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Alpha Male of Wc3c
Official Map Reviewer
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(Yes, the logo sucks. Boohoo)
No, this is not a ripoff of the famed Warcraft III Ability Guide. One could think of it as an extension. This, rather, is a list of the "weird" side of Warcraft III abilities. As many of us know, Blizzard did some pretty weird things with their spells. This guide sets out to find and bring to light all the weird things they've done, be they helpful, hurtful, or just stupid/useless. First, I want to thank everyone who contributed to the "Weird things with Blizzard Abilities" thread I started many months ago, and got this list started:
Special thanks to:
Requested Abilities
To-Do:
Note: This list is for weird things with SPELLS/ABILITIES, and only oddities that can cause issues or are confusing (such as incorrect/weird fields). The Warcraft III Ability Guide is much like this, except it explains how to use the oddities of certain spells to your advantage. This list is so people know what spells can be troublesome. It also has some of the lesser-known fields/effects some spells have, be they good or bad. General Oddities This is for things that apply to most/all spells.
Individual Spells This little (not anymore!) section is for individual spells that have a lot of oddities. Channel Probably one of the weirdest spells Blizzard provides us. Table:
Shadow Strike A simple ability but it has a few weird fields. Table:
Thunder Clap, War Stomp, and Shockwave Three spells that all deform terrain. Table:
Cluster Rockets (Thanks so much IgnitedStar!!) A spell that is known to have quite the array of weird fields and abnormalties. Table:
Flame Strike Flame Strike's fields are very simple. However, because of the way Blizzard made Flame Strike's default fields, it can be very confusing (For example; the spell's default tooltip says "45 damage per second", but the Full Damage field for level 1 is 15.) Thanks IgnitedStar for Flame Strike's fields! Table:
Gold Mines Apparently there's some stuff with Gold mines... Note: At times, and seemingly randomly, units who enter/leave gold mines (eg: Peasants + Orcs) will suddenly move extremely slowly. This is because if your town hall is very close to the gold mine, it attempts to "balance" this by slowing the peasants. Re-ordering them will fix this temporarily. (Thanks Anopob for that) Thanks MCV for testing Undead (Blighted) Gold Mines. Table:
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Tornado Stuff Further testing is required, however this is really just a summoning spell. It's the abilities the Tornado unit has that makes this seem weird. (Thanks to Anopob for testing this) Note: (Thanks to Kyrbi0) Anything summoned by Tornado will be invulnerable. Tornado Wander Table:
Tornado Spin Table:
Rain of Chaos (Archimonde) What is Rain of Chaos? Think: Inferno, but with more infernals and in random spots. What makes RoC special? You can define ANY summon ability to summon. However!! They don't always work. Thanks to Anopob for insane amounts of testing of this ability!!! First, data fields. Table:
And now for the what does/does not work with Rain of Chaos! Table:
Builders/Buildings Builders (and some abilities affecting Buildings) have some pretty weird things associated with them as well. Table:
Other Abilities This is for any other spells that only have 1-2 weird things associated with them. Table:
If anyone has any ability oddities they find, you're welcome to post them, and I will add them in. You may also request abilities, so people can do research on them. Enjoy! Last edited by darkwulfv : 02-21-2009 at 03:05 PM. |
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#2 | |
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User
Join Date: Dec 2006
Posts: 385
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Quote:
There is 3 things which you could add Cluster Rocket: 1: Setting the projectile speed doesn't work. It will travel from A to B using 0.75sec no matter what! 2: The projectiles uses about 0.75s to hit target area, no matter what the range it. If you target from 1 map side to another, it will travel fast as hell, using only about 0.75 sec! It's a constant (Not stable though, it may rarely sometimes vary from 0.72-0.79s) Angle doesn't affect this. Flame Strike: 1: Multiple flame strikes cannot stack damage in the same area. The first flame strike will always apply it's damage, even if it's lower than other flame strikes. 2: Hero duration determines full damage duration 3: Normal duration determines minor damage duration Also you can add: Gold Mine ability: 1: Makes a unit appear as a big yellow dot on the minimap 2: Damage and gold amount crash with each other on the units UI if it has a attack, visually hiding the first damage unit do from the naked eye. You can still see the second attack, if the unit have 2 attacks. 3: Can be harvested for gold. When gold reaches 0, it dies nomatter what! Last edited by TKF : 08-02-2008 at 10:36 PM. |
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#3 |
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Alpha Male of Wc3c
Official Map Reviewer
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All added.
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#4 |
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Brahms-fan
Join Date: Jan 2006
Posts: 641
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You could also mention Channel's Targeting Image-option, which gives you an AOE-target circle if an area of effect is specified.
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#5 |
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Alpha Male of Wc3c
Official Map Reviewer
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Good point. Added.
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#6 |
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†ChÆos†™
Join Date: Jun 2006
Posts: 495
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I think it would be also useful to know, that a custom effect/buff won't work for the most stuns(didn't test it for all stuns), e.g. stasis traps.
__________________However you can change it when you manipulate the standart effect/buff used for it, there's no other way (if someone find out the opposite tell it). Last edited by Fireeye : 08-03-2008 at 09:26 AM. |
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#7 |
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Alpha Male of Wc3c
Official Map Reviewer
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Actually, I usually just copy "Stunned (Pause)" buff and manipulate that, and it works fine everytime.
__________________Make sure you're using "Stunned (Pause)", as that's what freezes the unit. Last edited by darkwulfv : 08-03-2008 at 09:30 AM. |
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#8 |
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†ChÆos†™
Join Date: Jun 2006
Posts: 495
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Ok, maybe not every ability, but there are quite some hardcoded with the standart stun.
__________________I've made some test now and it looks like that the following abilities uses the standart buffs. - Stasis Trap - Vulcano - Chaos Rain / Inferno - Cluster Rockets (you already said so) Vulcano got another thing you've to consider, if you set the damage to 0 the stun will not fire. |
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#9 |
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Alpha Male of Wc3c
Official Map Reviewer
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What, you mean they won't work if you change the stun buff to any other buff, be it based off of Stun or not?
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#10 |
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User
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You should mention adding passive abilities with no icon by sticking them in a disabled spellbook skill.
Also, you should add that channel's orderstring can be changed so that multiple instances of abilities based off of channel, with different orderstrings, won't clash if they're on the same unit. Last edited by Szythe : 08-03-2008 at 09:43 PM. |
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#11 |
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Alpha Male of Wc3c
Official Map Reviewer
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Both of those are already mentioned in the Warcraft III Ability Guide, so I shouldn't put them in here.
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#12 |
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User
Join Date: Dec 2006
Posts: 385
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I'm quite sure there is more weird abilities to be added, but sry I don't know any more to add. You forgot to add that flamestrikes doesn't stack with other flamestrikes (if that count as a weirdness).
__________________Also i didn't knew these specials about the haunted gold mine. Very useful thread for people, so rep bonus. |
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#13 |
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Alpha Male of Wc3c
Official Map Reviewer
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I forgot to add that, will do.
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#14 |
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User
Join Date: Aug 2008
Posts: 87
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Incinerate (ANic) only works properly if you use the default ability.
The Autocast (ANia) version's damage values cannot be changed from the Melee defaults. Creating a custom ability based on (ANic) will allow you to explode attacked units, but damage stacking won't work. You must use (ANic) for that to work. The unit's explosion is determined by the buff that Incinerate uses. Incinerate takes priority over all other Orb effects, including Lifesteal (except against targets that are immune, of course). |
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#15 |
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Yay!
Join Date: May 2006
Posts: 873
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I'm not 100% sure about this, but I think that if you use War Club on a unit that isn't mountain giant it disables their attack.
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