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DPS Items: A Brief Comparison (6.83b) - Page 2

Blogs > aboxcar
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Skyro
Profile Joined May 2010
United States1823 Posts
January 25 2015 06:49 GMT
#21
ahswtini's view on HP/Armor is correct. The question isn't what level of armor you have but what level you have in relation to your HP.

I have never heard of the different minibash damage types depending on if the carrier is ranged or meele before. Do you have a source?
Unleashing
Profile Joined March 2011
Denmark14978 Posts
January 25 2015 12:14 GMT
#22
On January 25 2015 15:49 Skyro wrote:
ahswtini's view on HP/Armor is correct. The question isn't what level of armor you have but what level you have in relation to your HP.

I have never heard of the different minibash damage types depending on if the carrier is ranged or meele before. Do you have a source?

The different damage depending on ranged vs melee was true in dota1, but in dota2 it's all the same regardless of ranged or melee, so he's wrong as far as dota2 goes.
From the Ghastly Eyrie I can see to the ends of the world, and from this vantage point I declare with utter certainty that this one is in the bag!
ahswtini
Profile Blog Joined June 2008
Northern Ireland22213 Posts
January 25 2015 13:44 GMT
#23
Yeah MKB in dota 2 always does magic damage and does not penetrate spell immunity
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Salazarz
Profile Blog Joined April 2012
Korea (South)2591 Posts
January 26 2015 03:52 GMT
#24
While situational, the actual mini-bash (damage aside) from MKB can be worth a lot more than an extra 5-10% 'dps' difference. Not only it interrupts channeled abilities like black holes or tp scrolls, but also normal casts and autoattacks, which can make a huge difference in a variety of situations. Doesn't mean you should go buying MKB in every game on every hero, but it's something worth considering, especially since in late game scenarios the few extra %'s of pure damage are worth less and less than additional utility / control is.
aboxcar
Profile Blog Joined May 2013
United States447 Posts
Last Edited: 2015-01-26 08:48:48
January 26 2015 08:24 GMT
#25
On January 25 2015 21:14 Unleashing wrote:
Show nested quote +
On January 25 2015 15:49 Skyro wrote:
ahswtini's view on HP/Armor is correct. The question isn't what level of armor you have but what level you have in relation to your HP.

I have never heard of the different minibash damage types depending on if the carrier is ranged or meele before. Do you have a source?

The different damage depending on ranged vs melee was true in dota1, but in dota2 it's all the same regardless of ranged or melee, so he's wrong as far as dota2 goes.


I didn't know this, good to know.

I'm honestly very sad that I must not be good at explaining things...

the fact is, from both attacker and defender points of view, the % benefit from + armor or - armor does change depending on the actual value. I'm really sorry I failed you all but I don't know how else I can explain.. oh well


I guess I can try one last time..

If you go from 100 to 200 EHP, or from 200 to 300 EHP, both is a gain of 100 EHP so you can say that the "return" is the same, but in the first case you are doubling your EHP and in the second you are only gaining 50% more. The first case is better than the second.

Everything else is mathematically basically related to this.. from % damage reduction, to % amplification for negative armor...

I really don't know how else I can say..

Why does it matter? It matters b/c this is how you answer questions like, when is 25% chance to crit. for 240% damage better or worse than -7 armor, which was my original point. Critical strike is not always better or worse (from a dps/math perspective, not gameplay): it depends on armor.
everything that rises must converge
ahswtini
Profile Blog Joined June 2008
Northern Ireland22213 Posts
January 26 2015 10:42 GMT
#26
If you take the case of a puck with 1000HP and 7 armour, he has 1420EHP. If you remove the 7 armour, he loses 420 EHP which is a 30% EHP decrease.

Now compare with a centaur with 2000HP and 17 armour, who has 4040EHP. If you remove 7 armour, he loses 840 EHP, which is only a 21% EHP decrease. But the -7 armour does double the "damage" to him compared to what it would do to the puck. Obviously this comparison only holds true if you kill the heroes outright, and with physical damage only. So here, I don't think it's necessarily less effective to reduce the armour of centaur
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
aboxcar
Profile Blog Joined May 2013
United States447 Posts
Last Edited: 2015-01-27 08:34:33
January 27 2015 08:20 GMT
#27
but first of all you are mistaken mathematically. it's not right to look at it as an EHP decrease:

it is a damage reduction decrease, or equivalently damage done increase.

EHP is not the real variable, it is only a tool to understand how armor was designed...

one way you can think of it is, at 0 armor. you do a base 1x HP damage to kill. if you have 7 armor, you have 42% more EHP.

if you reduce from 7 armor to 0, obviously it's like you're bringing it back to 1xHP to kill, so you can think of it as a 42% damage done increase (in order to deal the 1.42 EHP from 7 armor, which is not real) (in other words, if someone now has 1.42 times HP, I need to do 1.42 times damage)

or another way: 7 armor = 29.6% reduction = 70.4% damage taken

to bring it back to 100% damage taken: .704 * 1.42 = 1; or a 42% damage increase

or another way to look at it, where 1 = no reduction and .704 = reduction from 7 armor:

1 / .704 = .42 = 42% less value from your armor.

____________


evasion is the same. you guys are erroneously thinking HP value has anything to do with it. while it is TRUE, your EHP and the precise increase you get depends on the relationship between armor and HP and evasion,

the % benefit of evasion compared to armor has NOTHING to do with actual HP. it is only a function of armor.

____________

again, it's easy to become confused by math or term definitions or logic, but if you ask the relevant questions you will stay on the right path. questions such as:

is crit chance better or negative armor better?

is evasion better or more armor better?

is more attack speed better or some other form of dps increase better?

it's very hard to explain things via math to people who aren't doing the same math as you, or to explain things via definitions to people who aren't using the same definitions. but if you stay focused on the point, if you stay focused on the meaning, then it's harder to be led astray.

I mean I could do math all day but it doesn't convince anyone who isn't doing the same math. but can you answer those questions? do you really know how to arrive at the answer?
everything that rises must converge
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