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Excalibur_Z
Profile Joined October 2002
United States12257 Posts
November 08 2013 20:27 GMT
#85981
Even though LoL is within the same genre, it has different maps and game modes to change things up. That seems to be the approach they're going for with Heroes of the Storm. Not like it's unprecedented, but maybe they're sort of taking that to a new level.
Moderator
teapoted
Profile Joined August 2012
United Kingdom24425 Posts
Last Edited: 2013-11-08 20:29:10
November 08 2013 20:27 GMT
#85982
On November 09 2013 05:24 SKC wrote:
It was supposed to be a Marketplace game for SC2 IIRC, something that really doesn't seem to be the case anymore. It's like he said in the opening, the feedback kept changing the game from just a map to a game that stands on its own. Whether it works or not I have no idea, but I'm less skeptical now than I was before. They could do something fun if the take a diferent route, even if it doesn't end up huge or even very competitive, but I doubt they could take over Dota/LoL by doing the same thing.
Well I know I'd be more likely to play it if it was a bunch of WC3 custom like mini-games. But I think it's going to be some weird half-lol like game with some weird game modes so they can sell heroes (and knowing Blizzard audience selling a hero like 'Diablo' or 'Arthas'... well lets just say I think the game will do fine even with a relatively small player base compared to lol).
Once you Goblak...
Excludos
Profile Blog Joined April 2010
Norway8279 Posts
Last Edited: 2013-11-08 20:31:06
November 08 2013 20:30 GMT
#85983
On November 09 2013 05:25 Staboteur wrote:
Show nested quote +
On November 09 2013 05:02 Excludos wrote:
On November 09 2013 04:45 Staboteur wrote:
On November 09 2013 04:36 Excludos wrote:
On November 09 2013 04:32 Staboteur wrote:
On November 09 2013 04:16 Excludos wrote:
On November 09 2013 04:12 Staboteur wrote:
On November 09 2013 04:03 cecek wrote:
On November 09 2013 03:59 Staboteur wrote:
On November 09 2013 03:33 Comeh wrote:
[quote]
He would be ridiculously overpowered if it worked on towers.

TBH, hes kind of "fine" at the moment. Not super strong, but I think hes more or less in an okay play right now.


Really? Is there a mechanic I'm missing? It's like a 16%/30%/50% damage amp against towers, but the 30% and 50% ones start coming at a point where Slardar's effectiveness otherwise is diminishing.

Yes, reducing a towers health by 16/30/50% at level 6/11/16 respectively does sound WAY overpewered (if it was just straight up added to Slardar's hero,) if that's what you're asking. And I don't think Slardar falls off that quickly. Definitely not by level 11, I would say that's his strongest point, when he has blink + bkb.


Pugna's blast and sniper's shrapnel do about 10% of a tower's hp per cast as nonultimate abilities that can be cast from safe ranges. Still not seeing how a 16%/30% damage amp that only helps if your team is in a position to hit the tower is "OP", especially on a hero that doesn't have the easiest time pushing high ground.


You wouldn't even need to play him as a carry. You could just play him as a support who makes it ridiculously easy for the team to push down towers and get kills(the ability to push towers is incredibly important in pro gaming. Pub gamers usually doesn't have the synergy to take advantage of situations the same way) , with the rest of his abilities as a bonus.


Slardar is played in a farming role because he needs a BKB or blink to maintain utility outside of laning. That doesn't suddenly become untrue if he's played in a support role; You'd be drafting a melee support with a melee stun that still has all the same problems Slardar normally has, but with even fewer items. That's a lot of negatives to draft for a 17% damage amp to towers until 20-25 minutes (300xpm = 20 minute lvl 11), where supports usually start rolling over to level 11.



You'd need blink, yes. I don't see the need for BKB when drafted this way, as you wont be the one doing damage. Like I said, he would be drafted for his ulti alone. The stun would only be as a bonus, and his bash would be completely useless.


That's ridiculous.

Warlock has a stronger ult across the board if your goal is to just have a hero with an R that you can use to push.
Dragon Knight would fill the same role of a strong stun + R that is used to push.
Death prophet support would work by the same logic.
Playing sniper "support" and just running in and shrapnelling towers would be legit.

There is no hero (save maybe warlock) that you can afford to draft for just one skill, MUCH less one that only applies a 17% damage amp to towers until minute 20.

And Diablo 3's Butcher somehow became pudge somewhere along the way


Dragon knight is good as pushing when he has the farm for it. His ulti dps is directly proportional to his farm. He needs to be played as a carry and nothing else.
Death Prophet ulti is amazing at taking down towers. Problem is though that she needs to stay alive, or the ulti stops. The range is also fairly limited, meaning she can't ulti from a safe distance and not be afraid of anyone initiating on her. She needs farm for mana regen and health items to make her ulti work.
Yeah, sniper support would be amazing. only 2 whole minutes to take down a tower!...no
Warlocks ulti is amazing, no doubt. Fatal bonds isn't really a pushing skill, but is stupidly strong in teamfights if hit correctly. But I still don't see why they overlap. Slardar would be used to stay in the back and toss ulti upon towers and enemies for the rest of the team to easily take down. Warlock has an ulti with a 2.5 minute cooldown, letting the team push/teamfight every 2.5 minutes. They don't overlap in any sense.


A Dragon Knight with no items can apply his corrosive DoT to the tower twice for 200 damage, about the same damage as provided by Slardar's lvl 6 Amp Damage to a tower. It's bad, yes, but that's kinda my point.

Death Prophet's ulti can hit the tower from 1100 range away. If the enemy can initiate on DP from that range, your draft has other problems. Also, 8 ghosts hitting the tower once each is about the same damage done to any one tower as a 17% amp would be.

Sniper's Shrapnel provides 160 damage to a tower from ten billion range. Two casts of Shrapnel provide more damage than slardar's ult would to a tower.

Warlock's ult is powerful because it helps you win the fight before pushing the tower, then pushes afterwards. The overlap is "I'm going to draft this hero just for his R" in which case warlock is almost unanimously better than slardar.

What I'll concede is that beyond levels 11 and 16 slardar's damage amp on towers would start to become ridiculous. That said, it's still well within comparable range to other heroes, and in fact straight up worse than a lot of pushing heroes before level 11.


Why in the world are we fighting about a hypotetical possibility within a hypotetical patch thats never going to happen..? I was just throwing a analogy of how good it would be, not whether it would actually be done.
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
November 08 2013 20:33 GMT
#85984
On November 09 2013 05:30 Excludos wrote:
Show nested quote +
On November 09 2013 05:25 Staboteur wrote:
On November 09 2013 05:02 Excludos wrote:
On November 09 2013 04:45 Staboteur wrote:
On November 09 2013 04:36 Excludos wrote:
On November 09 2013 04:32 Staboteur wrote:
On November 09 2013 04:16 Excludos wrote:
On November 09 2013 04:12 Staboteur wrote:
On November 09 2013 04:03 cecek wrote:
On November 09 2013 03:59 Staboteur wrote:
[quote]

Really? Is there a mechanic I'm missing? It's like a 16%/30%/50% damage amp against towers, but the 30% and 50% ones start coming at a point where Slardar's effectiveness otherwise is diminishing.

Yes, reducing a towers health by 16/30/50% at level 6/11/16 respectively does sound WAY overpewered (if it was just straight up added to Slardar's hero,) if that's what you're asking. And I don't think Slardar falls off that quickly. Definitely not by level 11, I would say that's his strongest point, when he has blink + bkb.


Pugna's blast and sniper's shrapnel do about 10% of a tower's hp per cast as nonultimate abilities that can be cast from safe ranges. Still not seeing how a 16%/30% damage amp that only helps if your team is in a position to hit the tower is "OP", especially on a hero that doesn't have the easiest time pushing high ground.


You wouldn't even need to play him as a carry. You could just play him as a support who makes it ridiculously easy for the team to push down towers and get kills(the ability to push towers is incredibly important in pro gaming. Pub gamers usually doesn't have the synergy to take advantage of situations the same way) , with the rest of his abilities as a bonus.


Slardar is played in a farming role because he needs a BKB or blink to maintain utility outside of laning. That doesn't suddenly become untrue if he's played in a support role; You'd be drafting a melee support with a melee stun that still has all the same problems Slardar normally has, but with even fewer items. That's a lot of negatives to draft for a 17% damage amp to towers until 20-25 minutes (300xpm = 20 minute lvl 11), where supports usually start rolling over to level 11.



You'd need blink, yes. I don't see the need for BKB when drafted this way, as you wont be the one doing damage. Like I said, he would be drafted for his ulti alone. The stun would only be as a bonus, and his bash would be completely useless.


That's ridiculous.

Warlock has a stronger ult across the board if your goal is to just have a hero with an R that you can use to push.
Dragon Knight would fill the same role of a strong stun + R that is used to push.
Death prophet support would work by the same logic.
Playing sniper "support" and just running in and shrapnelling towers would be legit.

There is no hero (save maybe warlock) that you can afford to draft for just one skill, MUCH less one that only applies a 17% damage amp to towers until minute 20.

And Diablo 3's Butcher somehow became pudge somewhere along the way


Dragon knight is good as pushing when he has the farm for it. His ulti dps is directly proportional to his farm. He needs to be played as a carry and nothing else.
Death Prophet ulti is amazing at taking down towers. Problem is though that she needs to stay alive, or the ulti stops. The range is also fairly limited, meaning she can't ulti from a safe distance and not be afraid of anyone initiating on her. She needs farm for mana regen and health items to make her ulti work.
Yeah, sniper support would be amazing. only 2 whole minutes to take down a tower!...no
Warlocks ulti is amazing, no doubt. Fatal bonds isn't really a pushing skill, but is stupidly strong in teamfights if hit correctly. But I still don't see why they overlap. Slardar would be used to stay in the back and toss ulti upon towers and enemies for the rest of the team to easily take down. Warlock has an ulti with a 2.5 minute cooldown, letting the team push/teamfight every 2.5 minutes. They don't overlap in any sense.


A Dragon Knight with no items can apply his corrosive DoT to the tower twice for 200 damage, about the same damage as provided by Slardar's lvl 6 Amp Damage to a tower. It's bad, yes, but that's kinda my point.

Death Prophet's ulti can hit the tower from 1100 range away. If the enemy can initiate on DP from that range, your draft has other problems. Also, 8 ghosts hitting the tower once each is about the same damage done to any one tower as a 17% amp would be.

Sniper's Shrapnel provides 160 damage to a tower from ten billion range. Two casts of Shrapnel provide more damage than slardar's ult would to a tower.

Warlock's ult is powerful because it helps you win the fight before pushing the tower, then pushes afterwards. The overlap is "I'm going to draft this hero just for his R" in which case warlock is almost unanimously better than slardar.

What I'll concede is that beyond levels 11 and 16 slardar's damage amp on towers would start to become ridiculous. That said, it's still well within comparable range to other heroes, and in fact straight up worse than a lot of pushing heroes before level 11.


Why in the world are we fighting about a hypotetical possibility within a hypotetical patch thats never going to happen..? I was just throwing a analogy of how good it would be, not whether it would actually be done.


BECAUSE I seriously don't understand why people say it would be broken OP, and want to know if people have deeper insight than m'self. You don't learn by never being wrong

Also, as long as icefrog is the one balancing this game, I'd never say never!
I'm actually Fleetfeet D:
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-11-08 20:43:48
November 08 2013 20:40 GMT
#85985
On November 09 2013 04:15 aintz wrote:
alot of heroes dont have farming abilities, learn to farm and you're good to go. slardar can play main carry just fine even from behind.

The biggest hit to Slardar's farming ability is that his typical first 2 major items (Blink+BKB) are weak farming items due to their lack of DPS stats, but buying actual DPS items (e.g. Armlet) delays your peak effectiveness because you still need Blink+BKB to engage 5v5s comfortably.

With regard to those asking about the damage amplification on Slardar's Amp Damage vs. towers (in theory):

20 armor is a 120% EHP increase (each point is 6%). 10 armor is a 60% EHP increase. So the damage increase going from 20 armor to 10 armor is 220/160 = 37.5% damage increase.
Moderator
SKC
Profile Joined October 2010
Brazil18828 Posts
November 08 2013 20:41 GMT
#85986
On November 09 2013 05:25 Staboteur wrote:
Show nested quote +
On November 09 2013 05:02 Excludos wrote:
On November 09 2013 04:45 Staboteur wrote:
On November 09 2013 04:36 Excludos wrote:
On November 09 2013 04:32 Staboteur wrote:
On November 09 2013 04:16 Excludos wrote:
On November 09 2013 04:12 Staboteur wrote:
On November 09 2013 04:03 cecek wrote:
On November 09 2013 03:59 Staboteur wrote:
On November 09 2013 03:33 Comeh wrote:
[quote]
He would be ridiculously overpowered if it worked on towers.

TBH, hes kind of "fine" at the moment. Not super strong, but I think hes more or less in an okay play right now.


Really? Is there a mechanic I'm missing? It's like a 16%/30%/50% damage amp against towers, but the 30% and 50% ones start coming at a point where Slardar's effectiveness otherwise is diminishing.

Yes, reducing a towers health by 16/30/50% at level 6/11/16 respectively does sound WAY overpewered (if it was just straight up added to Slardar's hero,) if that's what you're asking. And I don't think Slardar falls off that quickly. Definitely not by level 11, I would say that's his strongest point, when he has blink + bkb.


Pugna's blast and sniper's shrapnel do about 10% of a tower's hp per cast as nonultimate abilities that can be cast from safe ranges. Still not seeing how a 16%/30% damage amp that only helps if your team is in a position to hit the tower is "OP", especially on a hero that doesn't have the easiest time pushing high ground.


You wouldn't even need to play him as a carry. You could just play him as a support who makes it ridiculously easy for the team to push down towers and get kills(the ability to push towers is incredibly important in pro gaming. Pub gamers usually doesn't have the synergy to take advantage of situations the same way) , with the rest of his abilities as a bonus.


Slardar is played in a farming role because he needs a BKB or blink to maintain utility outside of laning. That doesn't suddenly become untrue if he's played in a support role; You'd be drafting a melee support with a melee stun that still has all the same problems Slardar normally has, but with even fewer items. That's a lot of negatives to draft for a 17% damage amp to towers until 20-25 minutes (300xpm = 20 minute lvl 11), where supports usually start rolling over to level 11.



You'd need blink, yes. I don't see the need for BKB when drafted this way, as you wont be the one doing damage. Like I said, he would be drafted for his ulti alone. The stun would only be as a bonus, and his bash would be completely useless.


That's ridiculous.

Warlock has a stronger ult across the board if your goal is to just have a hero with an R that you can use to push.
Dragon Knight would fill the same role of a strong stun + R that is used to push.
Death prophet support would work by the same logic.
Playing sniper "support" and just running in and shrapnelling towers would be legit.

There is no hero (save maybe warlock) that you can afford to draft for just one skill, MUCH less one that only applies a 17% damage amp to towers until minute 20.

And Diablo 3's Butcher somehow became pudge somewhere along the way


Dragon knight is good as pushing when he has the farm for it. His ulti dps is directly proportional to his farm. He needs to be played as a carry and nothing else.
Death Prophet ulti is amazing at taking down towers. Problem is though that she needs to stay alive, or the ulti stops. The range is also fairly limited, meaning she can't ulti from a safe distance and not be afraid of anyone initiating on her. She needs farm for mana regen and health items to make her ulti work.
Yeah, sniper support would be amazing. only 2 whole minutes to take down a tower!...no
Warlocks ulti is amazing, no doubt. Fatal bonds isn't really a pushing skill, but is stupidly strong in teamfights if hit correctly. But I still don't see why they overlap. Slardar would be used to stay in the back and toss ulti upon towers and enemies for the rest of the team to easily take down. Warlock has an ulti with a 2.5 minute cooldown, letting the team push/teamfight every 2.5 minutes. They don't overlap in any sense.

+ Show Spoiler +

A Dragon Knight with no items can apply his corrosive DoT to the tower twice for 200 damage, about the same damage as provided by Slardar's lvl 6 Amp Damage to a tower. It's bad, yes, but that's kinda my point.

Death Prophet's ulti can hit the tower from 1100 range away. If the enemy can initiate on DP from that range, your draft has other problems. Also, 8 ghosts hitting the tower once each is about the same damage done to any one tower as a 17% amp would be.

Sniper's Shrapnel provides 160 damage to a tower from ten billion range. Two casts of Shrapnel provide more damage than slardar's ult would to a tower.

Warlock's ult is powerful because it helps you win the fight before pushing the tower, then pushes afterwards. The overlap is "I'm going to draft this hero just for his R" in which case warlock is almost unanimously better than slardar.

What I'll concede is that beyond levels 11 and 16 slardar's damage amp on towers would start to become ridiculous. That said, it's still well within comparable range to other heroes, and in fact straight up worse than a lot of pushing heroes before level 11.


Show nested quote +
On November 09 2013 05:23 JumboJohnson wrote:
Slardar's lvl 1 ulti is -10 armor and a tier 1 tower has 20 armor. Looking at this graph, that would be about a 37-38% increase in damage to tower. Or am I reading that wrong? I'm not sure where you got 17% from.

Yango, master of numbers, bestow to us your knowledge bombs!


20 armour is a 54% damage reduction, 10 armour is 37%.

But I'm math-retarded, so it probably is a 37% damage amp, which makes me look like a lulz!

Yes, that results in a 37% damage amp.
canikizu
Profile Joined September 2010
4860 Posts
Last Edited: 2013-11-08 20:44:36
November 08 2013 20:43 GMT
#85987
On November 09 2013 05:33 Staboteur wrote:
Show nested quote +
On November 09 2013 05:30 Excludos wrote:
On November 09 2013 05:25 Staboteur wrote:
On November 09 2013 05:02 Excludos wrote:
On November 09 2013 04:45 Staboteur wrote:
On November 09 2013 04:36 Excludos wrote:
On November 09 2013 04:32 Staboteur wrote:
On November 09 2013 04:16 Excludos wrote:
On November 09 2013 04:12 Staboteur wrote:
On November 09 2013 04:03 cecek wrote:
[quote]
Yes, reducing a towers health by 16/30/50% at level 6/11/16 respectively does sound WAY overpewered (if it was just straight up added to Slardar's hero,) if that's what you're asking. And I don't think Slardar falls off that quickly. Definitely not by level 11, I would say that's his strongest point, when he has blink + bkb.


Pugna's blast and sniper's shrapnel do about 10% of a tower's hp per cast as nonultimate abilities that can be cast from safe ranges. Still not seeing how a 16%/30% damage amp that only helps if your team is in a position to hit the tower is "OP", especially on a hero that doesn't have the easiest time pushing high ground.


You wouldn't even need to play him as a carry. You could just play him as a support who makes it ridiculously easy for the team to push down towers and get kills(the ability to push towers is incredibly important in pro gaming. Pub gamers usually doesn't have the synergy to take advantage of situations the same way) , with the rest of his abilities as a bonus.


Slardar is played in a farming role because he needs a BKB or blink to maintain utility outside of laning. That doesn't suddenly become untrue if he's played in a support role; You'd be drafting a melee support with a melee stun that still has all the same problems Slardar normally has, but with even fewer items. That's a lot of negatives to draft for a 17% damage amp to towers until 20-25 minutes (300xpm = 20 minute lvl 11), where supports usually start rolling over to level 11.



You'd need blink, yes. I don't see the need for BKB when drafted this way, as you wont be the one doing damage. Like I said, he would be drafted for his ulti alone. The stun would only be as a bonus, and his bash would be completely useless.


That's ridiculous.

Warlock has a stronger ult across the board if your goal is to just have a hero with an R that you can use to push.
Dragon Knight would fill the same role of a strong stun + R that is used to push.
Death prophet support would work by the same logic.
Playing sniper "support" and just running in and shrapnelling towers would be legit.

There is no hero (save maybe warlock) that you can afford to draft for just one skill, MUCH less one that only applies a 17% damage amp to towers until minute 20.

And Diablo 3's Butcher somehow became pudge somewhere along the way


Dragon knight is good as pushing when he has the farm for it. His ulti dps is directly proportional to his farm. He needs to be played as a carry and nothing else.
Death Prophet ulti is amazing at taking down towers. Problem is though that she needs to stay alive, or the ulti stops. The range is also fairly limited, meaning she can't ulti from a safe distance and not be afraid of anyone initiating on her. She needs farm for mana regen and health items to make her ulti work.
Yeah, sniper support would be amazing. only 2 whole minutes to take down a tower!...no
Warlocks ulti is amazing, no doubt. Fatal bonds isn't really a pushing skill, but is stupidly strong in teamfights if hit correctly. But I still don't see why they overlap. Slardar would be used to stay in the back and toss ulti upon towers and enemies for the rest of the team to easily take down. Warlock has an ulti with a 2.5 minute cooldown, letting the team push/teamfight every 2.5 minutes. They don't overlap in any sense.


A Dragon Knight with no items can apply his corrosive DoT to the tower twice for 200 damage, about the same damage as provided by Slardar's lvl 6 Amp Damage to a tower. It's bad, yes, but that's kinda my point.

Death Prophet's ulti can hit the tower from 1100 range away. If the enemy can initiate on DP from that range, your draft has other problems. Also, 8 ghosts hitting the tower once each is about the same damage done to any one tower as a 17% amp would be.

Sniper's Shrapnel provides 160 damage to a tower from ten billion range. Two casts of Shrapnel provide more damage than slardar's ult would to a tower.

Warlock's ult is powerful because it helps you win the fight before pushing the tower, then pushes afterwards. The overlap is "I'm going to draft this hero just for his R" in which case warlock is almost unanimously better than slardar.

What I'll concede is that beyond levels 11 and 16 slardar's damage amp on towers would start to become ridiculous. That said, it's still well within comparable range to other heroes, and in fact straight up worse than a lot of pushing heroes before level 11.


Why in the world are we fighting about a hypotetical possibility within a hypotetical patch thats never going to happen..? I was just throwing a analogy of how good it would be, not whether it would actually be done.


BECAUSE I seriously don't understand why people say it would be broken OP, and want to know if people have deeper insight than m'self. You don't learn by never being wrong

Also, as long as icefrog is the one balancing this game, I'd never say never!

But none of the above heroes has the ability to lower armor and make your WHOLE team hit towers harder.
Hell, lvl 6 sladar+visage is a nightmare.

boon2537
Profile Blog Joined October 2010
United States905 Posts
Last Edited: 2013-11-08 20:44:33
November 08 2013 20:44 GMT
#85988
http://dotabuff.com/matches/376281331

k. I can die in peace now.
+ Show Spoiler +
I needed that after so many crushing losses lol
JumboJohnson
Profile Joined December 2011
537 Posts
Last Edited: 2013-11-08 20:45:11
November 08 2013 20:44 GMT
#85989
Yeah went and ran the numbers and its a 37% damage increase. I'll use 100 damage as my example. That will be 46 damage at 20 armor and 63 damage at 10 armor. 63-46 is 17 and 17/46 is 0.37. Times 100 for a percentage is 37% It matches the graph I link on the last page.

Please tell me if my math is messed up. Its been a few years.

Edit:ninja'd
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2013-11-08 20:54:52
November 08 2013 20:47 GMT
#85990
tower has 1300 hp
20 armor = 54% reduction? In that case you need to do 2826 dmg to kill it.
10 armor = 37% reduction? In that case you need to do 2063 dmg to kill it.

Which means you need to do 73% (2063/2826) as much damage, so its a 27% reduction. (the tower loses 27% of its hypothetical 2826 life).

This is assuming your reduction numbers are right I cant test myself right now.

On November 09 2013 05:44 JumboJohnson wrote:
Yeah went and ran the numbers and its a 37% damage increase. I'll use 100 damage as my example. That will be 46 damage at 20 armor and 63 damage at 10 armor. 63-46 is 17 and 17/46 is 0.37. Times 100 for a percentage is 37% It matches the graph I link on the last page.

Please tell me if my math is messed up. Its been a few years.

Edit:ninja'd

you want 17/63
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
SKC
Profile Joined October 2010
Brazil18828 Posts
Last Edited: 2013-11-08 20:54:55
November 08 2013 20:53 GMT
#85991
On November 09 2013 05:47 Sn0_Man wrote:
tower has 1300 hp
20 armor = 54% reduction? In that case you need to do 2826 dmg to kill it.
10 armor = 37% reduction? In that case you need to do 2063 dmg to kill it.

Which means you need to do 73% (2063/2826) as much damage, so its a 27% reduction. (the tower loses 27% of its hypothetical 2826 life).

This is assuming your reduction numbers are right I cant test myself right now.

Show nested quote +
On November 09 2013 05:44 JumboJohnson wrote:
Yeah went and ran the numbers and its a 37% damage increase. I'll use 100 damage as my example. That will be 46 damage at 20 armor and 63 damage at 10 armor. 63-46 is 17 and 17/46 is 0.37. Times 100 for a percentage is 37% It matches the graph I link on the last page.

Please tell me if my math is messed up. Its been a few years.

Edit:ninja'd

17/46 doesnt mean anything at all lol thats your problem.

No, he is right.

Your damage is increased by 37%. The tower's damage reduction is decreased by 17% (from 54% to 37%). The EHP of the tower is reduced by 27%. All numbers are correct, they just mean diferent things.
TheYango
Profile Joined September 2008
United States47024 Posts
November 08 2013 20:54 GMT
#85992
Needing to do 0.73 as much damage is the exact same thing as a 37% damage increase. 1/0.73 = 1.37
Moderator
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
November 08 2013 20:57 GMT
#85993
Depends if ur discussing damage amplification or resist reduction I suppose

Its the same as "ET removes 25% magic resist" vs "ET does 33% magic amp" they are indeed the same.

Alright semantically you guys are probably correct. I prefer the 27% figure myself as that is the effect on the tower.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
SKC
Profile Joined October 2010
Brazil18828 Posts
November 08 2013 20:58 GMT
#85994
On November 09 2013 05:57 Sn0_Man wrote:
Depends if ur discussing damage amplification or resist reduction I suppose

Its the same as "ET removes 25% magic resist" vs "ET does 33% magic amp" they are indeed the same.

Alright semantically you guys are probably correct. I prefer the 27% figure myself as that is the effect on the tower.

Your math wasn't wrong, you were just wrong when you said his math was.
FinestHour
Profile Joined August 2010
United States18466 Posts
November 08 2013 21:05 GMT
#85995
i like the sound of hero brawler genre more thats much better then arts or dota
thug life.                                                       MVP/ex-
Comeh
Profile Blog Joined July 2008
United States18919 Posts
November 08 2013 21:05 GMT
#85996
I still claim Slardar counters naix 100%.

On a side note, I was first picked in the thursday reddit league.

Man everyone else must be bad.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
teapoted
Profile Joined August 2012
United Kingdom24425 Posts
Last Edited: 2013-11-08 21:12:38
November 08 2013 21:07 GMT
#85997
On November 09 2013 06:05 FinestHour wrote:
i like the sound of hero brawler genre more thats much better then arts or dota
Hero brawler sounds silly, and both that and Moba fit games like bloodline champion more than they do Dota. Dota is ultimately not about 'battles arenas' or 'heroes brawling', it's a siege game. You kill buildings, that's the point.

Anyway, Purge played some Hots apparently and yeah, this sounds a lot like 'not dota'.

Played about 5 games of heroes of the storm. It was pretty fun, no last hitting, global shared exp with each map mode (4 total) w objectives.

Tree based leveling like choice of damage or ability power, sometimes unique abilities. Like 12-15 playable characters. No items.

The game is very simple, but lots of team fights. Skills similar to LoL, but the tree system helps you specialize. The modes are fun.

I see no chance for a competitive scene with the current game, but its fun to play. I would play this game with friends.
Once you Goblak...
hackingdumpeu
Profile Joined November 2013
Vietnam2 Posts
November 08 2013 21:13 GMT
#85998
--- Nuked ---
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
November 08 2013 21:17 GMT
#85999
Well dustin browder is the Game Director right? No wonder there's no chance for a competitive scene.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
burntfish44
Profile Joined November 2013
United States2 Posts
November 08 2013 21:23 GMT
#86000
So i have a noob question about equipment sets and their availability... some heroes have multiple equipment sets (invoker for ex) but only 1 available to buy in full in the store. Do these sets cycle through the store, or do you have to just get lucky and find the other set items?
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