General Discussion - Page 4662
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Comeh
United States18919 Posts
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Rybka
United States836 Posts
My dota life is now complete ![]() | ||
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Caesarion
Australia8332 Posts
On January 09 2014 01:32 Comeh wrote: Apparently 820 is coming back? Is this old news and I missed this? https://twitter.com/BTSGoDz/status/420954817947656194 No, it's very recent afaik. There's an interview here: http://2p.com/3735655_1/820-and-SJQ-Interview-820-Confirms-to-Return-Competitive-Scene-in-2014-by-Cathy.htm He's apparently in Vegas with LGD now (as a coach). | ||
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SkelA
Macedonia13085 Posts
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teddyoojo
Germany22369 Posts
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Sn0_Man
Tebellong44238 Posts
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Comeh
United States18919 Posts
On January 09 2014 01:44 SkelA wrote: Hmm after watching the last game of [A] vs Fnatic something bugged me about armor on NS. He had a AC and armlet and his armor was 11+10. This cant be right at all. I'm watching it now, and he has 11+20. | ||
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Sn0_Man
Tebellong44238 Posts
I didn't watch the game but if he was doomed he would lose the 5 armor from his AC aura, then if the other team had an AC that would put him at +10 instead of +20 for the moment of time that SkelA was watching. That would explain both things you guys saw. Dunno. | ||
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SkelA
Macedonia13085 Posts
Yea just rewatched the game and its 11+20. Really wierd :o First time i watched he was 11+10 with no debuffs like doom or other -armor aura at all. | ||
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TheYango
United States47024 Posts
On January 09 2014 02:03 Sn0_Man wrote: I didn't watch the game but if he was doomed he would lose the 5 armor from his AC aura, then if the other team had an AC that would put him at +10 instead of +20 for the moment of time that SkelA was watching. That would explain both things you guys saw. Dunno. Doom doesn't disable auras. | ||
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Sn0_Man
Tebellong44238 Posts
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TheYango
United States47024 Posts
Auras aren't part of the list of unit abilities disabled by Doom. The skill would actually be a LOT stronger if they were. | ||
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teddyoojo
Germany22369 Posts
On January 09 2014 02:01 Sn0_Man wrote: Well I aint heard shit but anything that brings back Chuan would be AMAZING so :D just gonna quote from another thread On December 31 2013 21:48 vizuaLize wrote: ChuaN Wong @iGChuaN 2013,我哭过笑过拥有过失去过站过高峰也跌过谷底,感谢让我学习了这么多东西明白了这么多道理。2014,谢谢我的乡亲父老叔伯兄弟姐妹亲朋戚友还有我的粉丝们希望你们越来越好。我会回来的! [Translation] 2013, I laughed, and I cried. I obtained something, and I lost something as well. I stood over a peak, and also fallen to the depths of the chasm. Thanks for letting me learn a lot of things and understand so many meanings(TN: of Life? He did not elaborate.) 2014, Many thanks to my countrymen, uncles, brothers, sisters, friends and relatives and all of my fans, I hope you guys get better and better. I will be back! (Translated by a reddit guy, ty reddit guy) | ||
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Varth
United States426 Posts
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ahswtini
Northern Ireland22213 Posts
On January 09 2014 04:13 Varth wrote: Question, if I buy the blades of vosh domoth (lc arcana item) today from the store will they be exalted or plain? should I care? Apparently they are no longer exalted. You shouldn't really care unless you want an extra word in front of the item. | ||
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SKYFISH__
Bulgaria153 Posts
On January 08 2014 22:49 DrPandaPhD wrote: as long as they don't pause in the creepblock I am happy,. People pausing in the block are so dumb t_t next best thing is when someone picks and enters the game after you start the creepblock. the fucking micro lag made me fuck up so many of my blocks ![]() | ||
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Blitzkrieg0
United States13132 Posts
On January 08 2014 15:35 tauon wrote: 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. Framing it in terms of physical resistance and then deciding it is not linear is bad math. If 0 -> 1 armor and 9 -> 10 armor provided the same percentage increase in physical resistance then armor would have exponential returns. Going from 0% -> 1% physical resistance and 99% -> 100% is not the same increase in damage mitigation. One armor provides 5.66% physical resistance. On one thousand hitpoints that gives you an effective hitpoints of 1060 (1000/(1-.566)). My one point of armor provides sixty effective hitpoints. Ten armor provides 37.5% physical resistance. On one thousand hitpoints that gives you an effective hitpoints of 1600 (1000/(1-.375)). Ten armor and six hundred additional effective hitpoints means each point of armor provides sixty effective hitpoints. Therefore armor does have linear returns, even if you frame it in terms of physical resistance. When people say armor has linear returns they're talking about the following formula effective hitpoints = 1000 + 1000*.06*A From this formula you should be able to easily see that armor does in fact have a linear relationship if you hold health constant. However, as Yango pointed out this entire discussion is pointless because health is not constant and the way to maximize your effective hitpoints is a combination of hitpoints and armor. | ||
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ahswtini
Northern Ireland22213 Posts
It is generally conceived that armor gets less and less effective the more you have (since the extra damage reduction gets less and less). That a Plate Mail gives you less extra protection from attacks if you already have 20 armor than if you would have only 5. This is false. If one Plate Mail makes the hero survive 3 extra attacks, then 4 Plate Mails will make the hero survive a total of 12 extra attacks before dying. Each Plate Mail gives the same amount of extra protection, which is in this case 3 more attacks before dying. Proof: Consider a hero with 1000 hp and 0 armor. To kill it one needs to deal at least 1000 damage to it. If we give the hero 10 armor, which is 37.5% damage reduction, every attack would only deal 62.5% of the original value (100% - 37.5% = 62.5%). To kill it now, one needs to deal 1600 damage (1600 * 0.625 = 1000). You could say that the hero now have 600 more effective hp (EHP). If we instead give the hero 20 armor, which is 54.5% damage reduction. The damage multiplier is now 45.5%. The damage needed to kill would increase to 2200 (2200 * 0.455 = 1000). The increase in EHP is 1200, twice the amount as given by only 10 armor. Every armor point adds an additional 6% of your maximum HP to your EHP. So basically, armour boosts your EHP by a % of your HP, so it naturally makes sense to bulk up in HP too. | ||
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Sn0_Man
Tebellong44238 Posts
Theres an MLG Anaheim announcement coming soon (I assume by 3pm adam meant pacific time? iunno...). Discus. | ||
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ahswtini
Northern Ireland22213 Posts
On January 09 2014 04:50 Sn0_Man wrote: Can we stop reiterating how to calculate EHP and why you should get armor AND hp? Theres an MLG Anaheim announcement coming soon (I assume by 3pm adam meant pacific time? iunno...). Discus. Yes let's discuss the announcement of the announcement. | ||
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