Attack effect of the ball

1.orb effect-orb effect -ball effect

Obviously, this title originally came from the skills of ball games. As we all know, the ball carries multiple superposition attacks, but it has no superposition effect; With other balls, only the first ball has special effects. In addition, the hero's arrow skill and vampire mask can't take effect with the sphere at the same time, and the skills that will not participate in the battle, such as feedback, also conflict with the sphere. These skills are all orb effects.

There are four kinds of skills that occupy orb effect in DotA: arrows, bloodsucking, ball games and feedback:

Arrow-a skill represented by several typical bow and arrow skills, the biggest feature is the manual use and automatic release function. Other orb effects will be covered when it is released automatically, and it will be covered by bloodsucking and feedback when it is used manually. The only special case, Wang Sha and the racket ball both come from "ash burning" (after TFT 1. 18, FL's skill is "ash burning arrow"). Ash burning is equivalent to an arrow that is always released automatically, and it is the only passive arrow skill.

12 people big picture vampire-vampire mask. As a possible target in the battle, Bliz did not make this skill too difficult to understand. From the superposition situation, it is similar to a ball game, but the blood sucking is one level higher than the ball game, and the second is that it does not occupy the buff (all balls except the inactive deceleration ball occupy the buff). Of course, from our point of view, ball games are still very different ~

Ball games-all kinds of balls in campaigns and battles, I believe everyone will not be too strange. However, because some skills have been changed into heroic skills, the relationship is not simply determined by the position, but also by the order in which skills and items are acquired.

Feedback-it's disgusting for the mage's capital to draw a magic tower, but it's even worse in dota ~ This is the orb with the lowest priority in dota, and the remote feedback will even be covered by a pure buff like Stinger ~ Note that the occupations of melee feedback and remote feedback are different, and the melee feedback is only orb, and the remote orb+buff.

Especially combo: combo is a deceleration ball skill, and the influence skill is a rocket, so the second attack of combo is a manual arrow, and other attacks are deceleration balls.

2.buff placer- attack special effects-state storage

As the name implies, buff placer refers to adding buff to the target in an attack (strictly speaking, going to buff is in a bad state). A typical skill is to soak a poisonous weapon and add a poisonous buff to the target. But some skills, such as remote feedback, orb of destruction, orb of fire, etc. When attacking the target, you don't add buff, but it still conflicts with skills such as poison-soaked weapons, which is also a buff placeholder.

Many skills that occupy orb also occupy buff: arrows other than rockets, balls other than deceleration balls, and remote feedback. As long as the skills of buff are occupied, its actual effect depends on buff, which also includes the influence skills of deceleration ball and the arrow skills made by DotA producers with J. Once buff is covered, these skills have no actual effect; But if you still occupy orb, because orb is still there, you still consume demons and cover other ORBs. One thing is very special. Not only does the ball occupy the buff, but also the long-range slams and crits occupy the buff at the start, and it also occupies the highest level of the buff. So there are many conflicts between enemy planes and the ball.

There are two skills in DotA that only account for attack effects: toxin and frost.

Toxin skills, such as chronic poison, poison immersion weapon and stinger, can all be counted as toxin skills. The biggest feature of toxin skill is the setting of superposition type: damage, attack speed, killing unit and moving. In fact, this superposition is not only the patent of poison skill, but also the prototype of the superposition of ice arrow and poison arrow (blade of wisdom, propulsion, secret celestial sphere, etc.) However, ice arrows and poison arrows are typical arrow skills, and passive skills with overlapping types, such as passive and chronic poison, poison-soaking weapons and stingers, are the real toxins.

Frost-Frost attack, Frost breath and Frost attack are all goods from the same mold, and there is almost no difference. It will be completely ineffective in melee use, and it can be spread by sputtering attacks and projectiles. But the breath of frost (the freezing in the form of dragon riding and blue dragon) hides the icon, and the illusion will not make a fake frozen buff.

3. The deceleration ball-the ball of the slow operating system

This skill is very special Although it is a ball skill, the superposition situation is very complicated because of the setting of "influencing skills". The effect of this skill is to cast a pointing skill on the target with a certain probability when attacking, and disability is an example; There are also paralyzing bites and combo with the probability set to 100%, unlike deceleration balls.

It is generally believed that the deceleration ball has always been an orb effect, and it should also be a buff placer when it should be started. It should be started, which means that the influence skills of the deceleration ball can be released (not in the cooling time, the skills are not silent), and the starting skills are random; But in fact, the influence skill of deceleration ball is pointing skill. You must manually attack (A, right-click attack, one floor) to capture the target pointing to the skill, otherwise you can't start it, but this attack still covers the buff of other balls. An attack can only have one orb and one buff, which is a basic superposition criterion. Let's talk about various superposition situations one by one:

1. Report directly. According to the priority, balls with overlapping attributes take effect in the following order:

Arrow (automatic release) > blood sucking > ball game > toxin > feedback > frost. When manually released, the arrow is covered by blood sucking and feedback. When multiple skills conflict with each other, compare priorities in pairs nearby, instead of one-to-one correspondence.

For example, the bone arch is taken away and scattered, and the rocket is released manually because of feedback; Manual rocket > is disabled, so the final feedback takes effect. Not because of disability > feedback, rocket >; Disabled, the rocket takes effect.

2. Effective at the same time. A pure orb ball and a pure buff ball, without overlapping parts, each take effect normally.

3. Strengthen the French ball &; Special reinforcement. A deceleration ball skill and a pure buffer ball. When the deceleration ball skill is not started (the probability is less than, the skill cools down and the skill is silent), the pure buff ball takes effect; When it should be started (even if it can't be started because of automatic attack), the deceleration ball occupies the second highest buff, covering the pure buff ball.

4. Location determination &; Order decision. Coverage between multiple bloodsucking or multiple ball games.

Here are two terms "object ball" and "skill ball" for the following understanding. Each skill in WE divides all skills into unit skills, hero skills and item skills according to two Boolean options of "item skills" and "hero skills". Unit skills and item skills can be directly added to items, unit skills column and hero's general skills column (although some unit skills will be invalid when put into items), while hero skills can only be directly added to hero skills column (there are also special cases, such as robot form crushing TK is a hero skill, and bliz took the lead in breaking the rules and adding it to the general skills column). I am not referring to the division of WE here, but to call the skill of the object ball "object ball" and the skill of the ball that should be displayed in the skill bar "skill ball".

When you get the object ball later, put it on the keypad to cover the skill ball. The keys of 8, 4, 5, 1 2 are all covered by the unit ball.

After getting the skill ball, cover the object ball.

Location determination between multiple objects, 7 ÷ 8 ÷ 4 ÷ 5 ÷12.

What is worth noting is the problem of circling the ball. The upgrade of bear spirit skill is essentially to kill the original low-level elf bear to make a high-level elf bear. The non-falling items of the low-level elf bear will be passed to the high-level bear spirit, so it must be obtained after the item skill, and there will be no effect of winding the ball props covered with 7 squares.

5. Special circumstances. This is a combination ball &; The superposition caused by the characteristics of the arrow. The second attack of combo will be covered by feedback because it is a manual arrow; Other attacks are deceleration balls, and combo covers the feedback.

6. Indirect substitution. When attacking a magic unit (showing a magic slot), the feedback takes effect to cover the frost; When attacking a non-magical unit (instead of having a mana value of 0, there is no magic bar at all), the feedback will not start and the frost will take effect.

I'll say a few more words here, because indirect substitution represents a situation of not starting. When the ball is not started, it has no effect on other balls. DotA Riffa ball does not start mainly in the following situations:

The legal ball does not allow the target. If rockets can't attack magic immunity, feedback can't deal with non-magic units.

Skills can't be started. For example, the skill of the arrow has cooled down, the magic is not enough, and silence.

Special bugs and other skill coverage. For example, using frost skills in melee will fail, crit will cover other buff, and some multi-target physical attacks will cover some legal balls.

Note that the cooling of winding and combo is essentially different from the cooling of arrows. The twine and combo skills have no cooldown, but their influence skills have cooled down. When the deceleration ball affects the cooldown of skills, it will no longer occupy buff, but orb will still occupy it.

7. It will take effect in the future. Covering problem between multiple feedbacks or multiple frosts. Take effect after multiple skills.

8. Frost failure. As mentioned earlier, due to the frost skill bug made by bliz, melee use will be completely ineffective.

9. The damage caused by the spear of boiling blood to the enemy and the HP reduction of huskar are triggered. This version can be started regardless of blood volume.

10.LOA self-acceleration problem. After version 6.60, Frostmourne of LOA can accelerate LOA in the first attack, but this effect has caused many problems.

Frostmourne's acceleration used only one trigger before. Attacking units with Frostmourne buff will gain the acceleration of abyss mark. So in the second attack, LOA will attack the unit with Frostmourne buff and get the mark of the abyss.

The modified acceleration of Frostmourne is divided into two triggers, one is the same as before, accelerating teammates; The other is a trigger that accelerates users. If the user has Frostmourne skills, attacking will accelerate the user, and even if Frostmourne fails (attacking buildings, machinery, compensation, Frostmourne being covered, doomsday), he can get his own acceleration.