User talk:Twotall88

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Hello, please refrain from editing Hero pages unless you are certain of the mechanics behind them. Some conventions, such as this, are standard across the Wiki and should not be changed. User:Bu3ny has experience editing mechanics pages - he is generally right and his style is used throughout. His version of ability mechanics appears to be correct. Therefore, I'm asking you to step away from, and not edit the disputed pages (Tiny, Enigma, Techies) for at least a week. Thank you. - Lemoncake(talk) 18:56, 30 December 2014 (UTC)

Lemoncream, Bun3y is wrong about the disjointability of toss, I have just finished recreating it multiple times and will edit the tiny entry with this information. he's also an ass.

What exactly is wrong with it? - Lemoncake(talk) 20:12, 30 December 2014 (UTC)
Basically, if Tiny uses toss on an enemy hero they can blink and disjoint the tossed unit if timed correctly. Simple instructions to recreate in a test lobby: have tiny leveled up with -wtf cheat on for ease of use -> have another friendly hero set to auto follow tiny -> create an enemy Antimage (this is easily tested with QoP, or any other hero with a skill that can disjoint) -> fully level enemy Antimage, provide him with 5 hearts and a blink dagger -> select the Tiny to toss with -> select toss and hover over Antimage -> click to toss friendly hero -> right as the spell starts to toss friendly unit pause the game -> select Antimage -> select to use either blink or blink dagger and move it to an area away from where he currently is -> unpause the game and click to execute the blink.

If timed correctly the tossed unit will not follow Antimage and the tossed unit will be disjointed.

This is not a disjoint. A disjoint is when the system stops a projectile, such as Magic Missile, from following a target on screen and internally. When Toss misses or stops following a target, it is a consequence of timing and distance thresholds. A different calculation is used for Toss because unlike most homing skills, Toss is not counted as a projectile. In game, the effect looks basically identical, but it is not a technical disjoint, and Dota 2 Wiki reflects technicalities. - Lemoncake(talk) 12:47, 31 December 2014 (UTC)

The bit in the tiny toss notes about "In order to avoid the tossed unit, upon cast of Toss, the minimum required distance to avoid it is 4000, degreasing by 307.69 for each 0.1 second of Toss' duration." is not true, in my play tests I moved an average of 600 units (or less) and never went outside of the 4000 unit "limit" which would be impossible as the blink dagger's range is 1200 and the max range for toss to be cast on a unit is 1300 = 2500 units maximum units away from tiny traveled. When I was testing I had Antimage only 800 units from tiny and blinking sideways about 300-500 units (same distance from Tiny) still dodged the tossed unit. If I try to reword that bit (as it is false and Bu3ny refuses to leave it off the page) he'll just undo my edit.

This is distance travelled, not distance away from. If you could run 4000 distance in circles around Tiny before the tossed unit lands, you would avoid the damage provided you don't run back into its radius. This is distance threshold. Toss can be avoided by blinking because the tossed unit's travel path is linear and runs out of time. This is time threshold. Both must be satisfied to land a successful hit. Neither have anything to do with disjoints. Your edits about building damage are the same as what was written before. I've also asked you not to edit the page for a week. Please respect staffs' wishes in the future. - Lemoncake(talk) 18:33, 31 December 2014 (UTC)