
    Craggy Exterior = Immune
    Grow = N/A

    Squee And Spleen, Techies
    Land Mines = Not immune
    Statis Trap = Cast
    Suicide Squad, Attack! = Not immune
    Remote Mines = Immune

    Chen, Holy Knight
    Penitence = Immune
    Test of Faith = Immune
    Holy Persuasion = Immune
    Hand of God = Not immune

    Rexxar, Beastmaster
    Wild Axes = Cast
    Beast Rage = Not immune
    Call of the Wild = N/A
    Primal Roar = Unknown

    Jakiro, Twin Head Dragon
    Dual Breath = Immune
    Icy Path = Immune
    Auto Fire = Immune
    Macropyre = Cast

    Razzil Darkbrew, Alchemist
    Acid Spray = Not Immune
    Unstable Concoction = Immune
    Goblin's Greed = N/A
    Chemical Rage = Not Immune

    Mirana Nightshade, Priestess of the Moon
    Starfall = Cast
    Elune's Arrow = Immune
    Leap = Not Immune
    Moonlight Shadow = Not Immune

    Scourge:

    Medusa, Gorgon
    Split Shot = Not immune
    Chain Lightning = Immune
    Mana Shield = N/A
    Purge = Not immune

    Balanar, Night Stalker Day
    Void = Immune
    Crippling Fear = Immune
    Hunter in the Night = N/A
    Darkness = N/A

    King Leoric, Skeleton King
    Storm Bolt = Immune
    Vampiric Aura = N/A
    Critical Strike = N/A
    Reincarnation = N/A

    Lucifer, Doom Bringer
    Devour = Unknown ( any1 ever tried to devour visage's lvl 3 revenant? )
    Scorched Earth ( damage ) = Immune
    Scorched Earth ( movement and attack speed increase ) = Not immune
    Lvl? Death = Immune
    Doom = Not Immune

    Anub'Arak, Nerubian Assasin
    Impale = Immune
    Mana Burn = Immune
    Spiked Carapace = Immune
    Vendetta = Not Immune

    Slardar, Slithereen Guard
    Sprint = Not Immune
    Slithereen Crush = Cast
    Bash = You will stun, but deal no bonus damage
    Amplify Damage = Not immune

    Akasha, Queen of Pain
    Shadow Strike = Immune
    Blink = N/A
    Scream of Pain = Cast
    Sonic Wave = Cast

    Bone Clinkz, Bone Fletcher
    Strafe = Not immune
    Searing Arrows = Immune
    Wind Walk = Not immune
    Death Pact = Unknown ( any1 ever tried casting death pact to visage's lvl 3 revenant? ) [ Ralat

    Darkterror, Faceless Void
    Time Walk = Not immune
    Backtrack = N/A
    Time Lock = the same with Slardar's bash, stun but no bonus damage
    Chronosphere = Not immune

    Viper, Netherdrake
    Frenzy = Not immune
    Poison Attack = Immune
    Corrosive Skin = Not immune
    Viper Strike = Cast

    Razor, Lightning Revenant
    Frenzy = Not immune
    Chain Lightning = Immune
    Unholy Fervor = N/A
    Storm Seeker = immune

    N'aix, Lifestealer
    Feast = Not immune
    Poison Sting = Not immune
    Anabolic Frenzy = N/A
    Rage = N/A

    Terrorblade, Soul Keeper
    Soul Steal = Immune
    Conjure Image = Cast
    Metamorphosis = Not immune
    Sunder = If the target unit is magic immune, then it will not be stunned and its HP will not change (but Terrorblade's will). If Terrorblade is magic immune, then his HP will not change (but the target's will). If both Terrorblade and the target are spell immune, Sunder has no effect

    Leshrac, Tormented Soul
    Split Earth = Cast
    Diabolic Edict = Not immune
    Lightning Storm = Immune
    Pulse Nova = Cast

    Kel'Thuzad, Lich
    Frost Nova = Immune
    Frost Armor ( target allies ) = Immune ( pretty unsure, need help to clarify )
    Frost Armor ( slow ) = Immune
    Dark Ritual = Unknown ( any1 ever tried casting dark ritual to visage's lvl 3 revenant? )
    Chain Frost = Cast

    Krobelus, Death Prophet
    Carrion Swarm = Immune
    Silence = Immune
    Witchcraft = N/A
    Exorcism = Not immune

    Lion, Demon Witch
    Impale = Immune
    Voodoo = Immune
    Mana Drain = Immune
    Finger of Death = Cast

    Lesale Deathbringer, Venomancer
    Shadow Strike = Immune
    Poison Sting = Not immune
    Plague Ward = Not immune
    Poison Nova = Wont give poison damage to avatared/immune to magic unit but give 2-3 physical damage at the initial cast [ ralat : ini cast ]

    Magnus, Magnataur
    Shockwave = Immune
    Empower = Immune
    Mighty Swing = Not immune
    Reverse Polarity = You will still get "absorbed" and stunned, but no damage

    Visage, Necro'lic
    Grave Chill = Immune
    Soul Assumption = Immune
    Gravekeepers Cloak = Cast ( avatared enemies has the aura but it wont damage them )
    Raise Revenants = N/A

    Nessaj, Chaos Knight
    Chaos Bolt = Immune
    Blink Strike = Immune
    Critical Strike = N/A
    Phantasm = Not immune

    Banehallow, Lycanthrope
    Summon Wolves = N/A
    Howl = Cast
    Feral Heart = N/A
    Shapeshift = Not immune

    Black Arachnia, Broodmother
    Spawn Spiderlings = Immune
    Spin Web = N/A
    Incapacitating Bite = Immune
    Insatiable Hunter = Not immune

    Mortred, Phantom Assasin
    Shadow Strike = Immune
    Blink Strike = Immune
    Blur = N/A
    Coup de Grace = N/A

    Pugna, Oblivion
    Nether Blast = Cast
    Decrepify = Immune
    Nether Ward ( negative mana regen ) = Not immune
    Life Drain = Cast

    Pugna's Nether Ward
    Mana Flare = Immune

    Leviathan, Tidehunter
    Anchor Smash = Not immune [ no damage ]
    Gush = Immune
    Kraken Shell = N/A
    Ravage = Cast

    Atropos, Bane Elemental
    Enfeeble = Immune
    Brain Sap = Immune
    Nightmare = Immune
    Fiends Grip = Immobile but no damage

    Rotund'jere, Necrolyte
    Death Pulse = Immune
    Diffusion Aura = Not immune
    Sadist = Not immune
    Reaper's Scythe = Stunned but no damage

    Pudge, Butcher
    Meat Hook = Not immune [ damage magic immune ]
    Rot = Immune
    Flesh Heap = N/A
    Dismember = immobile but no damage

    Barathrum, Spiritbreaker
    Charge of Darkness = Immune
    Empowering Haste = N/A
    Greater Bash = Not immune
    Nether Strike = Not immune

    Anub'Seran, Nerubian Weaver
    Watcher = N/A
    Shukuchi = Immune
    Geminate Attack = Not immune
    Time Lapse = Not immune

    Nevermore, Shadow Fiend
    Shadowraze = Cast
    Necromastery = Not immune
    Presence of the Dark Lord = Not immune
    Requiem of Souls = Immune

    Crixalis, Sand King
    Burrowstrike = Immune
    Sand Storm = Cast
    Caustic Finale = Not immune
    Epicenter = Cast

    Mogul Kahn, Axe
    Berserker's Call = Cast ( pretty unsure, need help to clarify )
    Battle Hunger = Immune
    Counter Helix = Not immune
    Culling Blade = Immune
    Culling Blade within killing zone = Not immune

    Strygwyr, Bloodseeker
    Bloodrage = Immune
    Blood Bath = Not immune
    Strygwyr's Thirst = Not immune ( unsure, need help to clarify )
    Rupture = Cast

    Abaddon, Lord of Avernus
    Death Coil = Immune
    Aphotic Shield ( damage ) = Immune
    Aphotic Shield ( target allies ) = Immune
    Frostmourne = Not Immune
    Borrowed Time = Not immune

    Mercurial, Spectre
    Spectral Dagger = No damage but slowed
    Desolate = Not immune
    Dispersion = Immune
    Haunt = Not immune

    Vol'jin, Witch Doctor
    Paralyzing Cask = Immune
    Voodoo Restoration = Not immune
    Maledict = Cast
    Death Ward = Not immune

    Harbinger, Obsidian Destroyer
    Arcane Orb = Immune
    Astral Imprisonment = Immune
    Essence Aura = Not immune
    Sanitys Eclipse = Unknown

    Demnok Lannik, Warlock
    Fatal Bonds = Immune to direct cast. Not immune to bounces. You will take damage from bounce effect after BKB/Repel wears off
    Shadow Word = Immune
    Upheaval = Immune
    Rain of Chaos = Not immune to stun. Immune to damage

    Meepo, Geomancer
    Earthbind = Not immune.
    Poof = Immune to damage. Immune to teleporting by clicking on yourself. Not immune to teleporting by clicking on ground near yourself
    Geostrike = Not immune
    Divided We Stand = N/A

    Dazzle, Shadow Priest
    Poison Touch = Immune to cast. If BKB/Repel is casted after Poison Touch, immune to slow, not immune to damage.
    Weave = Immune to cast. Not immune if BKB/Repel is casted after weave
    Shadow Wave = Immune
    Shallow Grave = Not Immune


    Items:

    Radiance ( 40 damage/sec aura ) = Immune
    Blade mail = Immune
    Frenzy ( mask of madness ) = Not immune
    Dominate ( helm of dominator ) = Immune
    Transmute ( hand of midas ) = Immune
    Death pact = Immune
    Dagon = Cast
    Purge (Diffusal Blade) = Immune
    Hex (Guinsoo's Staff of Vyse) = Immune
    Cyclone (Eul's Sceptre of Divinity) = Immune
    Mana Burn (Necronomicon) = immune
    Last Will (Necronomicon) = Immune
    Chain Lightning (Maelstrom) = Cast
    Corruption (Stygian Desolator) = Not immune
    Maim (Sange) = Not immune
    Maim (Sange and Yasha) = Not immune
    Frost Effect (Eye of Skadi) = Not immune
    Feedback ( manta and diffusal ) = Immune

    Neutral Creeps:

    Purge (Small Satyr) = Immune
    Mana Burn (Medium Satyr) = Immune
    War Stomp (Big Furbolg) = Cast
    War Stomp (Centaur Warchief) = Cast
    Ice Breath (Dragonspawn) = Cast
    Hurl Boulder (Roshan) = Immune
    Thunder Clap (Roshan) = Cast

  5. #4
    nest_jack's Avatar
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    SWT... gara2 lag post atas ga ada judul.
    judulnya [posting atas]: efek item / skill ke hero yg avatar / bkb

    Skrg!! "Hex Effect "
    Detailed Informations about Hex:

    Hex transforms a unit into a random critter. The transformed unit has the same amount and type of armor, the same amount of Health, Mana and Regeneration and still have some passiv skills. Also the hexed unit cant atack and cast spells. It cant use items under the effect of hex. If an activable spell is enabled it cant be deactivated during hex. The movementspeed of the hero is reduced to 100+speed increasing items/auras/passives. Also hex disables all chanelling spells. If hex is casted on a illusion/summoned unit, the illusion/summoned unit will be immidiatly destroyed (dont affects permamently summoned unit). The hexed units keeps all auras. Hex dont affects buffs/debuffs. Hex can be blocked with linken sphere.

    Hex also disables some passives: evasion (except of that of Faceless and Spectre) and permament invisibilty of Stealth assasin, Invisibility in the web (mentioned by DonTomaso)

    Hex dont affects the following skills:
    Counter Helix, Evasion skill from Spectre and Faceless Void, Craggy Exterior of Tiny, all aura slills and all damage return skill (return, spiked carapace, blademails)

    Interesting facts:
    If a Morphling, morphs a sheeped unit he gets a controlable sheep... (ty to tronist)
    If a nerubian weaver with activated shukuchi will get hexed she still has max movement speed (lol sheep with 522 speed)
    A hexed Bane elemental has purple colour and a hexed nevermore black colour a viper green colour and a lich blue color
    If a pudge with activated rot will get hexed he cant deactivate the rot then, will lose life each second BUT nearbie enemys wont lose life ), also Torments ultimate wont deal damage in sheep form while he will lose mana
    Also a hexed flying unit will be transformed into a flying creep

    Guinsoo's Scythe will always transform the affected unit into a Sheep or Flying Sheep (if a hovering or flying unit). Rhasta and Lion's Voodoo can transform the target into any of the following critters at random-

    Unproofed facts (gonna test em soon): Abbadons shield and hex reaction, silencers aura and harbringers aura

    Ground:

    * Sheep
    * Pig
    * Seal
    * Crab
    * Hermit Crab
    * Rat
    * Frog
    * Rabbit
    * Raccoon

    Aerial:

    * Albatross
    * Vulture
    * Snowy Owl

  6. #5
    nest_jack's Avatar
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    "Tower Guide" [fiuh banyak juga yg gw baru tau]

    1. Basic Information about towers

    Each team has 11 towers at the start of the game. There are 3 Lvl1 towers, 3 Lvl2 towers and 3 Lvl3 towers and 2 Level 4 Towers in in each team. Also a lvl 2 tower cant be atacked if the level 1 tower at the same lane still exists

    2. Tower Stats

    The same tower can have 2 kinds of stats depending on the game mode. If -em s enabled towers are weaker

    Towert without Easy Mode (-em)

    Level 1 Tower: 1300 Hit Points, 18 armor, 100-120 damage (the regeneration is <0,5)
    Level 2 Tower: 1600 Hit Points, 18 armor, 120-140 damage (0,5 HP regeneration)
    Level 3 Tower: 1600 Hit Points, 25 armor, 122-182 damage (2 HP regeneration
    Level 4 Tower: 1600 Hit Points, 30 armor, 122-182 damage (2 HP regeneration)

    Towers with Easy Mode

    Level 1 Tower: 1000 Hit Points, 18 armor, 70-90 damage (the regeneration is <0,5)
    Level 2 Tower: 1300 Hit Points, 18 armor, 90-100 damage (0,5 HP regeneration)
    Level 3 Tower: 1300 Hit Points, 25 armor, 92-152 damage (2 HP regeneration
    Level 4 Tower: 1300 Hit Points, 30 armor, 92-152 damage (2 HP regeneration)

    IMPORTANT: After the 6.38 version towers DONT regenarate any HP any more

    Also towers have the true sight skill, so they can see nearbie invisible units. All atacks are normal atack type
    Towers gives about 390-650 gold if destroyed (dont have any informations if this fact is affected by the presence of Easy Mode (-em)). If an allied unit destroys a tower all heros (who didnt got the tower) get the gold 4 it (200 gold)

    3) How Towers choose targets...

    IMPORTANT its a very complicated system i overworked it, cause of the last tests in 6.38b... please dont give coments to it if you are not sure you are right!

    Towers perform each 7th (after the last tests it looks like its 7 seconds and not 8) second a priority check. If the old target of the target dies the tower will automaticly fullfill a priority check.
    This prioritys are (The Threat is made of 4 categorys):

    1)Low HP units with under 20% life
    2)Low HP with under 50% life
    3)Other Units

    1) Enemys atacking allied heros (NOTE: Using spells at a hero IS NOT atacking)
    2) Current tower target
    3) Enemys that atack the tower (NOTE: Using spells at the tower IS NOT atacking)
    4) Enemys that atack allied units (non-hero)
    5) Other Targets

    1) Venomancer/Rhasta wards
    2) Techie mines
    3) Other Units

    1)Units within low distance
    2)Units with high distance

    Its a bit dificult to understand but the tower acts at that way:
    The tower checks for targets every 7 seconds AND when a new enemy enters the tower range AND when the curent target dies. If the tower performs a target check it will first atack all targets with low HP. But if there are more then 1 low HP unit it will atack the one that have higher priortys in the second group (example 2 low HP units are in tower range the one atacks the target and the other a allied hero. If the tower makes a target check, it will atack the hero that is atacking the allied hero, cause it has a higher threat in the second category). If the target dont finds special units in the second (and 1 category) it will perform the 3 category check. And if they 3 fails it checks what target has the smalest distance to the tower.


    4) Anti-Tower Spells (that spells deal damage to towers)

    Techie: Land Mines, deals HUGE damage to a tower (triggers if its destroyed too so just place it near the tower)
    Sniper: Scatter Shot
    Rhasta: Mass Serpent Wards (deal huge damage to tower)
    Lone Druids Bear: deals 1,33x damage against towers
    The Wave of the Satyr Creep Level 6 deals damage to towers
    Tiny: Toss
    Spiritbreaker: His passive works against towers
    Pugna: Nether Blast deals at level 4 100 damage at buildings]
    Necrolic: Birds
    Death Prophet: Exorcism (one of the most effective ways to destroy a tower)
    Bone Fletcher: Searing Arrows (the autocast works against towers)
    Leshrak: Diabloic Edict (deals fast damage to tower if no ither enemy units are in AoE)
    Keeper of the Light: The Ignus Fatius skill makes him a good solopusher (damage+tanking), but dont forget that Backdooring is forbidden and destroys the game balance so take 1-2 creeps as support ^^
    Supercreep: the ultimated towerpushing "ability" it deals mass damage and hs huge amunt of life

    5) Most effective way (imho) to destroy a tower:

    Try to eliminate all upcoming enemy creeps from the next creep wave (or to block the), so your creeps will tank and atack the tower. Then use anti-tower spells if you have them. As a alternative method, you can tank with a hero (like axe with Vanguards or Leviathan during) the other heros are damaging the tower

    6) Backdooring

    In the league rules backdooring: its written that the only forbiden type of backdooring is teleport backdoor. (Teleporting into a enemy base and atacking rax)
    The CWs definition: often in clan wars and some leagues, atacking towers without creep support is allowed, if that are NOT the base towers
    The Pubby Definition: in public games backdooring is atacking a tower without nearbie allied creeps. Some hosts ban for it. Also its forbidden some in League games.

    Atacking a another part of the base after rax in the previos part felt is allowed.

    You must not stop your atack on a tower if you had creeps before that died (during the atack on the tower)

  7. #6
    nest_jack's Avatar
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    Sry bhs inggris semua [klo ga tau kasi tau aja, asal jgn semuanya suru translate]

    SpellResistant Stacking guide : "by Gradenko_2000"

    Spell resistance in DotA is a beautiful thing. It lets you take more of those nasty nukes flying towards your face and last longer in the battlefield.

    They're offered in three flavors:
    Cloak of the Planeswalker, which gives 15% more resistance
    Aegis of the Immortal, which gives 35% more resistance (among other things)
    and three skills from heroes.

    Now, how do we stack resistance?
    1. If you do not have a spell resistance skill, you can either buy a Cloak or assemble an Aegis and that's that. That's as high as it will ever go. Second Aegises and/or Cloaks will not offer additional bonuses to your resistance.

    2. If you do have a spell resistance skill, you have to assemble the final spell resistance item you want BEFORE TAKING EVEN ONE POINT IN THE SKILL. Let me repeat that - item first, skill second. This especially imporant for Aegis - getting a Cloak then getting points in the skill will let you stack it, but you will lose the stacking when the Cloak reforms as an Aegis.

    EDIT: Included resistance numbers when using just the skill and no items.

    @Manic: I included the item stats on the other table because in Netherdrake and Pudge's case, the progression isn't linear.

    Spell Resistance Stats from highest to lowest
    ================================================== =
    Heroes without spell resistance skills:

    No Items: 25%
    Cloak only: 36.25%
    Aegis only: 51.25%

    ================================================== =
    Anti-Mage:
    Spell Shield level 4 gives 40% more spell resistance

    No Items and skills: 25%
    Cloak only: 36.25%
    Aegis only: 51.25%
    Spell Shield only: 55%
    Cloak and Spell Shield stacked: 61.75%
    Aegis and Spell Shield stacked: 70.75%
    ================================================== =
    Netherdrake:
    Corrosive Skin level 4 gives 20% more spell resistance

    No Items and skills: 25%
    Cloak only: 36.25%
    Corrosive Skin only: 40%
    Cloak and Corrosive Skin stacked: 49%
    Aegis only: 51.25%
    Aegis and Corrosive Skin stacked: 61%
    ================================================== =
    Pudge:
    Flesh Heap level 4 gives 16% more spell resistance

    No Items and skills: 25%
    Cloak only: 36.25%
    Flesh Heap only: 37%
    Cloak and Flesh Heap stacked: 46.45%
    Aegis only: 51.25%
    Aegis and Flesh Heap stacked: 59.05%
    ================================================== =

    Appendix A: Formula
    How to calculate for the spell resistances:

    A.) 2 Sources
    This is for heroes without resistance skills or the 3 that do have it but do not choose to stack

    Spell Resistance = (1 - (1 - S1) * (1 - S2)) * 100

    The first source (S1) will always be your natural resistance of 0.25. The second source (S2) will be 0.15 for Cloak, 0.35 for Aegis, 0.4 for Spell Shield, 0.2 for Netherdrake and 0.16 for Flesh Heap.

    Example: Any hero with Aegis

    S1 = 0.25
    S2 = 0.35
    Spell Resistance = (1 - (1 - 0.25) * (1 - 0.35)) * 100
    Spell Resistance = (1 - (0.75) * (0.65)) * 100
    Spell Resistance = (1 - 0.4875) * 100
    Spell Resistance = 0.5125 * 100
    Spell Resistance = 51.25%

    B.) 3 Sources
    This is for Magina, Netherdrake and Pudge if they choose to correctly stack an item with their resistance skill.

    Spell Resistance = (1 - (1 - S1) * (1 - S2) * (1 - S3)) * 100

    The first source (S1) will always be your natural resistance of 0.25. The second source (S2) will be 0.15 for Cloak or 0.35 for Aegis. The third source (S3) will be 0.40 for Spell Shield, 0.20 for Corrosive Skin and 0.16 for Flesh Heap.

    Example: Netherdrake with Cloak and Corrosive Skin

    S1 = 0.25
    S2 = 0.15
    S3 = 0.20

    Spell Resistance = (1 - (1 - 0.25) * (1 - 0.15) * (1 - 0.20)) * 100
    Spell Resistance = (1 - (0.75) * (0.85) * (0.80)) * 100
    Spell Resistance = (1 - (0.6375) * (0.80)) * 100
    Spell Resistance = (1 - 0.51) * 100
    Spell Resistance = 0.49 * 100
    Spell Resistance = 49%

    Appendix B: Incorrect Stacking

    If you ever stack it incorrectly, that is, you get a spell resistance item AFTER getting the skill, then the effect of the skill is not counted. The item overrides, and it's as if the skill never existed at all (except for other effects it may provide besides resistance).

    Specifically, the Anti-mage loses 3.75% of his resistance once the Aegis overrides his Spell Shield, or 10.5% if he was stacking SS with Cloak before.

    However, for Pudge and Netherdrake, their resistance actually increases when you upgrade from their skill to an Aegis, or even from Cloak and their skill to an Aegis.

  8. #7
    nest_jack's Avatar
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    some buff gone/removed if you activate BKB ( or getting repel from omniknight ), God's Strength is one of them.

    0_o OMG baru tau gw!! hmm.... brati ga percuma repel bisa di kasi ke hero lawan. hmm...

  9. #8
    nest_jack's Avatar
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    Rupture damage every .25 seconds, the hero's location is marked. After .25 seconds, if the hero has moved more than 1000/500/333.33 distance, damage is not dealt. this distance moved is irregardless to the method of travel. It could be teleport, running, blink, knockback, pudge's hook, whatever.

    O_o omg!! rupture lv 1 membahayakan, blink kurang dari 1000range masi kena damage 0_o

  10. #9

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    Hoaaaaaaaahm ................. ngantukZ bacanya .. WKAKAKAKAKKAKAKAKAK

  11. #10
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    waw KK klo beneran ini semua tulis sendiri buka les ketik cepat aja pasti cepet kaya wkkwkwkwkwkwk>.^

  12. #11

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    Alah2 paleng juga guide dapet dari situs lain trus dicopy (gwa dah pernah baca soalnya). Kenapa ga kasi taw para pemirsa dimana situsnya, ga usa repot. kalo gwa sigh da tau tapi tanya aja sama pembuat THREAD ini yah !!

  13. #12
    nest_jack's Avatar
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    emang. Trus?? so what?? gw cuman ngasi tau doank. ga boleh??

  14. #13
    zodiark's Avatar
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    boleh kok bole >.< btw thx infonya n siggynya om jack ternyatakeren lo ampe ada info item baru juga wkkwkwk ^^

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    bused niad amad bikin threadny

  16. #15
    nest_jack's Avatar
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    niad donk!! klo kaga ngapain gw bikin thread. aneh deh, gw cuman ngebantuin yg kaga tau doank karena ga pernah buka situsnya, kenapa situ yg eror?

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