Dota 2 mechanics for Warcraft 3

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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.

Unit 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.


LeashUnit 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.
FearUnit is forced to run towards their team's fountain, ignoring player input.
BreakUnit's passive abilities are disabled
MuteUnit is disabled from using item abilities
Forced movementUnit is forced to move in a certain direction, ignoring player input.
Hide/BanishUnit 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.
Source and more information: Dota2.fandom.com

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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Rui

Rui

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It's not so much about "can be done", but the amount of work it requires. Many things can certainly be mimicked. Others are not possible. E.g. "status resistance" from Resistant Skin is a gameplay constant last time I checked. Optimally, it would be a configurable percentage ranging from "infinitely" negative to 100%. On top of that, Resistant Skin prevents certain effects such as Posession, Charms and Devour, which may not always be desirable.

DotA has gone to new levels on ability mechanics. It would be awesome to have this richness in Wc3 as well. If HiveCraft goes forth, perhaps it will become a reality. ;)
 
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As I remember, some abilities in Object Editor could not modify their effects like Resistant Skin, this ability could only be edited globally. You couldn't make multiple skills using Resistant Skin as a base with different effects and values.

The 2 ways in Dota 2 to increase the duration of negative effects (debuffs): With the Status Resistance of the unit being with a negative value or with the mechanics of this item.

More Information

Maybe I would like a video from @Vendro the Wind Mage (Retera) showing some of these mechanics in his project.
 
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Warcraft 3 is a game that is over 20 years old. Although it had mechanics updates, and others added. A lot of features can still be added to the modding. To many other example games to inspire.

Another feature that I remembered would be interesting for Warcraft 3 from Dota 2. It's being able to see skills of allies and enemies, information about these skills and for allies to be able to see their status as cooldown and skill charges.

This topic is not only aimed at Blizzard developers, but also at the community itself. Give ideas for systems done in Trigger Editor, for projects outside of the World Editor, and others.

What is HiveCraft?

I believe it is a Warcraft 3 own project with autonomy developed by members of this community. Like the Retera's Warsmash.
 
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I've developed some systems, but the unfortune truth is that you'd have to trigger your abilities to use such mechanics (and some mechanics requires you to trigger all or some of your item definitions), and not everyone is ready to trigger all their abilities and items. In order to get full control of status resistance, you probably have to trigger ALL stuns, slows, etc.
Maybe I should release some of them in the "Spells"-section at some point.
 
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