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[[File:chasedpsthreshold.png|200px|thumb|Movement speed advantage required for a given attack efficiency when chasing, which is dependent on attack animation]]
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[[File:chasedpsthreshold.png|200px|thumb|Movement speed advantage required for a given attack efficiency when chasing, which is dependent on attack animation]]
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Every unit in Dota 2 has an <dfn>attack animation</dfn>. This is a period of time required to perform an attack. During this time the unit generally cannot perform any other actions simultaneously, including moving. There are two components: a foreswing (or attack point), which takes place before an attack lands, and a backswing, which takes place after. The animations can be manually canceled by players, but AI units generally do not. The backswing can be canceled with no consequences, so it is always preferable to do so. However, canceling the foreswing will cancel the attack. Different heroes have different animation times, which affect their abilities to last-hit, deny, and attack enemy units when chasing.
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Every unit in Dota 2 has an <dfn>attack animation</dfn>. This is a period of time required to perform an attack. During this time the unit generally cannot perform any other actions simultaneously, including moving. There are two components: a foreswing (or attack point), which takes place before an attack lands, and a backswing, which takes place after. The animations can be manually canceled by players, but AI units generally do not. The backswing can be canceled with no consequences, so it is always preferable to do so. However, canceling the foreswing will cancel the attack. Different heroes have different animation times, which affect their abilities to last-hit, deny, and attack enemy units when chasing.
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Unlike [[Cast animation/Cast point|cast animation]], losing vision doesn't cancel attack animation.
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Both attack point and backswing are reduced by the [[Attack speed#Attack speed representation|increased attack speed]] (IAS) attribute following the attack speed formula:
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Both attack point and backswing are reduced by the [[Attack speed#Attack speed representation|increased attack speed]] (IAS) attribute following the attack speed formula:
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