Originally Posted by Wiksy
Some additional context on this: We found out that previously the math was flawed in that a champion's model size was taken into consideration only if the missile was hitting from the side, but not from the front. This means that previously if you shoot a skillshot right at an enemy, it would only hit when it hit the center of the target; but if you aim it at target's side it would hit if it touches the target's bounding circle. This was pretty inconsistent.
We changed it so that it will always use the target's bounding circle, but this means the potential reach of a skillshot is extended, and we have to slightly reduce the range of skillshots.
Thanks for the nitty gritty of what was exactly going on, this is exactly what I came to this thread to find out. Kudos! And sounds like a completely fair change to the functionality to make it work more reliably. Reliable skillshots > super-long skillshots.
I do wonder though, any chance of "physical" skillshots getting an animation to hit the dirt when they hit the end of their range, so they don't look like they extend past their range? Ez's Q for example peters out visibly at its end, so you know it's safe or not, but say Nidalee's spear at max range the spear can look like it's going to just keep on going right until it winks out.