General Discussion - Page 4659
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Erasme
Bahamas15899 Posts
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Sn0_Man
Tebellong44238 Posts
I'm sure that the "average ranked mmr" is somewhat higher but thats only because a huge portion of the playerbase doesn't play ranked. Does that mean that I'm suddenly not better than them because they opt to not play ranked? of course not lol. While MMR is of course not a "zero-sum" algorithm, it is close enough that there is literally no chance the average MMR of players fluctuates substantially. Valve have the numbers, their MM system works, and unless they introduce a decay system the average MMR will always be 2250. It's VERY unlikely that the exact number 2250 was exactly 50th percentile AKA average btw. | ||
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Staboteur
Canada1873 Posts
If TLIH are a benchmark, I'm at most average amongst them and am 3600 solo, so probably yeah elite community :D | ||
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Firebolt145
Lalalaland34505 Posts
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cecek
Czech Republic18921 Posts
On January 08 2014 07:56 Sn0_Man wrote: Of course I can. The average MMR of all dota 2 players is 2250. Whether they choose to "reveal" that MMR via playing ranked or not is up to them. Just because the pool of players is somewhat split doesn't mean anything. I'm sure that the "average ranked mmr" is somewhat higher but thats only because a huge portion of the playerbase doesn't play ranked. Does that mean that I'm suddenly not better than them because they opt to not play ranked? of course not lol. While MMR is of course not a "zero-sum" algorithm, it is close enough that there is literally no chance the average MMR of players fluctuates substantially. Valve have the numbers, their MM system works, and unless they introduce a decay system the average MMR will always be 2250. It's VERY unlikely that the exact number 2250 was exactly 50th percentile AKA average btw. it does mean something. There a ton of accounts under level 15, who can't even get to ranked, and I think it's a reasonable assumption that these players will be below average. Same goes for players who don't even bother to play in ranked. | ||
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Belisarius
Australia6233 Posts
The average MMR of all players who play dota is around 2250. We know this from Valve's post. There is little reason to believe it has moved significantly in a couple of months. Thus, if every player who played dota could play ranked, and got an MMR, the average visible ranked MMR of all players would be 2250. Obviously, a lot of the players on the lower end of the spectrum do not or cannot play ranked, and so the average ranked MMR is higher than 2250. That doesn't make all those other players mysteriously disappear. Someone with 3.5k is probably on the low end for visible, ranked MMRs. Out of the total player pool, they are still significantly above average. | ||
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cecek
Czech Republic18921 Posts
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-Celestial-
United Kingdom3867 Posts
On January 08 2014 04:37 LeLoup wrote: Armor reduction diminishes in effectiveness as an enemy gets more armor. (I forget the Yango-approved terms for this, but the graph slopes up rather than being a steady line). That means that Deso is better against heroes that don't get a lot of armor because it will do more against them. An enemy with high armor however will take more damage from magic though so it's better to get the magic damage from the lightning proc against heroes like that. To elaborate on the armour thing. Ran some maths quickly for illustrative and explanation purposes (could have messed up, I'm tired). The function calculating for armour as per liquidpedia is: http://wiki.teamliquid.net/dota2/Armor Damage Reduction = (0.06 x Armor) / (1 + 0.06 x Armor) Therefore the amount of damage taken as a decimal is: 1-((0.06*x)/(1+(0.06*x))) Where x is armour value. And as a percentage: 100*(1-((0.06*x)/(1+(0.06*x)))) If we plot this we get this: http://graphsketch.com/?eqn1_color=1&eqn1_eqn=100*(1-((0.06*x)/(1+0.06*x)))&eqn2_color=2&eqn2_eqn=&eqn3_color=3&eqn3_eqn=&eqn4_color=4&eqn4_eqn=&eqn5_color=5&eqn5_eqn=&eqn6_color=6&eqn6_eqn=&x_min=0&x_max=100&y_min=0&y_max=100&x_tick=1&y_tick=1&x_label_freq=5&y_label_freq=5&do_grid=0&do_grid=1&bold_labeled_lines=0&bold_labeled_lines=1&line_width=4&image_w=850&image_h=525 x-axis is increasing armour value. y-axis is the damage taken. So at very high armour values adding extra armour gives very little, but so does taking that armour away. To give you some numbers (extreme values to illustrate): Going from 0 armour to 5 armour reduces incoming damage by 23.1% (from 100% to 76.9%). So if you can remove that armour you increase your damage by nearly a third. Going from 95 armour to 100 armour reduces incoming damage by 0.64% (from 14.93% to 14.29%). So if you can remove that you increase your damage by less than 5% (4.5% actually). Consequently at high armour values you're going to get more value out of something that flat out bypasses armour than out of reducing that armour value for physical attacks. Maybe I should open a discussion thread about this or something. Edit: Should really finish reading the page. I spent twenty minutes finding somewhere I could graph that with a link only to discover LeLoup already linked one. >_> | ||
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Slomo
Germany7198 Posts
On January 08 2014 09:22 -Celestial- wrote: Edit: Should really finish reading the page. I spent twenty minutes finding somewhere I could graph that with a link only to discover LeLoup already linked one. >_> Haha. Consult the dota2wiki next time. | ||
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-Celestial-
United Kingdom3867 Posts
That loads terribly for me. I just use liquipedia. | ||
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njt7
Sweden769 Posts
What I would be interested in would be the intersecting points where health start becoming more cost effective armor for ehp and vice versa. There is probably something like this out there especially if you lurk around the archived dota-allstars forum. The real problems show up when you are in an actual game when there is composite, pure and magic damage. As well as hp removal. Graphs doesnt really help you when your in the thick of it and you have less then a minute on your hand on deciding what to buy. | ||
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-Celestial-
United Kingdom3867 Posts
On January 08 2014 09:35 njt7 wrote: You could write a thread about it but I think for most who actually cares about this it is already obvious you get higher effective hp after a certain point armor by geting str or flat health. What I would be interested in would be the intersecting points where health start becoming more cost effective armor for ehp and vice versa. There is probably something like this out there especially if you lurk around the archived dota-allstars forum. The real problems show up when you are in an actual game when there is composite, pure and magic damage. As well as hp removal. Graphs doesnt really help you when your in the thick of it and you have less then a minute on your hand on deciding what to buy. Thing is, I don't think it EVER becomes more cost effective if its a linear relationship as described previously and you're only considering EHP. I'm pretty sure its always going to be more effective because on (for example) a 1000HP hero its a flat 60EHP for every point. Not that I've thought about the maths on the EHP relationship myself so I'm just taking that from the 6% per point value on the previous page. But the linear relationship here is always going to be superior since HP from points in strength is both less effective and also linear (19 HP per point). Consequently technically the only time its going to be less effective per point is when 6% of your HP is less than the 19 HP per point raw strength buildup can give you (i.e. just under 320 HP; agi heavy morph maybe?). The effectiveness of raw health increases, however, would have to be weighed by cost I think to give any meaningful comparison. Ultimately the issue seems to come down to the fact that if you're at level 25 with 100 armour and 1k health then yeah, you've got an EHP of 7000 and can stand up pretty well in a manfight. But in real terms if you get hit by stuff like aghs Finger of Death you are literally going to explode. | ||
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FinestHour
United States18466 Posts
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Shaella
United States14828 Posts
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ahswtini
Northern Ireland22213 Posts
On January 08 2014 10:05 Shaella wrote: hey guys ask me what its like being the best brood in the world How do you live with yourself? | ||
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Shaella
United States14828 Posts
Very happily. Today i learned you can just walk over cogs. | ||
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Jinxed
United States6450 Posts
On January 08 2014 10:09 Shaella wrote: Very happily. Today i learned you can just walk over cogs. Well yeah... you can also now walk in/out of sprout meaning you crush lane prophets harder than ever. | ||
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cecek
Czech Republic18921 Posts
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BurningSera
Ireland19621 Posts
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-Celestial-
United Kingdom3867 Posts
...update between games? | ||
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