- Dragonheart91 wrote:
- I tend to agree that this should be fixed if convenient.
I also want to point out that I don't think Way of the Wind and Unholy Aura should stack. In that case, the M-book with both of them should be changed. My reasoning is that having so much movement speed breaks the calculations that Zync did and essentially lets you dodge and chase far too well.
I'm going to assume that the Unit Enters Range event uses the collision size of the units as well as the radius to determine whether or not a unit is hit by a Caster System collisionmissile and that Zync actually did calculations to see how much time he wanted to give people to react once a missile was fired before I do this
Lets take Firebolt for example, it has a hit width of 35+32(mage collision size) which is 67. Speed of 885, and a max range of 1050.
A mage with no items and no spells has 180 movement speed
A mage with unholy aura, way of the wind, and full wind items has (180+20+75)*1.12=308
Assuming a latency of 0.1 seconds
Assuming missiles fired are actually on collision courses with the mage in question.
From max range, a mage with no items or abilities has approximately 0.638 seconds to order his unit to move perpendicular to the path of the missile before it is unavoidable. Whereas a mage with the maximum movement speed possible has approximately 0.793 seconds to order his unit to move in the same fashion to avoid the missile.
That amounts to about 24% additional reaction time due to all of those items, the difference becomes drastically less when the lower movespeed mage equips his newbie boots, or any other boots.
From half range, a mage with 180 movespeed has 0.045 seconds to order his unit to move perpendicular to the path of the missile before it is unavoidable. And a mage with 308 movespeed has approximately 0.2 seconds to order his unit to move in a similar fashion.
This amounts to 344% additional reaction time. Although neither reaction time is reasonably attainable for human beings (There are other factors, however, such as predictability that come into play), and most misses from half range are due to user error and latency on the firing side, not because the target moves too fast and could dodge in 1/5 of a second.