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  1. #31
    sHaron87's Avatar
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    klo rage naix tetep kena damage doom.

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  3. #32

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    klo rage naix tetep kena damage doom.
    yak btul... itulah kenapa gw ngadain riset ini... karena doom tuh unik, satu2nya spell yang tembus immune magic dalam bentuk apapun tapi tetap berdamage...

  4. #33
    sHaron87's Avatar
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    infest naix yg 6.49 ya?

    kan cuma masuk ke creep ajah.

    masa mau doom creep?

    klo lagi doom apa bisa infest?

  5. #34
    [FIR]'s Avatar
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    Quote Originally Posted by MyAngeL View Post
    yak btul... itulah kenapa gw ngadain riset ini... karena doom tuh unik, satu2nya spell yang tembus immune magic dalam bentuk apapun tapi tetap berdamage...
    vote for spectre guide . . . soalna gw masi dapet rumor kl spec pas di dalem spectral dagger item droppable kyk rapier g bakal drop

  6. #35
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    bukan rumor, tapi emank kek gitu kenyataannya...
    (dijelasin diskilnya klo gka salah...

  7. #36

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    bukan rumor, tapi emank kek gitu kenyataannya...
    (dijelasin diskilnya klo gka salah...
    btul... dan tetep gak akan jatoh walaupun kena doom [collision zero complex]

  8. #37
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    Naix kalo lagi infest di doom, creep yg di infest mati tapi naixnya keluar. [sepertinya..]
    Soalnya mungkin se-tipe infest ama devour. Kalo doom lagi devour dan doom mati, creep yg di devour keluar lagi (gw uda pernah coba). Nah.. itu juga sama, kalo creep yg di-invest mati [kemungkinan] yang mati hanya creep yang di doom, sedangkan naixnya tidak sama sekali.
    Jadi mending lu doom naix sebelum atau sesudah dia invest.
    If mood>0 Then open=notepad+,sqlyog,chrome,dbceditor Else sleep EndIf

  9. #38

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    Naix kalo lagi infest di doom, creep yg di infest mati tapi naixnya keluar. [sepertinya..]
    Soalnya mungkin se-tipe infest ama devour. Kalo doom lagi devour dan doom mati, creep yg di devour keluar lagi (gw uda pernah coba). Nah.. itu juga sama, kalo creep yg di-invest mati [kemungkinan] yang mati hanya creep yang di doom, sedangkan naixnya tidak sama sekali.
    Jadi mending lu doom naix sebelum atau sesudah dia invest.
    wtf has?? goddamn... gimana?? nyalain ym lo nyet...

  10. #39
    heaven1st's Avatar
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    -_-! maksudnya apa..
    bener ga tuh pendapat gw? atau uda dicoba dan hasilnya gimana?
    If mood>0 Then open=notepad+,sqlyog,chrome,dbceditor Else sleep EndIf

  11. #40

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    emg bener sih... kluar dari badan creep trus gak keheal apa2...

    mo quote yg dari dota-allstars tapi browser lagi ngeheq... hujan deras di sini bung....

  12. #41
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    ngomong2 doom g ampun ama magic resistance kan? jd musuh pake defience g ngaruh donk. Thread gw toh yg doom vs Mort, ngapain pula pake defience.

    sry yee klo nyinggung, tapi rasanya pernah liat di forum.dota-allstars.com dehhh

  13. #42

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    ngomong2 doom g ampun ama magic resistance kan? jd musuh pake defience g ngaruh donk. Thread gw toh yg doom vs Mort, ngapain pula pake defience.

    sry yee klo nyinggung, tapi rasanya pernah liat di forum.dota-allstars.com dehhh
    doom itu magic damage om... tapi tembus avatar dan repel....

    yg mana ya?? kok gw gak pernah nemu?? ini gw am sodara gw testing waktu liburan lebaran kemaren... soalnya gak ada kerjaan....

  14. #43
    heaven1st's Avatar
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    Hood of Deviance tuh ngereduce magic damage bro..Gw pernah pake magina ambil skill 3 ampe level 4 dan beli hood of daviance (beserta 1 taras..), pas waktu itu doom aganim masih 2100 damage(map brapa ya?), walhasil..damage doom yg gw terima cuma 800 (gw itung dengan sangat teliti).

    Dan perasaan ga ada tulisan 'doom ga ampun ama magic resistance' deh di awal thread..
    Yang ditulis tuh ' ga mempan ama block damage' bukan 'magic resistance'..salah baca x..
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  15. #44

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    ternyata emg bener.... di dota-allstars ada thread yg mirip banged... tapi threadnya dah tersisip di page paling akhir....dan jujur.. yg dari dota-allstars jauh lebih lengkap dari thread gw ini...bwat ngelengkapin listnya... gw langsung quote aja...

    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
    * Meepo’s Geostrike (for the Doomed Meepo only)
    * 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)
    * 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)
    * Dragon Knight’s Elder Form 3 (Frost Effect) – Frost will not work on DK’s targets, or nearby hit targets from the splash (which still works)
    * 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
    * Storm Spirit's Electric Rave - the IAS is completely disabled and mana still gets drained
    * Storm Spirit's Barrier - barrier will not block doom's damage, but doom does not disable the ability. Many DoT's work against barrier.
    * Puck's Phase Shift (on autocast) - Even if Phase Shift is on autocast, Doom will go through immediately, phase will not trigger, and will be disabled for Doom's duration.
    * Puck's Ethereal Jaunt (blink to Illusory Orb) - Disabled while Doomed. Can't blink to his orb even though iit's released.
    * 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
    * 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
    * Sniper's Take Aim (passive range increase)
    * Beastmaster's Beast Rage (passive ias bonus per attack on same unit)
    * 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 200dmg 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 (Splash) - Dragon2 and Dragon3 work (Frost Effect on Dragon3 does not work, only the splash damage)
    * 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
    * Medusa's Mana Shield - Specific mechanics towards damage dealt: http://forums.dota-allstars.com/inde......=100620&hl=
    * 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 Decrepify (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
    * Meepos - Dooming one Meepo will only disable that Meepo's skills - All other Meepos can still Geostrike, Earthbind, and Poof to each other and the Doomed Meepo. Non-Doomed Meepos can still level up skills, for all Meepos, if you level when Doomed.
    * Storm Spirit's Overload - does not disable the ability to fire ready overloads, charge them up, etc. Works fine.
    * Templar Assassin's Refraction (+Dmg and Instance Immunity) - the damage bonus remains, and she will potentially block 6 ticks/secs of Doom's damage
    * Templar Assassin's Meld (invis and -Armor) - Doom will not reveal TA or disable her opening attack that deals bonus damage/negative armor
    * Templar Assassin's Psi Blades (range and spill attack) - still has increased range and line splash attack
    * Templar Assassin's Trap Detonation (per trap) - she can still detonate traps, using the trap's own detonate button, but not with her in-hero skill.
    * Sacred Warrior's Inner Vitality (Heal below 40% and above) - both work to their complete potential under Doom
    * Sacred Warrior's Berserker Blood (+IAS and +Dmg) - both work fine and increase under Doom as SW loses hp%
    * Bloodstone - None of Bloodstone's special death effects are hindered by Dooming the carrier.
    * 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
    Bane Elemental's Nightmare (Ignore) Nightmare makes a target invulnerable for a brief second, at which time Doom cannot be cast on that target, but soon after it can be casted, but will not wake the unit up nor will Doom's damage ticks harm the enemy. This will waste Doom's duration per second of sleep. The only damage you'll notice is the -20hp/sec (direct life removal) from nightmare.

    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), once it falls below 25% percent Hps. 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.

  16. #45
    bluedarknezz's Avatar
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    Quote Originally Posted by heaven1st View Post
    Naix kalo lagi infest di doom, creep yg di infest mati tapi naixnya keluar. [sepertinya..]
    Soalnya mungkin se-tipe infest ama devour. Kalo doom lagi devour dan doom mati, creep yg di devour keluar lagi (gw uda pernah coba). Nah.. itu juga sama, kalo creep yg di-invest mati [kemungkinan] yang mati hanya creep yang di doom, sedangkan naixnya tidak sama sekali.
    Jadi mending lu doom naix sebelum atau sesudah dia invest.
    lah kk klo gitu naix infest orang truz didevour ama doom gimana?

    "Time you enjoy wasting, is not wasted time" - John Lennon.

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