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Death Ward Scepter's bounce have miss even when target has no evasion #15644

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HD113904 opened this issue Feb 25, 2024 · 11 comments
Open

Death Ward Scepter's bounce have miss even when target has no evasion #15644

HD113904 opened this issue Feb 25, 2024 · 11 comments

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@HD113904
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Ability name

Death Ward

Description

Death Ward Scepter's bounce have miss even when target has no evasion.
image

Example Match ID (and possibly Timestamp)

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@zycboss
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zycboss commented Feb 26, 2024

LMAO, did they just simply change the Scepter's true strike chance from "100%" to "-100%"?

@longmaba
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I've figured out that it happens if the bounce is out of the ward original attack range

2024-02-27.14-14-43.mp4

@longmaba
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This a critical issue please fix soon

@HD113904
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This a critical issue please fix soon

Actually, I know the reason for this bug. Now the bounce damage is considered as Witch Doctor's instant attack instead of the death ward. The damage source is also depended on Witch Doctor. However, this attack is considered as Melee attack which make s it completely miss on the further target out of attack range. Moreover, the initial attack position is also set on the Z-axis by 0 coordiate. It made the uphill miss by 25% for each bounce target.😂😂

@Winlchance
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some analysis think there is some error making ward's location 0,0,0, what's more, when witch become wolf by lycan there's sth interesting.
it looks like it is simliar to magnus's fix in 7.35c

@Avarise831
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#15634

@zycboss
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zycboss commented Feb 28, 2024

This a critical issue please fix soon

Actually, I know the reason for this bug. Now the bounce damage is considered as Witch Doctor's instant attack instead of the death ward. The damage source is also depended on Witch Doctor. However, this attack is considered as Melee attack which make s it completely miss on the further target out of attack range. Moreover, the initial attack position is also set on the Z-axis by 0 coordiate. It made the uphill miss by 25% for each bounce target.😂😂

That make some sense, further according to some tests proved that the bounce is using Witch Doctor's ranged attack at 0,0,0 coordinate, so it will have 25% uphill miss chance on target above the river, however, that doesn't explain why the miss chance becomes 100% when bounce target is too far away....

@HD113904
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This a critical issue please fix soon

Actually, I know the reason for this bug. Now the bounce damage is considered as Witch Doctor's instant attack instead of the death ward. The damage source is also depended on Witch Doctor. However, this attack is considered as Melee attack which make s it completely miss on the further target out of attack range. Moreover, the initial attack position is also set on the Z-axis by 0 coordiate. It made the uphill miss by 25% for each bounce target.😂😂

That make some sense, further according to some tests proved that the bounce is using Witch Doctor's ranged attack at 0,0,0 coordinate, so it will have 25% uphill miss chance on target above the river, however, that doesn't explain why the miss chance becomes 100% when bounce target is too far away....

My suspection is that Valve forgot to write the attack type for this instant attack. And then the system used the default attack type as Melee. Melee attack will miss if the target is more than attack range added by +350.
But this attack actually had the projectile for attacking. It makes that this attack have both Melee and Range properties. Therefore, you can find both uphill miss and excessive range miss in this attack.

@zycboss
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zycboss commented Feb 29, 2024

This a critical issue please fix soon

Actually, I know the reason for this bug. Now the bounce damage is considered as Witch Doctor's instant attack instead of the death ward. The damage source is also depended on Witch Doctor. However, this attack is considered as Melee attack which make s it completely miss on the further target out of attack range. Moreover, the initial attack position is also set on the Z-axis by 0 coordiate. It made the uphill miss by 25% for each bounce target.😂😂

That make some sense, further according to some tests proved that the bounce is using Witch Doctor's ranged attack at 0,0,0 coordinate, so it will have 25% uphill miss chance on target above the river, however, that doesn't explain why the miss chance becomes 100% when bounce target is too far away....

My suspection is that Valve forgot to write the attack type for this instant attack. And then the system used the default attack type as Melee. Melee attack will miss if the target is more than attack range added by +350. But this attack actually had the projectile for attacking. It makes that this attack have both Melee and Range properties. Therefore, you can find both uphill miss and excessive range miss in this attack.

Good explain. Now let's see how many days it will take Valve to simply add the original properties back...
@chrisf-valve

@MaksimTyanutov
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I did some more experiments, and this is what I found out:

  • As was stated above, 100% of the misses are due to the fact that the 2nd target is too far from the Hero. Mechanics similar to those of melee Heroes, if the poke is too far away. If you give Witch Doctor items to increase the attack range, then the range of 100% misses will increase.
  • Misses on average occur with a probability of 25%. Which can probably be explained by the fact that in the patch, instead of removing the +50% true strike for bounces, they added +50% chance to miss, and the chance of true strike remained. Thus, in 50% of cases when a miss occurs, there is a 50% chance that it will be canceled out by a true strike.
  • Bounces trigger on-hit effects such as blade mail or centaur's passive.

@HD113904
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Notes: Valve fix the permanent uphill miss and excessive range miss in 9th March (GMT-7). But it only set the initial attack position as Witch Doctor instead of 0,0,0 coordiate. Therefore, when the enemy is located in the higher terrain, the uphill miss will generate again.
Moreover, the bounce damage source is still considered as Witch doctor's attack because some on-hits effect like Blade mail will still trigger. It seems that Valve may change the damage type from death ward's spell damage to witch doctor's attack damage as update.

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