Talk:Timbersaw

From Dota 2 Wiki
Jump to: navigation, search

Recommended items[edit]

Bloodstone has been swapped with Vanguard in the recommended items. I don't know how to edit the Recommended Items, so can someone who knows do it? Thanks. -- Ibblebibble

Counter Helix vs Reactive Armour[edit]

Does Axe's Counter Helix trigger Reactive Armour? If yes, then it should be included in the article.--Adunaii (talk) 12:45, 3 January 2015 (UTC)

No, it doesn't. Counter Helix are not attacks, it's basically a passive spell which deals physical damage. Bu3ny (talk) 15:06, 3 January 2015 (UTC)

Chakram's slow scaling[edit]

How does the scaling of the slow exactly work? It is stated in the notes that it reaches its maximum of 100% when between 1-5% of max health, but why is 0-1% health excluded? --Psion1C (talk) 02:43, 29 June 2016 (UTC)

If you count down, you should notice why.
  • 5% -> 100%-96%
  • 10% -> 95%-91%
  • 15% -> 90%-86%
  • 20% -> 85%-81%
  • 25% -> 80%-76%
  • 30% -> 75%-71%
  • 35% -> 70%-66%
  • 40% -> 65%-61%
  • 45% -> 60%-56%
  • 50% -> 55%-51%
  • 55% -> 50%-46%
  • 60% -> 45%-41%
  • 65% -> 40%-36%
  • 70% -> 35%-31%
  • 75% -> 30%-26%
  • 80% -> 25%-21%
  • 85% -> 20%-16%
  • 90% -> 15%-11%
  • 95% -> 10%-6%
  • 100% -> 5%-1%

Slowing at 0% health makes little sense. ~~ Bu3ny (talk) 07:15, 29 June 2016 (UTC)

100% for 5-1%, but when your health is between 0-1%? (E.g. when you have 20 from 3000 health = 0.66% of max health) --Psion1C (talk) 15:34, 29 June 2016 (UTC)
Maybe it's the notation of the health percentage intervals. Shouldn't it be 100% to >95%, 95% to >90% and so forth... until 5% to >0%? --Psion1C (talk) 00:15, 30 June 2016 (UTC)

Whirling Death[edit]

The notes indicate that the skill's mechanism has a bugged value on current health reduction per strength (19 instead of 20), but according to my test just now, I only found out the value is 20 but not 19. Is this bug already fixed or is my test method wrong? Also, the note on the skill's interaction with affected units' mana is misleading. "Has no effect on affected units' current mana if intelligence gets reduced." indicates that the affected units' current mana remains unchanged, but actually it's the current mana PERCENTAGE that remains unchanged.The preceding unsigned comment was added by Symmetrychaos (talk) • (contribs) 3 July 2017 • Please sign your posts with ~~~~

It appears to be partially fixed.. Upon receiving the debuff, you lose 20 health per lost strength. But upon losing the debuff, you gain 19 per point back. Image proof ~~ Bu3ny (talk) 11:30, 3 July 2017 (UTC)
Get puzzled by the 3rd part of the image, the calculation results in 980, but the picture showes 800? Why? --Symmetrychaos (talk) 11:38, 3 July 2017 (UTC)
Lol, I cut it out of the wrong image. I tried it multiple times to confirm and grabbed the wrong screenshot for the final image. Here, have a video instead. ~~ Bu3ny (talk) 11:45, 3 July 2017 (UTC)
So now this bug will cause the affected units to still lose as much as 5%(1/20) of their reduced health after the debuff dispelled, just like some extra damage(not real damage,though) is dealt, right? That will make some sense in matchmaking, LOL. --Symmetrychaos (talk) 12:04, 3 July 2017 (UTC)