Waits are inaccurate and inefficient, if used incorrectly.
If you really really need a wait (which, you mention that won't change anything - then don't use it
), use a timer or incorporate it in your timed event trigger.
DotA is not efficient in most parts, because I have taken a look over the code myself. Plus, DotA uses a damage detecting system, once a unit is attacked to at least identify whether the damage was caused by an attack.
Nothing will happen, you just force the engine to look up the same values over and over again; more function calls = more pain for the engine. Besides, it will make it more readable.