I'm here to show you some interesting Dota 2 mechanics that could be very useful in Warcraft 3 Custom Game.
I know that Dota started first in Warcraft 3. But in 2010 already had Dota 2 in its alpha or beta version, I don't know exactly, I started playing Dota 2 at the end of 2011. Dota 1 and Dota 2 were updated together, with few gameplay differences. But when Dota 2 released 7.00. Icefrog stopped updating Dota 1, and the two went their separate ways. 7.00 released several new mechanics that could not be compatible with Warcraft 3 at the time.
Some of these mechanics can be done there in the Trigger Editor. But if developers add these mechanics to the system, could work with Object Editor and standardize these mechanics for the community.
I know that Dota started first in Warcraft 3. But in 2010 already had Dota 2 in its alpha or beta version, I don't know exactly, I started playing Dota 2 at the end of 2011. Dota 1 and Dota 2 were updated together, with few gameplay differences. But when Dota 2 released 7.00. Icefrog stopped updating Dota 1, and the two went their separate ways. 7.00 released several new mechanics that could not be compatible with Warcraft 3 at the time.
Source and more information: Dota2.fandom.comUnit Mechanics
True Strike (Evasion)
True Strike prevents the unit's attacks from missing, negating evasion, blindness and the 25% uphill miss chance for ranged units. It also prevents melee attacks from missing when the target moves more than 350 range away before the attack. Although unable to miss, attack projectiles of a ranged units with True Strike can still be disjointed. True Strike does not work when attacking buildings. However, it works against any other unit, including wards and allied units.
Accuracy
Accuracy is a mechanic similar to True Strike. Accuracy is applied as a debuff on the target.
Status resistance
Status resistance is an attribute of a hero that reduces the duration of most status debuffs and the slow values of slows. By default, every unit has a base status resistance of zero.
Spell damage
Stacking
All sources of spell damage manipulation stack additively within two categories, outgoing and incoming, which are then multiplied together. The two categories Outgoing Spell Damage Manipulation and Incoming Spell Damage Manipulation stack additively with Generic Incoming Damage Manipulation and Generic Outgoing Damage Manipulation respectively as spell damage manipulation is considered to be just a part of Damage manipulation. Since these are handled separately, the same category stack additively while different categories stack multiplicatively with each other.
Spell lifesteal
Spell lifesteal allows the hero to heal from spell damage they deal. Just like attack damage lifesteal, spell lifesteal is calculated by a percentage of the actual damage done to units. However, unlike attack damage lifesteal, it does not heal for overkill damage dealt to a unit, so if a spell's damage exceeded the target's current health and killed it, the heal is based on the target's remaining health.
Status effects
Status effects are a variety of conditions that can afflict units. They are caused by abilities and items.
Leash Unit is unable to move outside a limited range, but can perform some actions. Similar to root.
Taunt Unit is forced to attack a certain target, ignoring player input.
Fear Unit is forced to run towards their team's fountain, ignoring player input.
Break Unit's passive abilities are disabled
Mute Unit is disabled from using item abilities
Forced movement Unit is forced to move in a certain direction, ignoring player input.
Hide/Banish Unit is temporarily removed from the game map, and cannot be damaged or affected by any other mechanics.
Dispelling
Dispels remove status effects based on whether the casting unit is an ally or an enemy, and whether the status effect is positive or negative. Applying a dispel on an allied unit only removes negative effects (also known as debuffs). Positive effects (known as buffs) are never removed. Vice versa, applying a dispel on an enemy unit only removes buffs, debuffs are not removed.
There are 3 different variations of dispel: basic dispel, strong dispel, and death.
Basic dispels are able to remove most basic stats altering effects like speed or damage bonuses or slows and silences. However, they are unable to remove most hard disables like stuns or Forced Movement.
Spell immunity may also apply a basic dispel, although not all of them do. Their dispel does not differ from that of basic dispels, in fact, they use the exact same mechanic. However, some abilities periodically check for spell immunity and get their effect removed if such is detected. Spells and effects which periodically check for spell immunity are Ghost Form, Deafening Blast's disarm, Ghost Walk's slow, Ghost Shroud, and Pounce.
Strong dispels are capable of removing everything a basic dispel can remove. On top of that, these can also remove many more status effects, including hard disables. Whether or not strong dispels can remove positive effects is unknown, since there is no source of strong dispel which can be applied on enemy units.
Permanent effects (buffs and debuffs)
Permanent effects have inconsistent behaviors with dispels. Some of them cannot be removed, while others can. However, since they are permanent effects, they almost immediately reapply their buffs/debuffs when it gets dispelled.
Some of these mechanics can be done there in the Trigger Editor. But if developers add these mechanics to the system, could work with Object Editor and standardize these mechanics for the community.
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