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6.82 Balance Changes and Discussion Thread - Page 108

Forum Index > Dota 2 General
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TheYango
Profile Joined September 2008
United States47024 Posts
September 29 2014 07:06 GMT
#2141
FHDH, it would be even simpler if rather than using explicit net worths, you just calculated values for different net worth ratios between the winning and losing team from 1->2 in increments of 0.1. You would get a lot more meaningful numbers that way because most of the data points shown in your table just show the capped value of the catch-up bonus because of how unrealistic some of those net worth differences are.
Moderator
BillGates
Profile Blog Joined April 2013
471 Posts
Last Edited: 2014-09-29 07:16:01
September 29 2014 07:14 GMT
#2142
So the new XP changes are like this:

Radiant 50k vs 25k Dire
Victim level is 21 (23.000 exp)

6.82b:
1 hero: 2718
5 hero: 1024

6.82:
1 hero: 4253
5 hero: 1254

And again I'm using high differences to show the extremes, if those look good, then the more common differences would naturally be balanced as well.
FHDH
Profile Joined July 2014
United States7023 Posts
September 29 2014 07:15 GMT
#2143
Yeah, they changed the way that part of the ratio was calculated but it is internally consistent across networth totals; a given networth difference still meant less as total networth grew higher but the formula didn't yield a different result at a double networth disadvantage at any point in the game and still doesn't.

I'll make a new table that has victim networth in it and show actual bonus payout.
После драки кулаками не машут (Don't shake your fist when the fight is over)
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-09-29 07:22:08
September 29 2014 07:19 GMT
#2144
On September 29 2014 16:14 BillGates wrote:
So the new XP changes are like this:

Radiant 50k vs 25k Dire
Victim level is 21 (23.000 exp)

6.82b:
1 hero: 2718
5 hero: 1024

6.82:
1 hero: 4253
5 hero: 1254

And again I'm using high differences to show the extremes, if those look good, then the more common differences would naturally be balanced as well.

The high differences actually show less of a difference than the lower ones because of how NWDifference's formula changed. With the new formula for NWDifference, the drop in payout as net worth differences approach zero are far sharper.

Like, you have to realize that based on the formula at double net worth/XP, the new formula only seems to give numbers that are like 80-90% of the old one, which doesn't seem that different. But at realistic net worth/XP differences where the winning team has 1.2-1.4x the losing team's, the new formula gives only 40-50% of the old one because of how NWDifference drops off more rapidly as the net worths converge using the new formula. Showing only the extreme case doesn't acknowledge this.
Moderator
Fleetfeet
Profile Blog Joined May 2014
Canada2550 Posts
Last Edited: 2014-09-29 07:26:18
September 29 2014 07:24 GMT
#2145
So if I'm understanding this correctly, only substantial (20k+) gold or experience leads are resulting in substantial (1000-1500 per hero) value adjustments, whereas smaller (5-10k) disparities are only rewarding relatively minor (a few hundred) returns?

...and even then, only if you manage to kill a higher value target on the opposing team?

That seems logical and sane.
TheYango
Profile Joined September 2008
United States47024 Posts
September 29 2014 07:31 GMT
#2146
The one thing I would have liked is if streak gold was tuned up a bit again because it should be similarly rewarding if the winning team manages to shut down the 1 guy who is carrying the losing team.
Moderator
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2014-09-29 07:45:25
September 29 2014 07:32 GMT
#2147
From the other thread, here is an analysis of a random game I picked out : http://www.dotabuff.com/matches/928480236

+ Show Spoiler +
Picked a random game from Dotabuffs Matches (25k+ exp lead, 40k+ gold lead): http://www.dotabuff.com/matches/928480236

Enemy = Dire
Allied = Radiant

Victim = Pudge
VictimLevel = 20
VictimNW = 21000.0
VictimXP = 21075.5

EnemyTeamNW = 90000.0
EnemyTeamXP = 87596
AlliedTeamNW = 50800.0
AlliedTeamXP = 60359.5

XPDifference = ( EnemyTeamXP - AlliedTeamXP )/ ( EnemyTeamXP + AlliedTeamXP ) = 0.18408575551432693
XPFactor = XPDifference * VictimXP = 3879.699340342197

6.82 (Pre nerf)
NWDifference = ( EnemyTeamNW - AlliedTeamNW ) / ( EnemyTeamNW + AlliedTeamNW )
NWDifference = 0.2784090909090909

NWFactor = NWDifference * VictimNW
NWFactor = 5846.590909090909

1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.5 = ~3103g
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.35 = ~2196g
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.25 = ~1581g
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.2 = ~1259g
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.15 = ~966g

1 Hero: XP = 20 * VictimLevel + XPFactor * 0.5 = ~2339
2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.35 = ~1657
3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.25 = ~1169
4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.2 = ~915
5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.15 = ~681

6.82(Post Nerf)
1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.3 = ~1933g
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.3 = ~1903g
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.2 = ~1289g
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.15 = ~966g
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.12 = ~791g


6.82b

NWDifference = ( EnemyTeamNW / AlliedTeamNW ) - 1
NWDifference = 0.7716535433070866

NWFactor = NWFactor = NWDifference * VictimNW
NWFactor = 16204.724409448818

1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.06 = ~1152g
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.06 = ~1122g
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.05 = ~930g
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.04 = ~738g
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.03 = ~576g

1 Hero: XP = 20 * VictimLevel + XPFactor * 0.3 = ~1563
2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.3 = ~1463
3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.2 = ~975
4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.15 = ~721
5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.12 = ~565



TL;DR:


Killing Pudge with a Beyond Godlike Streak (Solo)

6.82 = ~3903g
6.82 (nerf) = ~2413g
6.82b = ~1641g
6.81 = ~1365g

cecek
Profile Blog Joined August 2011
Czech Republic18921 Posts
September 29 2014 07:33 GMT
#2148
6.82, never forget. I'm keeping this screenshot to remind myself of this glorious version forever:

[image loading]
super gg
TheYango
Profile Joined September 2008
United States47024 Posts
September 29 2014 07:36 GMT
#2149
On September 29 2014 16:32 Dommk wrote:
From the other thread, here is an analysis of a random game I picked out : http://www.dotabuff.com/matches/928480236

+ Show Spoiler +
Picked a random game from Dotabuffs Matches (25k+ exp lead, 40k+ gold lead): http://www.dotabuff.com/matches/928480236

Enemy = Dire
Allied = Radiant

Victim = Pudge
VictimLevel = 17
VictimNW = 21000.0
VictimXP = 21075.5

EnemyTeamNW = 90000.0
EnemyTeamXP = 87596
AlliedTeamNW = 50800.0
AlliedTeamXP = 60359.5

XPDifference = ( EnemyTeamXP - AlliedTeamXP )/ ( EnemyTeamXP + AlliedTeamXP ) = 0.18408575551432693
XPFactor = XPDifference * VictimXP = 3879.699340342197

6.82 (Pre nerf)
NWDifference = ( EnemyTeamNW - AlliedTeamNW ) / ( EnemyTeamNW + AlliedTeamNW )
NWDifference = 0.2784090909090909

NWFactor = NWDifference * VictimNW
NWFactor = 5846.590909090909

1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.5 = ~3082g
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.35 = ~2178g
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.25 = ~1566g
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.2 = ~1247g
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.15 = ~954g

1 Hero: XP = 20 * VictimLevel + XPFactor * 0.5 = ~2279
2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.35 = ~1612
3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.25 = ~1139
4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.2 = ~894
5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.15 = ~666

6.82(Post Nerf)
1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.3 = ~1912g
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.3 = ~1912g
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.2 = ~1247g
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.15 = ~954g
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.12 = ~779g

6.82b

NWDifference = ( EnemyTeamNW / AlliedTeamNW )
NWDifference = 0.7716535433070866

NWFactor = NWFactor = NWDifference * VictimNW
NWFactor = 16204.724409448818

1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.06 = ~1131g
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.06 = ~1104g
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.05 = ~915g
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.04 = ~726g
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.03 = ~564g

1 Hero: XP = 20 * VictimLevel + XPFactor * 0.3 = ~1503
2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.3 = ~1418
3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.2 = ~945
4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.15 = ~700
5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.12 = ~550



TL;DR:


Killing Pudge with a Beyond Godlike Streak (Solo)


6.82 = ~3882g
6.82 (nerf) = ~2392g
6.82b = ~1611g
6.81 = ~1329g

Again, it's worth pointing out that the end screen net worth difference is a lot higher than it would be at a reasonable point in the game (since the winning team gets a surge of gold at the end from final base defense kills + T3/T4 towers, and was probably already leveraging a farm advantage from raxed lanes/etc.). At realistic net worth differences, the 6.82b numbers will be even lower compared to the 6.82 numbers.
Moderator
FHDH
Profile Joined July 2014
United States7023 Posts
Last Edited: 2014-09-29 07:42:06
September 29 2014 07:37 GMT
#2150
Here is a spreadsheet showing bonus gold payout based on victim networth. Does not include streak or flat+level bounty. It is per player as with the previous sheet.

Pretty sure it's right.

[image loading]

And for nerf junkies, here is the net change:

[image loading]
После драки кулаками не машут (Don't shake your fist when the fight is over)
Kreb
Profile Joined September 2010
4834 Posts
September 29 2014 07:39 GMT
#2151
Meh, would've liked to see them try the first nerf numbers more. The very first 6.82 numbers were quite obviously out of hand. But after first nerf it seemed at least reasonable enough to try for a few weeks.
cecek
Profile Blog Joined August 2011
Czech Republic18921 Posts
September 29 2014 07:46 GMT
#2152
No matter how I look at it, it's huge nerfs across the board to the comeback mechanic. I guess that's what people wanted... I'm personally mostly indifferent, it's still DotA to me no matter the patch.
super gg
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2014-09-29 07:48:04
September 29 2014 07:46 GMT
#2153
On September 29 2014 16:36 TheYango wrote:
Show nested quote +
On September 29 2014 16:32 Dommk wrote:
From the other thread, here is an analysis of a random game I picked out : http://www.dotabuff.com/matches/928480236

+ Show Spoiler +
Picked a random game from Dotabuffs Matches (25k+ exp lead, 40k+ gold lead): http://www.dotabuff.com/matches/928480236

Enemy = Dire
Allied = Radiant

Victim = Pudge
VictimLevel = 17
VictimNW = 21000.0
VictimXP = 21075.5

EnemyTeamNW = 90000.0
EnemyTeamXP = 87596
AlliedTeamNW = 50800.0
AlliedTeamXP = 60359.5

XPDifference = ( EnemyTeamXP - AlliedTeamXP )/ ( EnemyTeamXP + AlliedTeamXP ) = 0.18408575551432693
XPFactor = XPDifference * VictimXP = 3879.699340342197

6.82 (Pre nerf)
NWDifference = ( EnemyTeamNW - AlliedTeamNW ) / ( EnemyTeamNW + AlliedTeamNW )
NWDifference = 0.2784090909090909

NWFactor = NWDifference * VictimNW
NWFactor = 5846.590909090909

1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.5 = ~3082g
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.35 = ~2178g
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.25 = ~1566g
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.2 = ~1247g
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.15 = ~954g

1 Hero: XP = 20 * VictimLevel + XPFactor * 0.5 = ~2279
2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.35 = ~1612
3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.25 = ~1139
4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.2 = ~894
5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.15 = ~666

6.82(Post Nerf)
1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.3 = ~1912g
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.3 = ~1912g
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.2 = ~1247g
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.15 = ~954g
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.12 = ~779g

6.82b

NWDifference = ( EnemyTeamNW / AlliedTeamNW )
NWDifference = 0.7716535433070866

NWFactor = NWFactor = NWDifference * VictimNW
NWFactor = 16204.724409448818

1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.06 = ~1131g
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.06 = ~1104g
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.05 = ~915g
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.04 = ~726g
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.03 = ~564g

1 Hero: XP = 20 * VictimLevel + XPFactor * 0.3 = ~1503
2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.3 = ~1418
3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.2 = ~945
4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.15 = ~700
5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.12 = ~550



TL;DR:


Killing Pudge with a Beyond Godlike Streak (Solo)


6.82 = ~3882g
6.82 (nerf) = ~2392g
6.82b = ~1611g
6.81 = ~1329g

Again, it's worth pointing out that the end screen net worth difference is a lot higher than it would be at a reasonable point in the game (since the winning team gets a surge of gold at the end from final base defense kills + T3/T4 towers, and was probably already leveraging a farm advantage from raxed lanes/etc.). At realistic net worth differences, the 6.82b numbers will be even lower compared to the 6.82 numbers.


Yeah exactly. That game the other team had almost double the networth and 1.5x the exp 30mins in.

If your NWFactor is low enough, there are some instances in 6.82b where you actually get less gold than you would have in 6.81!
FHDH
Profile Joined July 2014
United States7023 Posts
Last Edited: 2014-09-29 07:52:46
September 29 2014 07:51 GMT
#2154
On September 29 2014 16:39 Kreb wrote:
Meh, would've liked to see them try the first nerf numbers more. The very first 6.82 numbers were quite obviously out of hand. But after first nerf it seemed at least reasonable enough to try for a few weeks.

I'd like to say...I was never in the "Icefrog can do no wrong" camp but I do support this mechanic and felt it was in the best interest of the game to put it in and tune it. But the nerfs from the original iteration are so massive I really have to wonder how they came up with the original numbers and pushed them live if they were going to scale it down so quickly. Maybe it really was, as has been theorized, to get people acclimated through an extreme version so the more "on-target" numbers felt like a relief for those who find the mechanic repugnant to begin with.

But I'm unconvinced.

Maybe it was tuned so far off-target because the game's numbers peaked around TI4 and then got a big chunk taken out of them and between this and the extraordinarily disappointing finish to what should have been a totally epic TI, they felt pressure to push this out ASAP.

Don't forget that this is also out there:
One more thing: we on the Dota 2 team have a number of updates in the works right now that we’re really excited about, some for the rest of this year, and a big update for early next year. But we’re pretty sure we won’t be able to make enough progress on the larger update if we put it down to work on Diretide – so we’ve decided that we’re not going to ship a Diretide event this year. We know that last year we weren’t clear enough in our communication about this, so this year we wanted to be up front about it early. Next year will bring monumental changes to Dota 2, and we’re confident that when you’ve seen what we’ve been working on, you’ll agree it was worth it.

Next year will bring monumental changes to Dota 2

monumental changes
После драки кулаками не машут (Don't shake your fist when the fight is over)
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-09-29 07:54:52
September 29 2014 07:52 GMT
#2155
On September 29 2014 16:46 Dommk wrote:
If your NWFactor is low enough, there are some instances in 6.82b where you actually get less gold than you would have in 6.81!

Well the winning team always gets less gold than you would in 6.81, lol.

On September 29 2014 16:51 FHDH wrote:
But the nerfs from the original iteration are so massive I really have to wonder how they came up with the original numbers and pushed them live if they were going to scale it down so quickly.

Icefrog has had a history of doing this with a lot of things. Even for people who've only been with DotA since DotA 2, it shouldn't be surprising when he does this (though this might be the first time since DotA 2 was released that he's done it with a systemic change to the game and not just a hero- or item-specific change).
Moderator
Ricjames
Profile Blog Joined April 2009
Czech Republic1047 Posts
September 29 2014 07:52 GMT
#2156
Regarding public - you could win games with a decent pushing/midgame/snowball heroes even if your carry was let's say bad. Now you can't ever win a game if your carry is bad. Pushing/midgame/snowball heroes are way less significant than they were in 6.81. I really wonder how will competitive games look like in a few weeks, but i am scared of 45-60 minutes turtle fests every game as it is the only logical outcome of this patch that comes to my mind.
Brood War is the best RTS that has ever been created.
FHDH
Profile Joined July 2014
United States7023 Posts
September 29 2014 07:56 GMT
#2157
Icefrog has had a history of doing this with a lot of things. Even for people who've only been with DotA since DotA 2, it shouldn't be surprising when he does this.

Ever anything quite this monumental though? I mean this radically changed risk/reward in every game played.
После драки кулаками не машут (Don't shake your fist when the fight is over)
Kishin2
Profile Joined May 2011
United States7534 Posts
Last Edited: 2014-09-29 08:04:49
September 29 2014 08:04 GMT
#2158
On September 29 2014 16:56 FHDH wrote:
Show nested quote +
Icefrog has had a history of doing this with a lot of things. Even for people who've only been with DotA since DotA 2, it shouldn't be surprising when he does this.

Ever anything quite this monumental though? I mean this radically changed risk/reward in every game played.

Pretty sure the "monumental changes" referenced there isn't 6.82. We'll see what they are in October, according to Cyborgmatt.
FHDH
Profile Joined July 2014
United States7023 Posts
September 29 2014 08:06 GMT
#2159
On September 29 2014 17:04 Kishin2 wrote:
Show nested quote +
On September 29 2014 16:56 FHDH wrote:
Icefrog has had a history of doing this with a lot of things. Even for people who've only been with DotA since DotA 2, it shouldn't be surprising when he does this.

Ever anything quite this monumental though? I mean this radically changed risk/reward in every game played.

Pretty sure the "monumental changes" referenced there isn't 6.82. We'll see what they are in October, according to Cyborgmatt.

My phrasing there was just a coincidence. I know they are talking about changes other than 6.82 by the context of the quote there.

Monumental changes.
После драки кулаками не машут (Don't shake your fist when the fight is over)
BillGates
Profile Blog Joined April 2013
471 Posts
September 29 2014 08:11 GMT
#2160
On September 29 2014 16:19 TheYango wrote:
Show nested quote +
On September 29 2014 16:14 BillGates wrote:
So the new XP changes are like this:

Radiant 50k vs 25k Dire
Victim level is 21 (23.000 exp)

6.82b:
1 hero: 2718
5 hero: 1024

6.82:
1 hero: 4253
5 hero: 1254

And again I'm using high differences to show the extremes, if those look good, then the more common differences would naturally be balanced as well.

The high differences actually show less of a difference than the lower ones because of how NWDifference's formula changed. With the new formula for NWDifference, the drop in payout as net worth differences approach zero are far sharper.

Like, you have to realize that based on the formula at double net worth/XP, the new formula only seems to give numbers that are like 80-90% of the old one, which doesn't seem that different. But at realistic net worth/XP differences where the winning team has 1.2-1.4x the losing team's, the new formula gives only 40-50% of the old one because of how NWDifference drops off more rapidly as the net worths converge using the new formula. Showing only the extreme case doesn't acknowledge this.


Get some glasses please, this is for EXPERIENCE, NOT gold.
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