From Dota 2 Wiki
Jump to: navigation, search

Ally Projectile[edit]


Can ethereal blast be disjoint if cast on ally/self? if Anti-Mage blink away, does he become ethereal unit or not if his ally used it on him? MapDesigner (talk) 23:34, 20 December 2016 (UTC)

Yes. The target doesn't matter. If something is disjointable, anyone can disjoint it. ~~ Bu3ny (talk) 01:40, 21 December 2016 (UTC)
But it is not possible to disjoint spells a unit casts on itself afaik. Pls, correct me if I'm wrong. --Psion1C (talk) 02:59, 21 December 2016 (UTC)
If so maybe it should also be added to this note "1 Mist Coil icon.png Mist Coil​ and Fortune's End icon.png Fortune's End​ can also be disjointed by targeted allies." for ethereal blade too.

How to identify a disjoint[edit]

Sometimes it can be hard to identify a disjoint. Astral Imprisonment for instance is often used to dodge projectiles and stuns, but it does not disjoint projectiles. After the duration a projectile will still hit its target. A good way to analyze a skill is to enable -wtf in a lobby, get a force staff and get a simple slow-moving disjointable projectile to target you. A tower projectile is often a good bet. Then use the force staff to position yourself to maximize the travel time of the projectile. Remember, a force staff will not disjoint projectiles! Use the skill in question and then move your hero a small amount. If the ability disjoints the projectile will hit where you performed the skill without doing damage. If it doesn't, the projectile will hit the hero and do damage. --Artorp (talk) 18:20, 1 February 2014 (UTC)

Here's a demonstration of this when testing Brewmaster's Cyclone (Spoiler: It doesn't disjoint): --Artorp (talk) 19:48, 1 March 2014 (UTC)
This is a cute way to do it. I did it on a similar way. I just replaced tower attacks with Brew's Hurl Boulder and Froce Staff with an allied chen. Send your hero to base and before the tp happens, cast hurl boulder and then use the skill you want to test. This way I could figure out that Supernova and Primal Split fully disjoint projectiles.
I updated the whole article and added every spell which truly disjoints projectiles. Bu3ny (talk) 00:04, 31 December 2014 (UTC)

No love for Tinker![edit]

Tinker's laser has 2 components: the damaging component(which is instant) and the blinding component,
which is an invisible projectile that moves with 900ms (should be 1536). The projectile is disjointable as far as I can remember.
The preceding unsigned comment was added by (talk) • (contribs) 19:23, 29 March 2014‎ • Please sign your posts with ~~~~

You're completely right, tested in a lobby and can confirm the debuff projectile is disjointable. Added this information to the article. Sorry for more or less copy-pasting your comment, you explained the mechanic nicely. This is especially relevant now that aghs doubles the laser range.
--Artorp (talk) 21:15, 29 March 2014 (UTC)
No problems, thanks for updating the article, I cannot into wiki.
Also there were Ignite and Spirit Lance changed to be dodgeable in 6.79, but there's none of them in neither of the lists plus I can't actually test if those are actually implemented in dota2.
And one more thing, Lina's Laguna Blade has a 0.25s delay between the frontswing's end and the actual damage, so in my opinion it's not that far off from Tinker's hidden blinding projectile and it should also be added to either list. You clearly can avoid being hit by it, totally wasting the enemy's cooldown, however I'm not sure if it's actually disjointable or it's only avoidable with invulnerability frames.
The preceding unsigned comment was added by (talk) • (contribs) 04:13, 30 March 2014‎ • Please sign your posts with ~~~~
Thanks, added both. They are disjointable, before there were a list of disjointable projectiles I tested and removed them both from the undisjointable list. Just forgot to add them to the new list I reckon.
Lina (and Lion's) ultimates are not projectile based. When the ability goes on cooldown there is a static delay before the damage is applied, this delay is not dependent on your distance the the caster. With no projectile there's nothing to disjoint. You can blink away from the caster, but the damage still kicks in.
Most abilities with a delay can be dodged with invulnerability, wasting the cooldown. I'd love to make an overview (maybe in a section under Invulnerability?) but this is not the article for them.
Oh and you can sign stuff under a talk page with --~~~~, makes it easier to keep a track of who says what.
--Artorp (talk) 12:35, 30 March 2014 (UTC)
Okay I'm pretty sure potm's starfall gets disjointed by blink, just saw it on sing's stream. — 01:55, 5 April 2014 (UTC)
Not able to replicate that in a lobby, not with blink nor with invisibility. Do you have a timestamp of it happening? --Artorp (talk) 02:25, 5 April 2014 (UTC)
If it's the incident at 02:35:11, sniper was hit by starfall. It just happened off camera. --Artorp (talk) 02:34, 5 April 2014 (UTC)
As of 6.81 the debuff is applied instantly and not through a projectile (verifiable through the test client). Removed the entry. --Artorp (talk) 11:56, 26 April 2014 (UTC)
Yeah.. Did they change gush too? — 19:05, 26 April 2014 (UTC)
No, Gush can still be dodged. --Artorp (talk) 07:09, 28 April 2014 (UTC)
Should borrowed time be added to the other sources of disjoint section? — 00:03, 30 April 2014 (UTC)
Thanks for the heads up, forgot to add that skill.
I think it's fine to add it to the transformation section even though it didn't follow the same mechanics as the others in DotA. In DotA transformation abilities with transformation times had a weird thing going on where if a unit transforming was stunned the stun would be released (not purged or removed mind you, the debuff would persist) when the transformation ended. This mechanic was not ported to Dota 2, instead all transformation abilities mirrors how Abaddon's Borrowed Time used to (and still do) work.
In DotA they would not belong to the same category, but unless Valve decides to change something it now functions identical to the other transformation skills. --Artorp (talk) 11:19, 1 May 2014 (UTC)
Yeah, but there's still a chance that one day they fix entangles to actually prevent transformations. Then this would be inconsistent. — 10:06, 2 May 2014 (UTC)
I'm still not convinced. If Valve changes entangles or any other mechanic that deals with transformations then sure it would have to be moved. But in Dota 2 there's not really anything that differs between BT and say Spirit Form or Flesh Golem, even though there clearly was in DotA. Not even the "genuine" transformation spells acts like they did in DotA, hence why they're listed on this page.
But I dunno, I don't really care where it is listed, just seemed more consistent to have it under transformations. Since it is basically "whoa it turned the hero all glowingly", and spirit form is "whoa it turned the hero all glowingly", and there's not really anything (yet?) that says one is a transformation and the other isn't. --Artorp (talk) 12:26, 2 May 2014 (UTC)

Borrowed Time disjoint ?[edit]

I didn't know that...

No one really updated any of the mechanics section. I'm going through them all atm and going to update disjoint soon as well. Bu3ny (talk) 13:03, 30 December 2014 (UTC)

can death ward attack projectiles still bounce back to you just after you disjointed them (with aghanim's scepter)?[edit]

I'm not sure if it still worlks like that, I couldn't reproduce it in hero test mode (maybe I just did it the wrong way), if it doesn't then maybe the same goes for luna's moon glaive The preceding unsigned comment was added by (talk) • (contribs) • Please sign your posts with ~~~~

They still bounce to you after the disjoint. ~~ Bu3ny (talk) 20:30, 25 November 2017 (UTC)

three things[edit]

  • Assassinate is listed in the both sections 'disjointable' and 'not disjointable', I just disjointed it with a blink dagger. So maybe i get something wrong, but i think the lists are wrong and it should only be listed under 'disjointable'.

about the section 'Invisibility'

  • Becoming visible again after disjointing through invisibility lets the projectile regain track of its target (the effect wont be applied, no damage etc, but it will visually hit).
  • the footnote about Smoke of Deceit says it cannot be revealed, but Chronosphere can reveal it (I don't know though if the revealing mechanic should be called True Sight).
The preceding unsigned comment was added by (talk) • (contribs) • Please sign your posts with ~~~~
1. Fixed.
2. That's a new visual bug.
3. That's a bug with Chronosphere. Mentioning it on the smoke page is enough.
~~ Bu3ny (talk) 23:49, 31 March 2018 (UTC)