HOW to make an attack that can't miss

idk but units moving also have a small ammount of evasion even without the evasion ability. it's something like 15-25 percent. can't remember the exact number but you can edit it in or out of your map.

oh and...i just noticed can't miss status in the system status...although there isn't an example demonstrated...it might not be hard to implement? i'm about to check it out. http://www.thehelper.net/forums/showthread.php?t=136126
 
I'm working in an AOS and one of my spells is based on creating a dummy unit and ordering is to attack the target using "slow poison". but if the target have evasion sometimes the spell won't work.

How can I make this attack to never miss?
Use envenomed spears instead of slow poison, because envenomed spears is a buff placer, and not an orb effect. (I can't recall whether or not slow poison is an orb effect as well.)
Use crit strike with 0x multiplier and never miss set to true, 100% proc rate, because that is an orb effect which but not a buff placer.

This will allow you, using one orb effect, and one buff placer, to fire an attack which places a buff and never misses. The crit strike is only an orb effect for ranged units. Melee units will be able to use other orb effects.

In dota, it is not documented that any critical strike counts as an orb effect on a ranged hero. Worth noting.

I'm not sure if that answers your question - it should unless you're adamant on ranged units being able to never miss and still have an orb effect. :)
 
This will allow you, using one orb effect, and one buff placer, to fire an attack which places a buff and never misses. The crit strike is only an orb effect for ranged units. Melee units will be able to use other orb effects.
Err, I just tried that. On a unit with a missile attack (Blood Mage), that combination (Envenomed Spears/100% 0x crit) did not place a buff. Changing the unit's attack to Normal but leaving it at 600 range succeeded at placing a buff, but of course was not a missile attack.

I think you have it backwards - Crit interferes with buff placers, not orb effects, on missile-attack units; I know that Life Steal and Item Attack Fire Bonus (non-buff orb effects) are compatible with Crit on missile-attack units.
 
Use critical strike and make it crit 0x then it wont be any text!:thup:
 
bash with a stun duration of 0.00 does stun infinitely. and your post count is 777.
 
DOTA has an item called MKB, it never misses and isn't an orb and don't stun.

MKB has mini stun. 0.1 seconds. Have you even went as far as to read the description of the item ?

This is what you do: After creating the unit, order it to attack the target of ability being cast.

then in another trigger, when the summoned unit damages a unit, remove the damaging unit form the game.


I am rusty in GUI, haven't used it in over an year, but that should fix your problem.
 
Yes but bash with 0s does not bash infinitely, now stop trolling.
what the hell are you talking about?

0 seconds == 0.00 seconds since it always uses real values => infinite stun.

what other kinds of 0 seconds can be there?
 
second <> millisecond;

since 0s can be anything ranging from 0.01s to 0.99s I do not see your point
:(
 
Hmm I think you have 2 options here:

1) critical strike with 100% hit chance, 1x damage multiplier and never miss = true. Bad side: Red floating text will show
2) Bash with never miss = true and a duration of X.YZ. Bad side: No matter what you put in duration, it will stun the target.
 
UR WRONG!

have u never played DOTA?
there is an item called MKB that gives the user the ability to never miss an attack!
which means it's possible to make an unmissable attack.

I never played Dota, so whatever MKB is, I tell you, that unit with this item will still miss buildings if have any buffs making him to do so. Like Drunken Haze.

Some more, someone have said that MKB or whatever it is stops channeling spells and people says that it actually stuns, so yes, it must be Bash based as it does stops channeling spells, critical strike have no such capabilities. Critical Strike based ability can solve a problem:

Critical Strike, chance 100% 0x never misses = true (no red text, no extra damage) You must still make a note, attacks will still miss buildings if unit is caused by a buff to miss on his attacks. Not sure whether Bash allows it or not, I didn't liked the Bash idea on my map in the first place, as what I am aware of, and 50% of Stunota population is that Bash can also spot an attack and breaks lot of game content for me.

Here's why I would never implement a mini stun: http://www.youtube.com/watch?v=TKiLaV5nGe4&feature=related - proves what I've just said, mini stun can also stop attacks, and I would never allow it on my map.
 
I never played Dota, so whatever MKB is, I tell you, that unit with this item will still miss buildings if have any buffs making him to do so. Like Drunken Haze.

Some more, someone have said that MKB or whatever it is stops channeling spells and people says that it actually stuns, so yes, it must be Bash based as it does stops channeling spells, critical strike have no such capabilities. Critical Strike based ability can solve a problem:

Critical Strike, chance 100% 0x never misses = true (no red text, no extra damage) You must still make a note, attacks will still miss buildings if unit is caused by a buff to miss on his attacks. Not sure whether Bash allows it or not, I didn't liked the Bash idea on my map in the first place, as what I am aware of, and 50% of Stunota population is that Bash can also spot an attack and breaks lot of game content for me.

Here's why I would never implement a mini stun: http://www.youtube.com/watch?v=TKiLaV5nGe4&feature=related - proves what I've just said, mini stun can also stop attacks, and I would never allow it on my map.

Off Topic
That video was just epic.
 
FannyShaver is right, what i belive is that mkb is a item with bonus damage and a critical strike with 100% and never miss with a bash with 0.03 sec stun or something liek that.
 
I never played Dota, so whatever MKB is, I tell you, that unit with this item will still miss buildings if have any buffs making him to do so. Like Drunken Haze.

Some more, someone have said that MKB or whatever it is stops channeling spells and people says that it actually stuns, so yes, it must be Bash based as it does stops channeling spells, critical strike have no such capabilities. Critical Strike based ability can solve a problem:

Critical Strike, chance 100% 0x never misses = true (no red text, no extra damage) You must still make a note, attacks will still miss buildings if unit is caused by a buff to miss on his attacks. Not sure whether Bash allows it or not, I didn't liked the Bash idea on my map in the first place, as what I am aware of, and 50% of Stunota population is that Bash can also spot an attack and breaks lot of game content for me.

Here's why I would never implement a mini stun: http://www.youtube.com/watch?v=TKiLaV5nGe4&feature=related - proves what I've just said, mini stun can also stop attacks, and I would never allow it on my map.

That vid is win.

If critical strike is orb effect, why does lifesteal work? That's what I never understood. Is lifesteal an exception to critical strike?
 
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