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Damage Efficiency in Dota - Page 2

Blogs > rabidch
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spudde123
Profile Joined February 2012
4814 Posts
January 23 2016 15:27 GMT
#21
Something like calculating certain statistics right after kills is probably something even datdota could make available for every game if it is really seen as being useful. They've been extending the data available for each match as time goes on, if there is something that is actually interesting and isn't very difficult to implement one could just ask the guy running it.

Concerning the EHP changes I'm pretty sure the replay doesn't provide summary statistics for that sort of data in any way. Healing I believe you can straight up get as a summary statistic straight from the "header" or whatever you would call it of the replay. Calculating the effect for example Dazzle weave had on the game exactly would require you to extend the currently available parsers, you would have to keep track of when the weave is on through the combat log and for each tick of damage people take calculate the difference. Not impossible but it needs some work.

But item usage or swaps and whatnot seems pretty impossible to evaluate without looking at the game yourself. So hard to say how good a swap or something based on the available data automatically, it's so context specific.
Coolsnow7
Profile Joined May 2015
46 Posts
January 29 2016 18:44 GMT
#22
Really cool stuff. I just think the 1/CoT constant in the denominator is completely superfluous, since you're just indexing these values anyway - multiplying that denominator by a constant accomplishes nothing.

Bottom line though, very interesting and thanks for doing the work!
Zelun
Profile Joined May 2011
Australia41 Posts
January 31 2016 04:16 GMT
#23
I couldn't tell if the example given of an AM who didn't come one line in time resulted in a low efficiency score our not.

Are you trying to measure efficiency in terms of an absolute metric or more in relation to some optimal case for the given situation? Referring back to the AM example, the former should result in a high score while the latter should be a low score.
rabidch
Profile Joined January 2010
United States20289 Posts
Last Edited: 2016-01-31 13:45:36
January 31 2016 11:13 GMT
#24
On January 31 2016 13:16 Zelun wrote:
I couldn't tell if the example given of an AM who didn't come one line in time resulted in a low efficiency score our not.

Are you trying to measure efficiency in terms of an absolute metric or more in relation to some optimal case for the given situation? Referring back to the AM example, the former should result in a high score while the latter should be a low score.

AM would have a low efficiency score, because he was spending his time hitting creeps rather than buildings.

Absolute metric, given: hero and player "position".

to clarify: there are "optimal" cases but the metric doesnt establish what is an optimal case
LiquidDota StaffOnly a true king can play the King.
ArchDC
Profile Joined May 2011
Malaysia1996 Posts
February 14 2016 02:09 GMT
#25
This is really cool!!
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