DotA Mechanics Common Terminology

Discussion in 'Advanced Mechanics' started by Protomanx1, Jun 1, 2009.

  1. Protomanx1

    Protomanx1 Well-Known Member

    When browsing through this section of the forum you may find terms that you don't understand, here's a few of them with their meaning.

    • Attack Type / Damage Type (AT/DT)
    • Backswing
      Amount of time the unit's backswing animation will play after it finishes an attack or spell. Can be canceled by issuing another order.​
    • Base Attack Time (BAT)
      The amount of time between each of a unit's attacks when it has no additional IAS.​
    • Base Skill
      The preexisting WarCraft III skill in which a new ability was modified upon​
    • Buff
      A buff is a state of a unit, it can be positive when it makes the unit stronger in some aspect or negative if it cripples the performance of a unit, buffs are most of the time shown below the stats and attributes, but there are some exceptions.​
    • Buff Placer
      Can place one of several different buffs on attack, such as Corruption or Fury Swipes. Certain items and abilities grant a buff placer on attacks. Only one buff placer will function for each attack.​
    • Channel (Base Ability)
      Channel is a skill that does nothing by itself, which is why is so flexible when using it together with script code, Channel is the base of many skills since it allows the mapmaker to select different styles of targetting and other settings.​
    • Channel (Part of spell casting)
      Channel refers to the period of time that some skills have in which the caster can't perform more actions or be interrupted without breaking the effect, losing the mana spent and starting the cooldown of the skill.​
    • Direct HP removal
      An effect that just removes the hitpoints of the target unit without dealing any damage, this is sometimes called "pure" in the sense that it can't be reduced by anything.​
    • Dummy
      When refering to units, a dummy unit can be an invisible caster that appears on the map, performs certain actions and is destroyed or a unit that only appears to provide certain animation or cosmetic effect, on the other hand a dummy ability or skill is an ability that does nothing to contribute to the skill's effect, it can be there for graphics or targeting purposes, an example of this is Channel​
    • EHP (Effective Hit Points)
      The amount of damage a unit can take without dying before all reductions.​
    • Frontswing/Damage Point/Attack Point
      Amount of time a unit takes from when it starts an attack till when it damages or launches the projectile. Scales with IAS.​
    • Hardcoded
      This refers to an effect or ability that was modified from a pre-existing WarCraft III ability into DotA, it's opposite is triggered.​
    • Hidden
      Effect of a skill that makes a unit not visible in the normal map or the minimap, it should be noted that unless specified otherwise the unit will remain in the point in which it was hidden, it will never leave the map area.​
    • Increased Attack Speed (IAS)
      Measure of the net amount of attack speed modifiers on a unit.​
    • Invulnerability
      A unit state which grants the unit immunity to all sorts of damage.​
    • Locust
      A skill that makes the unit invulnerable, untargetable and ungroupable via triggers, this is a skill used in mostly dumy units, it comes from the skill granted to units summoned by the "Locust Swarm" spell.​
    • Marker
      An ability that the mapmaker uses to differentiate regular units with dummy units, this skill by itself does nothing, but using triggered checks you can detect if a unit has that skill or not, removing it from the group of units that will be affected by a triggered spell.​
    • Magic Immunity
      A unit state which grants the unit immunity against all damage with Damage Type: Magic. The unit also becomes untargetable by many spells.​
    • Ministun
      Type of stun that lasts for a very short amount of time such as 0.1 seconds. Usually used to break channeling abilities.​
    • Orb Effect
      One of numerous special effects that an attack can have, such as Feedback or Corruption. Certain items and abilities grant an orb effect on attacks. Only one orb effect will function for each attack.​
    • Pathing
      Pathing concerns the way in which a unit is allowed to displace in the map, it also refers to the way in which a moving entity finds a path around an obstacle.​
    • PRD (Pseudorandom Distribution)
      The distribution that the "random" number generator that WC3 uses to calculate more "balanced" percentages assuring that the effects of a chance skill (Critical Strike, Bash, Orb of Slow, Hardened Skin, Pulverize) will tend to be less luck based.​
    • Proc/Procced
      Verb used to describe the activation of a chance skill, for example: "Each time that Maelstrom procs (Meaning that its passive effect activates) you won't slow with Eye of Skadi (Ranged) in that attack"​
    • Pseudo-Evasion/Triggered Heals
      Effect whereby a unit is instantly healed as soon as it takes damage, making it seem as if it avoided the damage completely.​
    • Sight
      Visibility, To be able to see a unit​
    • Stacking
      Interaction between two abilities and the result from that interaction, it often refers to what would happen when two similar skills are acquired, and how would each one of them react to the other.​
    • Targetability (Target Type)
      It refers to the capability of a unit to directly target or affect another unit with a skill, each unit has a "label" which affects it's targetability, those labels are the target types.​
    • Triggered
      This refers to an effect that's not implemented using only hardcoded methods, instead it's created with help from the scripting language of WarCraft III.​
      Triggered Movement
      The effect of a skill that displaces a unit without it actually moving, the engine doesn't recognize this as real movement so projectiles will follow you normally.​

    Additions or comments are welcomed.
    Last edited: Jul 3, 2009
  2. Hero

    Hero Well-Known Member

    Well I am not sure how many use this term because mostly players who play wow and dota use it but we use the word proc.

    Proc : Is a verb we use to describe something that can be or has activated based on the programmed chance of it.

    Let me explain further , if lets say you are potm and u have skadi and maelstrom , u may ask the question can maelstrom proc when u have skadi.

    Or lets say u were the victim of potm and u would of gotten away but on the last hit chain lightning proced and killed u. Lol well then you explain to ur team mates that hes lucky his chain lightning proced. U get the point so we can use this term for all effects that have chances, backtrack , bash , counter helix etc.
  3. Protomanx1

    Protomanx1 Well-Known Member

    Added, thanks (completely forgot about it o.o )
  4. Francis

    Francis Well-Known Member

    Not necessarily. In WC3 developer tongue, triggered refers to in-game events made possible through the World Editor's Trigger Editor system. These events don't happen on standard melee maps. Some examples are the quest system (used in campaign games), unit remove, game messages, and so on. Triggered technically doesn't mean JASS coded. On the other hand (still speaking in dev-tongue), JASS-coded refers to events in the map achieved through the WarCraft Custom Scripting system (the JASS2 system; commonly known as JASS, the native WarCraft language). Most dynamic effects, such as vertex color run, knockback, etc are achieved through JASS. JASS scripts can essentially be triggers converted to custom text.]

    Bottomline = Triggered is not equal to JASS code. Your definition needs revision.
  5. ImmolatusBurn

    ImmolatusBurn Well-Known Member

    Perhaps the definition wouldn't be the greatest if it was a definition for all Warcraft III maps, but for DotA it works great. All the DotA code is JASS (actually, all GUI code is technically JASS too).

    Proto's definition of "triggered" is fine.

    @Proto: I'd format the guide a little more, maybe bold the word list and/or make it use a list tag?
    Last edited: Jun 2, 2009
  6. NightAven

    NightAven Well-Known Member

    Pseudo-Evasion or Triggered Heals :
    Pseudo-Evasion is a type of damage evasion achieved through the use of triggered heals , basically instead of dodging the spell / attack , you evade the damage by healing the damage you take through triggered effects. It is used in many skills that evade almost all types of damage , reduce damage taken or reduce damage done.
  7. nix

    nix Well-Known Member

    Ministun, BAT, Backswing
  8. china_white

    china_white Well-Known Member

    Maybe an overall definition of "Orb Effects"
  9. nix

    nix Well-Known Member

    Orb effects
    Buff placers
    Aura effects
    Critical Strike
  10. ImmolatusBurn

    ImmolatusBurn Well-Known Member

    Updated with some new definitions. Not all the definitions mentioned really belong in a Mechanics glossary.
  11. Foede

    Foede Forum Manager

    Channel (base ability) =/= Channel (animation needed to cast a spell)

    Attack type (pure, mixed, normal, magical)

    Direct HP removal



    Magic Immune

  12. Trysaeder

    Trysaeder Well-Known Member

    Marker and Locust.
    Triggered movement and blink.
    That's all off the top of my head.
  13. 1ntruder

    1ntruder Well-Known Member

    ehp would be nice since u have ias :)
  14. Sevryn

    Sevryn New Member

    origin of "proc": special PROCedure. meaning something that gets checked when you do something, like a % effect when you attack.
  15. SoletLuna

    SoletLuna Moderator

    Attack Type
    Damage Type
    Line of Sight/Vision/Fog of War (especially regarding certain effects)
    Base Skills

    If people would read this thread, it would be win.

    I fail at reading x.x. Spirit-o-N post.


    Isn't what you pointed out the Damage Type and not the Attack type?

    Attack type would be lie Hero, Chaos, Normal, etc.?

    Nonetheless, both should be added.
    Last edited: Jun 12, 2009
  16. Foede

    Foede Forum Manager

    I always get confused bout those 2, so I bet you're right :p
  17. Protomanx1

    Protomanx1 Well-Known Member

    Added more definitions. Thanks for the input.
  18. ERazER

    ERazER Well-Known Member

    EHP description is confusing, "it doesn't take armor amount into account" could be understood as damage needed to kill the unit if it had 0 armor. Also, EHP doesn't refer only to armor.

    HP - amount of damage needed to kill a unit after it is reduced by damage reductions
    EHP - amount of damage needed to kill a unit before it is reduced by damage reductions
    Reductions can be armor amount, armor type, evasion, triggered healing, magic resistance and damage block.
    If some of the reductions have a random chance of occuring, such as evasion for example, EHP usually refers to the average damage needed.
    Last edited: Jun 18, 2009
  19. A.R

    A.R Well-Known Member

    Which also means the amount of 'additional' hp the unit has from armor, in a way.

    JASS & GUI/MUI are the only ways of triggering in warcraft. And bladestorm, is mostly un-triggerable. If I'm not wrong, anyway.
  20. ICallBotSolo

    ICallBotSolo New Member

    This is mildly inaccurate. Dummy units are not always invisible: Eclipse, Merc's Dagger, etc.

    You misspelled, "amount."

    Another synonym for this is, "Attack Point," (AP).

    "Untargetable," is misspelled and also needs a space.

    "Untargetable," is misspelled. Also needs a space between the colon and, "Magic."

    "Pseudo-random," should be hyphenated, or made into one word, "pseudorandom."

    This is slightly inaccurate. It's possible to write a triggered spell that mimics a hardcoded spell. It would be more accurate to say that it wasn't written using hardcoded methods, not that it can't be done.

    There's also various punctuation errors throughout.
    It would also be nice to see "AT/DT" added to the ATDT entry.