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IRC chatter should remain in IRC - http://webchat.quakenet.org/?channels=tl.dota2

Posts that relate to topics with their own thread, such as in News, Tournaments or Strategy should go in those threads.
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
January 08 2014 01:29 GMT
#93181
On January 08 2014 10:16 cecek wrote:
Is sprout ever relevant when laning against prophet?

Yes. It kills pretty much anyone when you got phaseboot after a bit of harass
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
Pseudoku
Profile Joined March 2011
Canada1279 Posts
Last Edited: 2014-01-08 02:43:46
January 08 2014 02:43 GMT
#93182
IIRC Each point of Armor improves the number of physical hits you can withstand by the same amount (so it's not "diminishing").
Logic fails because we are lazy.
tauon
Profile Blog Joined January 2012
Australia1278 Posts
January 08 2014 04:10 GMT
#93183
On January 08 2014 11:43 Pseudoku wrote:
IIRC Each point of Armor improves the number of physical hits you can withstand by the same amount (so it's not "diminishing").

Kind of. You're right because armour increases your effective HP (eHP = amount of physical damage you can sustain before reductions) by 6% of your HP for each point of armour. It's dimishing in the sense that each point of armour increases your eHP by a smaller fraction of your current eHP each time.

Example:
You have 1000 HP
1st point of armour increase your eHP from 1000 to 1060 (or 6%),
10th point of armour increases your eHP from 1600 to 1660 whivh is a 3.8% increase.

As you get more armour you get more benefit from building raw HP/strength so eventually this will become a better option.
Road to 6sange
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
January 08 2014 04:29 GMT
#93184
On January 08 2014 13:10 tauon wrote:
Show nested quote +
On January 08 2014 11:43 Pseudoku wrote:
IIRC Each point of Armor improves the number of physical hits you can withstand by the same amount (so it's not "diminishing").

Kind of. You're right because armour increases your effective HP (eHP = amount of physical damage you can sustain before reductions) by 6% of your HP for each point of armour. It's dimishing in the sense that each point of armour increases your eHP by a smaller fraction of your current eHP each time.

Example:
You have 1000 HP
1st point of armour increase your eHP from 1000 to 1060 (or 6%),
10th point of armour increases your eHP from 1600 to 1660 whivh is a 3.8% increase.

As you get more armour you get more benefit from building raw HP/strength so eventually this will become a better option.


I hear this a lot, but I never got it. By that logic, HP also has diminishing returns (pretend you have a +60hp item above instead of a +1 armor item), yet nobody ever thinks of HP that way.
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
Jinxed
Profile Blog Joined May 2011
United States6450 Posts
Last Edited: 2014-01-08 04:47:56
January 08 2014 04:38 GMT
#93185
On January 08 2014 13:29 JeeJee wrote:
Show nested quote +
On January 08 2014 13:10 tauon wrote:
On January 08 2014 11:43 Pseudoku wrote:
IIRC Each point of Armor improves the number of physical hits you can withstand by the same amount (so it's not "diminishing").

Kind of. You're right because armour increases your effective HP (eHP = amount of physical damage you can sustain before reductions) by 6% of your HP for each point of armour. It's dimishing in the sense that each point of armour increases your eHP by a smaller fraction of your current eHP each time.

Example:
You have 1000 HP
1st point of armour increase your eHP from 1000 to 1060 (or 6%),
10th point of armour increases your eHP from 1600 to 1660 whivh is a 3.8% increase.

As you get more armour you get more benefit from building raw HP/strength so eventually this will become a better option.


I hear this a lot, but I never got it. By that logic, HP also has diminishing returns (pretend you have a +60hp item above instead of a +1 armor item), yet nobody ever thinks of HP that way.


EDIT: The Guys below me put it perfectly. Nothing really to add to it IMO.
LiquidDota Staff"LeLoup is a great name pls undo." -Liquid`Nazgul
SolidMoose
Profile Joined June 2011
United States1240 Posts
January 08 2014 04:44 GMT
#93186
On January 08 2014 13:29 JeeJee wrote:
Show nested quote +
On January 08 2014 13:10 tauon wrote:
On January 08 2014 11:43 Pseudoku wrote:
IIRC Each point of Armor improves the number of physical hits you can withstand by the same amount (so it's not "diminishing").

Kind of. You're right because armour increases your effective HP (eHP = amount of physical damage you can sustain before reductions) by 6% of your HP for each point of armour. It's dimishing in the sense that each point of armour increases your eHP by a smaller fraction of your current eHP each time.

Example:
You have 1000 HP
1st point of armour increase your eHP from 1000 to 1060 (or 6%),
10th point of armour increases your eHP from 1600 to 1660 whivh is a 3.8% increase.

As you get more armour you get more benefit from building raw HP/strength so eventually this will become a better option.


I hear this a lot, but I never got it. By that logic, HP also has diminishing returns (pretend you have a +60hp item above instead of a +1 armor item), yet nobody ever thinks of HP that way.


They both have diminishing returns. The point is to balance both HP and armor.
CustomKal
Profile Blog Joined November 2010
Canada749 Posts
January 08 2014 04:45 GMT
#93187
On January 08 2014 13:29 JeeJee wrote:
Show nested quote +
On January 08 2014 13:10 tauon wrote:
On January 08 2014 11:43 Pseudoku wrote:
IIRC Each point of Armor improves the number of physical hits you can withstand by the same amount (so it's not "diminishing").

Kind of. You're right because armour increases your effective HP (eHP = amount of physical damage you can sustain before reductions) by 6% of your HP for each point of armour. It's dimishing in the sense that each point of armour increases your eHP by a smaller fraction of your current eHP each time.

Example:
You have 1000 HP
1st point of armour increase your eHP from 1000 to 1060 (or 6%),
10th point of armour increases your eHP from 1600 to 1660 whivh is a 3.8% increase.

As you get more armour you get more benefit from building raw HP/strength so eventually this will become a better option.


I hear this a lot, but I never got it. By that logic, HP also has diminishing returns (pretend you have a +60hp item above instead of a +1 armor item), yet nobody ever thinks of HP that way.


Except you also have to take into account that spell damage exists in the game. Thus HP regardless will eventually trump EHP in terms of effectiveness when armor hits a certain point.
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2014-01-08 05:13:32
January 08 2014 05:05 GMT
#93188
On January 08 2014 13:29 JeeJee wrote:
Show nested quote +
On January 08 2014 13:10 tauon wrote:
On January 08 2014 11:43 Pseudoku wrote:
IIRC Each point of Armor improves the number of physical hits you can withstand by the same amount (so it's not "diminishing").

Kind of. You're right because armour increases your effective HP (eHP = amount of physical damage you can sustain before reductions) by 6% of your HP for each point of armour. It's dimishing in the sense that each point of armour increases your eHP by a smaller fraction of your current eHP each time.

Example:
You have 1000 HP
1st point of armour increase your eHP from 1000 to 1060 (or 6%),
10th point of armour increases your eHP from 1600 to 1660 whivh is a 3.8% increase.

As you get more armour you get more benefit from building raw HP/strength so eventually this will become a better option.


I hear this a lot, but I never got it. By that logic, HP also has diminishing returns (pretend you have a +60hp item above instead of a +1 armor item), yet nobody ever thinks of HP that way.


10 points of armor gives you 600 effective hitpoints on 1k hp which is a 60% increase in effective hitpoints or 6% per point. Doing the percentages on the 9 -> 10 armor and comparing it to going from 0 -> 1 is indeed not the same percentage increase in effective hitpoints, but does not mean it doesn't have linear returns. Every point of armor gives me 6% more effective health no matter how much armor I obtain so the relationship between armor and effective hitpoints is linear.

You can use the same logic for hitpoints. If I add 60 hitpoints to any value of hitpoints then I've increased my hitpoints by 60. The percentage increase in hitpoints will vary depending on what that value is, but it is still a linear return because the percentage increase changing doesn't make the return non-linear.

Evasion actually has diminishing returns. If I have one butterfly then I get 35% evasion. If I get a second butterfly it doesn't give you an additional 35% evasion because if both of the evasions proc then I can't evade the same attack twice so I lose the union where both evasions proc: diminishing returns.

Good math; bad inference.
I'll always be your shadow and veil your eyes from states of ain soph aur.
TheYango
Profile Joined September 2008
United States47024 Posts
January 08 2014 05:13 GMT
#93189
People are overcomplicating a very simple concept. This is like, grade school math here.

EHP is a product of your HP and armor. So the best way to spend your money is to balance the two. It does't mean that every point of armor incrementally provides less EHP per point, it means that every point of armor means HP gets MORE EHP per point and vice versa.
Moderator
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
January 08 2014 05:14 GMT
#93190
On January 08 2014 14:13 TheYango wrote:
This is like, grade school math here.

chinese elementary schools yango wow
Writerdamn, i was two days from retirement
FinestHour
Profile Joined August 2010
United States18466 Posts
January 08 2014 05:48 GMT
#93191
the true demon fans are rewarded
thug life.                                                       MVP/ex-
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
January 08 2014 06:03 GMT
#93192
Regarding HP and armor:

12:15 AM - Skadi Doesn't Know: yamsgo
12:15 AM - HZZZZZ: you were fencing chickens in 4th grade too
12:15 AM - Skadi Doesn't Know: what the fuck
12:15 AM - Skadi Doesn't Know: fencing chickens?
12:15 AM - HZZZZZ: yes
12:15 AM - Skadi Doesn't Know: dafuq
12:15 AM - Skadi Doesn't Know: is that
12:15 AM - HZZZZZ: the way to fence the largest area with a given perimeter
12:15 AM - HZZZZZ: is a square
12:15 AM - HZZZZZ: its the same fucking shit
12:15 AM - Skadi Doesn't Know: oh LOL
12:15 AM - Skadi Doesn't Know: i thought
12:15 AM - Skadi Doesn't Know: when you say " fencing chickens"
12:16 AM - Skadi Doesn't Know: you mean engaging in rapier jousts


yango pls
Writerdamn, i was two days from retirement
rebdomine
Profile Blog Joined October 2010
6040 Posts
Last Edited: 2014-01-08 06:06:43
January 08 2014 06:06 GMT
#93193
Well there's a new way to do cock fights. Give 'em a foil and let 'em at it!
"Just because you are correct doesn't mean you are right!"
tauon
Profile Blog Joined January 2012
Australia1278 Posts
Last Edited: 2014-01-08 06:52:29
January 08 2014 06:35 GMT
#93194
On January 08 2014 14:05 Blitzkrieg0 wrote:
Show nested quote +
On January 08 2014 13:29 JeeJee wrote:
On January 08 2014 13:10 tauon wrote:
On January 08 2014 11:43 Pseudoku wrote:
IIRC Each point of Armor improves the number of physical hits you can withstand by the same amount (so it's not "diminishing").

Kind of. You're right because armour increases your effective HP (eHP = amount of physical damage you can sustain before reductions) by 6% of your HP for each point of armour. It's dimishing in the sense that each point of armour increases your eHP by a smaller fraction of your current eHP each time.

Example:
You have 1000 HP
1st point of armour increase your eHP from 1000 to 1060 (or 6%),
10th point of armour increases your eHP from 1600 to 1660 whivh is a 3.8% increase.

As you get more armour you get more benefit from building raw HP/strength so eventually this will become a better option.


I hear this a lot, but I never got it. By that logic, HP also has diminishing returns (pretend you have a +60hp item above instead of a +1 armor item), yet nobody ever thinks of HP that way.


10 points of armor gives you 600 effective hitpoints on 1k hp which is a 60% increase in effective hitpoints or 6% per point. Doing the percentages on the 9 -> 10 armor and comparing it to going from 0 -> 1 is indeed not the same percentage increase in effective hitpoints, but does not mean it doesn't have linear returns. Every point of armor gives me 6% more effective health no matter how much armor I obtain so the relationship between armor and effective hitpoints is linear.

You can use the same logic for hitpoints. If I add 60 hitpoints to any value of hitpoints then I've increased my hitpoints by 60. The percentage increase in hitpoints will vary depending on what that value is, but it is still a linear return because the percentage increase changing doesn't make the return non-linear.

Evasion actually has diminishing returns. If I have one butterfly then I get 35% evasion. If I get a second butterfly it doesn't give you an additional 35% evasion because if both of the evasions proc then I can't evade the same attack twice so I lose the union where both evasions proc: diminishing returns.

Good math; bad inference.

If you want to frame it in terms of physical resistance then you get diminishing returns (0->1 armour gives 0->6% resistance and 9->10 armour gives a smaller increment in resistance). Hence, Deso will give more damage amplification against low armour heroes. That's why people like to call it diminishing returns. In Dota 2, deso is optimal against 3-4 armour heroes (probably different in dota 1). But yeah, HP also has diminishing returns.
Road to 6sange
Firebolt145
Profile Blog Joined May 2010
Lalalaland34505 Posts
January 08 2014 08:43 GMT
#93195
On January 08 2014 15:03 flamewheel wrote:
Regarding HP and armor:

Show nested quote +
12:15 AM - Skadi Doesn't Know: yamsgo
12:15 AM - HZZZZZ: you were fencing chickens in 4th grade too
12:15 AM - Skadi Doesn't Know: what the fuck
12:15 AM - Skadi Doesn't Know: fencing chickens?
12:15 AM - HZZZZZ: yes
12:15 AM - Skadi Doesn't Know: dafuq
12:15 AM - Skadi Doesn't Know: is that
12:15 AM - HZZZZZ: the way to fence the largest area with a given perimeter
12:15 AM - HZZZZZ: is a square
12:15 AM - HZZZZZ: its the same fucking shit
12:15 AM - Skadi Doesn't Know: oh LOL
12:15 AM - Skadi Doesn't Know: i thought
12:15 AM - Skadi Doesn't Know: when you say " fencing chickens"
12:16 AM - Skadi Doesn't Know: you mean engaging in rapier jousts


yango pls

Ahaha I thought the same as I was reading down this.
Moderator
Zealos
Profile Blog Joined November 2011
United Kingdom3576 Posts
January 08 2014 09:29 GMT
#93196
What we all really want to know is, what is the right balance of armor and HP in order to maximize EHP against physical dmg?
On the internet if you disagree with or dislike something you're angry and taking it too seriously. == Join TLMafia !
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2014-01-08 09:34:44
January 08 2014 09:33 GMT
#93197
Doesnt that depend on enemy line up, tactics too. It doesnt seem a constant?
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Eriksen
Profile Joined December 2012
Micronesia720 Posts
January 08 2014 09:38 GMT
#93198
It's very situational, I think, since different build and different attribute gain/lvl plus added with items around you and your allies, you may want to think twice about balancing both.
Whether it has ended with a happy ending or sad, I never was an important thing to you.
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
Last Edited: 2014-01-08 10:08:45
January 08 2014 10:03 GMT
#93199
First instinct is that it will vary, yes. Because EHP is represented as a flat percentage change on your current health it is always going to be more effective per point than a lower flat increase from the Strength stat (excepting when health is so low the increase is below the 19HP per point threshold, as detailed on the last page). However that isn't taking into account the issue of other types of damage. And it is also assuming never-ending scaling.


HOWEVER an alternative way to look at it is to give yourself fixed numbers; to represent the fact that every point you've spent building up your armour is a point you could have spent on building your HP (i.e. how you spend your money in a game). That is to say you can only have a certain amount of total points of strength and armour at any one point in the game; so if you've got a fixed amount what is the best way to split the points? Lets say you've got 100 points to split between armour and strength. Each point in strength gives you +19 HP and each point in armour is going to give 6% extra EHP.

Thus I believe your EHP is going to be:
(x*19) + (0.06*(100-x)*(x*19))

Where x is points in strength. Graphing this I got a nice curve peaking at 58 Str : 42 Armour; with an EHP value of 3879.04 and raw HP of 1102.

However note this doesn't take into account cost-effectiveness per point of armour vs cost-effectiveness per point of strength with respect to gold. It simply represents the most cost effective way to split the numbers. Consequently it looks like a roughly 3:2 ratio of strength to armour might be the way to go against pure physical damage.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
Dead9
Profile Blog Joined February 2008
United States4725 Posts
January 08 2014 10:24 GMT
#93200
assuming ~65 HP = 1 armor in terms of price (which is true for endgame items like shivas/ac)
at ~1500 HP you want ~7 armor
at ~2000 HP you want ~15 armor
at ~2500 HP you want ~23 armor
at ~3000 HP you want ~30 armor
at ~3500 HP you want ~38 armor
at ~4000 HP you want ~45 armor
however note that ac/shivas also have other bonuses like passives and frost nova

assuming ~30 HP = 1 armor in terms of price (true for platemail)
at ~1000 HP you want ~17 armor
at ~1500 HP you want ~34 armor
at ~2000 HP you want ~50 armor

basically platemail is pretty much always the most cost effective item for physical ehp
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