FFA Masters League
General => General Discussion => Topic started by: FML|Renaud on August 11, 2011, 09:59:46 am
-
I was testing out if you could tp further away, by blocking the place your army could land with building (doesn't work) and i found out, that if you cant tp your whole army, it doesn't consume a tp!
First try all my air got sent to the hall, and my ground stayed behind (no tp consumed), then i killed a tower, tried again, a small portion of my ground tped, leaving most of the rest behind, still no tp consumed
It's not really something that i can think of any useful way to abuse, but, i still learned something new after playing this game for so many years ^_^
-
if u creep with t3 u get more xp !!!1 :o
-
Woah, really? O-o
-
for both, yes
-
rofl renaud you are a mad scientist! very nice find. could potentially be used in very high gold games where you for some reason would like to tp your air only without using tp :P
very interesting
-
further question: if you have two halls, and one is surrounded like in your experiment, and you double-click the tp, does it tp you to the "accessible" hall? or does it fail attempting to tp to the real hall (still tping any air though)?
-
double clicking goes to the highest level hall (the innaccessible one) and fails
-
if u creep with t3 u get more xp !!!1 :o
This is only true if you have one hero.
t2 = 10% exp gain when only having one hero
t3 = 20% exp gain when only having one hero
-
Did you know that Warstomp not only increases in damage + stun time each level up, but also increases its radius?
You can use Doom on your own units. If you are human, a doomed unit can live forever by using a Human healing staff on it + sticking a priest on it. After Doom's cooldown is up, doom another unit and staff + heal it. Keep doing this.
After a sufficient number of Dooms, get the priests off them and let them die. INCOMING 20 DOOMGUARDS
-
A simpler way is to stick them in a zeppelin! However i though you couldn't doom your own unit anymore? ill have to go test it!
Edit: My bad, you can still doom your own unit (but the zeppelin trick stands!)
-
i didnt know any of these wtf. PITLORD SOLO t3 creep here i come
-
u cannot put a doomed unit into a zeppelin.
-
u cannot put a doomed unit into a zeppelin.
i think you put the doomguarde in the zep and its timer stops
-
actually none of those doom thing work,
you cant put a doomed unit in a zep
putting a doom guard in a zep does not stop timer
staff + priest heal is not enough to keep a doomed unit alive (at least not if the unit has 0 armor)
testing stuff ftw~
-
did you know,
for example ur unit "footy" is attacked by an creep and is down to 100 hp u want to save him but if u move him back he will die cuz its to late to save him...
also and to save the footy in this situation just attack with the footy your own unit and he wont attack you anymore -_-
GG
-
did you know,
for example ur unit "footy" is attacked by an creep and is down to 100 hp u want to save him but if u move him back he will die cuz its to late to save him...
also and to save the footy in this situation just attack with the footy your own unit and he wont attack you anymore -_-
GG
same thing as when you in dota attacks your own minions to get rid of tower aggro?
-
i never played dota... ;/
-
staff + priest heal is not enough to keep a doomed unit alive (at least not if the unit has 0 armor)
Maybe he was also using lvl 5 pally w/ brilliance aura to heal them, I saw it in a replay once where two players were messing around but it was a long time ago.
-
im back from the lab again. this time i tested what would happen if you stack burrowed fiends on top of eachother and then build ziggurats all around them so they only have 1 inch of space. when you unburrow it transports the fiends to the outside of the buildings!
if you do this near a gap of water and an island, you can get the fiends to transport to the island! it doesnt work for going up cliffs, though.
second thing i tested was using staff of tp to a unit with no space around it (say, between trees on an island). the hero will tp to the closest open space, which may not even be on the island! gargoyle stone form works the same way. it will always work, but it will transport that garg to the nearest open space. actually i should specify that gargs cant stone form over water (and i think cliffs/unwalkable terrain), but they can stone form over trees, no matter the size of the forest, and over any buildings
-
another cool thing people might not know is that if you have 1 aco and a sacrificial pit, you can unsummon it then immediately put the aco in the pit and the shade will finish before the pit unsummons!
if you have 2 acos and you put one in the pit, then use the other to unsummon the pit, it will cancel production of the shade
-
Pitlord is the ultimate anti tank hero
Howl reduces the tank's atk
RoF kills tanks faster than Bof
4 bof (+ 20 hp) = 40 sec / 280mp
14 wave of rof = 16 sec / 170mp
Cleaving: ... well tanks are ground units, so HA!
Doom: Doomguard's stomp affect tanks!
-
Pitlord is the ultimate anti tank hero
Howl reduces the tank's atk
RoF kills tanks faster than Bof
4 bof (+ 20 hp) = 40 sec / 280mp
14 wave of rof = 16 sec / 170mp
Cleaving: ... well tanks are ground units, so HA!
Doom: Doomguard's stomp affect tanks!
Cute, I didn't know that. Might use PL more in FML.
-
The thing with the doom stomp is new to me. Maybe gonna try some pitlord,tc,sh action :icon_biggrin:. STOMP, STOMP, HEX. But need wyvern ofc with these 2 fat boys.
-
The thing with the doom stomp is new to me. Maybe gonna try some pitlord,tc,sh action :icon_biggrin:. STOMP, STOMP, HEX. But need wyvern ofc with these 2 fat boys.
Make that TC/PL/SH, from my experience. I have used PL/TC/SH more than once and PL-first creeping just sucks.
-
Agree, but you can go tc first for better creeping. If theres at least 2 humans in the game the fatlord is a good alternative.
-
Vs tanks he may be good, but he's gonna be not as useful elsewhere.
Rain of Fire is pretty weak overall in battles and easily interrupt able.
Howl is decent, but can be spellstolen
Cleave is ....
Doom obviously is good but nearly all heroes have their niches when they hit level 6.
On top of that he's undead meaning vulnerable to the human nuke. If you gonna pick a UD hero you might as well make it a DR :icon_mrgreen:
-
ive been looking for the stats on hero experience based on tier of your main hall. i know i saw this shit before but i cant find it on the standard wc3 guide. where the fuck is it??
-
solo hero- 10% t2/ 20% t3? that could be off but I know it only works with solo hero, main reason I started creeping my dk to 4 before I got my lich.
-
so it doesnt work with 2 heroes on tier 3? too bad
-
Howl is decent, but can be spellstolen
i dont think this is true...
herospells like howl of terror and drunken haze are dispellable, but they cant be stolen
-
http://classic.battle.net/war3/basics/heroes.shtml
If a player owns only one hero (dead heroes count), and is at tier 2 (Keep/Stronghold etc) or Tier 3 (Castle/Fortress etc), they gain bonus experience of 15% for tier 2 and 30% for tier 3. This affects all experience gain - both creeping and killing enemy units.
Fun to note, you also gain less xp creeping, based on your level
80% => 70% => 62% => 55% => 0%
-
Other fun things
Howl lvl 3 + Cripple = -100% damage (unit still do a little bit sometimes, because of the random)
Haze lvl 3 + Curse is NOT 100% miss, mathematically i would say ~87%, but from test i think it was higher... will test again!
Edit: tsk... such a pain to test, count the hit and miss... fuck it! well lets just say its 87%!
one in every 7.6 attack, instead of one in every 5 attack (haze only)