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Simple Questions, Simple Answers - Page 1152

Forum Index > Dota 2 Strategy
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fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
October 08 2015 17:51 GMT
#23021
In pro games, I often see people drop an item to the ground before using a healing item. I'm guessing they're trying to maximize their HP gain by this? How exactly does this work mechanically? Does picking the item up right away cancel out the benefit if it's a long heal over time?
aka Siyko
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
October 08 2015 17:56 GMT
#23022
Adding to your max HP/Mana pool maintains your current % hp in almost all circumstances (not clinkz ult ).

So if i have 50/100 mana, and pick up a point booster (+100 mana), I will go to 100/200 mana.

The application, as you guessed, is where I have 100/200 mana and want to use magic stick with 5 charges to regenerate mana (50 mana). If I just use stick i'll end up at 150/200. If I drop point booster, then use stick, tehn pick up point booster, I go 100/200 -> 50/100 -> 100/100 -> 200/200 in order.

While it's rarely that large a difference in efficiency, it's easy to see how it works. Same goes for hp regen. When pros bottle you'll often see them drop a null talisman for the duration of the bottle effect to increase both their hp and mana regen if they have nothing else to do.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
October 08 2015 18:07 GMT
#23023
Thanks for the fast answer.

On October 09 2015 02:56 Sn0_Man wrote:
Adding to your max HP/Mana pool maintains your current % hp in almost all circumstances (not clinkz ult ).


Is Armlet another exception? Or is there another mechanic at play?
aka Siyko
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
October 08 2015 18:41 GMT
#23024
On October 09 2015 03:07 fdsdfg wrote:
Thanks for the fast answer.

Show nested quote +
On October 09 2015 02:56 Sn0_Man wrote:
Adding to your max HP/Mana pool maintains your current % hp in almost all circumstances (not clinkz ult ).


Is Armlet another exception? Or is there another mechanic at play?

technically it maintains ur current %hp, and then just adds the health on. similar to undying
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2015-10-08 20:51:19
October 08 2015 20:44 GMT
#23025
On October 09 2015 03:41 ahswtini wrote:
technically it maintains ur current %hp, and then just adds the health on. similar to undying

The mechanical difference is that in War3 terms, Armlet, Decay, and Morph (which is another notable one) add to your *base* Strength. In DotA 1, white number changes to Str/Int add or subtract equal amounts of current HP/mana as they do max HP, while green number changes to Str/Int preserve %.

This is kind of muddled in DotA 2 because the most common way to change white number stats, leveling up, actually preserves % rather than adding equal amount to max HP/mana (actually one of the more significant functional differences between DotA 1 and 2), so everything else becomes exceptions.

The difference also notably affects OD's and Slark's stat drains, since how your HP/mana returns behaves differently in DotA 2 - for example, Slark's Str drain is weaker for burst damage since they don't lose the full 19 HP that their max HP drops.
Moderator
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
October 08 2015 20:55 GMT
#23026
so slark removes the full 19hp per hit in dota 1??
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
October 08 2015 20:58 GMT
#23027
On October 08 2015 03:55 Belisarius wrote:
Well... I mean... that's pretty much being invisible. Invis heroes tagged by stuff like Spec dagger are unclickable as well.

He has a particle effect so you can track him, but it behaves exactly like invisibility that can't be revealed.


well, the distinction is that in dota if you're 'invisible' you can be revealed. its a technicality, but the distinction is important bc it has different rules just like how OD's arcane prison or sleight of fist removes you from the game world.

On October 08 2015 05:12 ahswtini wrote:
Show nested quote +
On October 08 2015 02:48 BluemoonSC wrote:
you're not 'invisible' - your character model disappears into the 'shadows' and you're unable to be targeted with things like stuns that require you to click on your target.

i cant dl replays either, but were people able to use targeted stuns or something on you? otherwise, its not really gamebreaking.

eh its quite big, thats a lot of regen u wud be missing out on during ur ult


ah so its not just a visual thing where you can see him bc its bugged, but he can still regen. he loses his buff and everything. gotcha.
LiquidDota Staff@BluemoonGG_
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2015-10-08 21:09:05
October 08 2015 21:06 GMT
#23028
On October 09 2015 05:55 ahswtini wrote:
so slark removes the full 19hp per hit in dota 1??

As far as I remember, yes. Though it also stole stats after the attack's damage rather than before in DotA 1.

EDIT: Same issue affects Timbersaw's 15% prime stat drain.
Moderator
makmeatt
Profile Blog Joined June 2011
2024 Posts
October 08 2015 22:48 GMT
#23029
On October 09 2015 06:06 TheYango wrote:
Show nested quote +
On October 09 2015 05:55 ahswtini wrote:
so slark removes the full 19hp per hit in dota 1??

As far as I remember, yes. Though it also stole stats after the attack's damage rather than before in DotA 1.

EDIT: Same issue affects Timbersaw's 15% prime stat drain.

This was even posted on dev.dota2 back in 2012, but hasn't been tagged as intended, I wonder if they would mind if we brought this up again.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
TheYango
Profile Joined September 2008
United States47024 Posts
October 08 2015 23:29 GMT
#23030
There's no way it gets fixed because the underlying cause of the bug in question is intrinsic to how the engine handles HP gains. Bug or not, if it didn't get fixed in the move to Reborn, it's hugely unlikely to get fixed after that.
Moderator
starslayer
Profile Joined August 2011
United States696 Posts
October 09 2015 00:53 GMT
#23031
When watching streams I see players like rtz and bulldog and other say something like "fuck it im getting midas." So I was when should and shouldnt you go midas? when your having a hard time in lane? when your ahead and want to get more ahead? when you now its going to be a long game so you want get huge? I kinda understand with heros like AA would wont farm at all so they get it to get some more gold.?. but I see them get it on just about any hero, so why and when should i get midas?
i came here to kickass and chew bubblegum and i'm all out of bubble gum
tehh4ck3r
Profile Joined August 2013
Magrathea7042 Posts
Last Edited: 2015-10-09 00:59:18
October 09 2015 00:58 GMT
#23032
Does Oracle's channeled purge thing stop ember spirit from casting a remnant? IIRC the spell is supposed to set your movespeed to 0 and ember spirit remnant travel speed is based on your movespeed
AdministratorIn those days, spirits were brave, the stakes were high, men were real men, women were real women, and small furry creatures from Alpha Centauri were real small furry creatures from Alpha Centauri.
rebdomine
Profile Blog Joined October 2010
6040 Posts
October 09 2015 01:07 GMT
#23033
The thing with Midas on AA is so that you get your levels up fast. Worth noting that Midas grants you 2.5x exp. In fact, more often than not, you see people getting Midas in competitive matches because they want the exp (rather than the gold). Phoenix offlane also goes Midas for the same reason.

In pubs, I think people want it for the huge boost in net worth you get in extended periods of just farming.
"Just because you are correct doesn't mean you are right!"
evilfatsh1t
Profile Joined October 2010
Australia8647 Posts
Last Edited: 2015-10-09 03:23:00
October 09 2015 03:22 GMT
#23034
On October 09 2015 09:53 starslayer wrote:
When watching streams I see players like rtz and bulldog and other say something like "fuck it im getting midas." So I was when should and shouldnt you go midas? when your having a hard time in lane? when your ahead and want to get more ahead? when you now its going to be a long game so you want get huge? I kinda understand with heros like AA would wont farm at all so they get it to get some more gold.?. but I see them get it on just about any hero, so why and when should i get midas?

pro players get it with the confidence that they can stall the game long enough for the midas to kick in and either get them back in the game or give them an easy lead. dont replicate everything pros do, because quite frankly a lot of things pros do can only be done because they are pros (or at the very least, better than the opponents). getting midas on everyone and every time is one of these examples.
Belisarius
Profile Joined November 2010
Australia6230 Posts
Last Edited: 2015-10-09 20:25:20
October 09 2015 15:23 GMT
#23035
On October 09 2015 05:58 BluemoonSC wrote:
Show nested quote +
On October 08 2015 03:55 Belisarius wrote:
Well... I mean... that's pretty much being invisible. Invis heroes tagged by stuff like Spec dagger are unclickable as well.

He has a particle effect so you can track him, but it behaves exactly like invisibility that can't be revealed.


well, the distinction is that in dota if you're 'invisible' you can be revealed. its a technicality, but the distinction is important bc it has different rules just like how OD's arcane prison or sleight of fist removes you from the game world.

This is such a trivial point, but if you're going to "in dota" me as if I'm not familiar with the game I feel compelled to keep it up.

That is your distinction. It's not "the" distinction. Inivisibility has a lot of properties, among them that your hero can be revealed. The hero also obviously becomes unclickable and transparent, becomes phased, is not autotargeted for things like fade bolt bounces, is affected by AoE, disjoints most projectiles, etc

The vast majority of those properties apply to slark ult. A very few don't. It makes far more sense to describe it as invisibility and note the exceptions than to treat it as some other thing and then have to list practically all the properties of invisibility.
unsaeglich
Profile Joined June 2015
260 Posts
October 09 2015 22:42 GMT
#23036
How does Ember Spirit decide in which order he will jump to which Fire Remnant?

What I thought: He will jump from the first placed to the 2nd placed and ends up the latest placed.
What happened: He jumps first to the last placed and ends up at the first placed.

Is that the rule ? Or does it have something to do with the distance he has to the Fire Remnants?
Jaeger
Profile Joined December 2009
United States1150 Posts
October 09 2015 22:48 GMT
#23037
On October 10 2015 07:42 unsaeglich wrote:
How does Ember Spirit decide in which order he will jump to which Fire Remnant?

What I thought: He will jump from the first placed to the 2nd placed and ends up the latest placed.
What happened: He jumps first to the last placed and ends up at the first placed.

Is that the rule ? Or does it have something to do with the distance he has to the Fire Remnants?

Always travels to the Fire Remnant furthest away from the targeted point first.
https://www.dotabuff.com/players/8137911
Chewbacca.
Profile Joined January 2011
United States3634 Posts
October 10 2015 00:45 GMT
#23038
On August 18 2011 06:00 VirtuallyJesse wrote:
In League of Legends (my only MOBA knowledge), there is usually 1 top, 1 mid, 2 bot, and 1 jungler. Watching Dota 2 today the lanes (number of people in them) and roamers/junglers(?) seemed to differ quite a lot in every game. How does laning work in Dota?


They vary a ton, but the two most common are probably

1 Off / 1 Mid / 1 Roam or Jungle / 1 Safelane Support / 1 Safelane carry
1 Off / 1 Mid / 2 Safe Support / 1 Safe Carry

These are also fairly common though
2 Off / 1 Mid / 2 Safe
3 Off / 1 Mid / 1 Safe

1 Off / 2 Mid / 2 Safe happens as well, but it is pretty damn rare.

It really depends on the match-ups. Some carries require babysitting so you're going to have 1-2 supports in the lane. Some can hold their own, such as a razor, so supports can go to the offlane to try and shut down the enemy carries.
synapse
Profile Blog Joined January 2009
China13814 Posts
October 10 2015 02:49 GMT
#23039
On October 10 2015 09:45 Chewbacca. wrote:
Show nested quote +
On August 18 2011 06:00 VirtuallyJesse wrote:
In League of Legends (my only MOBA knowledge), there is usually 1 top, 1 mid, 2 bot, and 1 jungler. Watching Dota 2 today the lanes (number of people in them) and roamers/junglers(?) seemed to differ quite a lot in every game. How does laning work in Dota?


They vary a ton, but the two most common are probably

1 Off / 1 Mid / 1 Roam or Jungle / 1 Safelane Support / 1 Safelane carry
1 Off / 1 Mid / 2 Safe Support / 1 Safe Carry

These are also fairly common though
2 Off / 1 Mid / 2 Safe
3 Off / 1 Mid / 1 Safe

1 Off / 2 Mid / 2 Safe happens as well, but it is pretty damn rare.

It really depends on the match-ups. Some carries require babysitting so you're going to have 1-2 supports in the lane. Some can hold their own, such as a razor, so supports can go to the offlane to try and shut down the enemy carries.

Someone found the first page of this thread
:)
DV G
Profile Joined September 2012
Argentina2339 Posts
October 10 2015 06:27 GMT
#23040
On October 10 2015 11:49 synapse wrote:
Show nested quote +
On October 10 2015 09:45 Chewbacca. wrote:
On August 18 2011 06:00 VirtuallyJesse wrote:
In League of Legends (my only MOBA knowledge), there is usually 1 top, 1 mid, 2 bot, and 1 jungler. Watching Dota 2 today the lanes (number of people in them) and roamers/junglers(?) seemed to differ quite a lot in every game. How does laning work in Dota?


They vary a ton, but the two most common are probably

1 Off / 1 Mid / 1 Roam or Jungle / 1 Safelane Support / 1 Safelane carry
1 Off / 1 Mid / 2 Safe Support / 1 Safe Carry

These are also fairly common though
2 Off / 1 Mid / 2 Safe
3 Off / 1 Mid / 1 Safe

1 Off / 2 Mid / 2 Safe happens as well, but it is pretty damn rare.

It really depends on the match-ups. Some carries require babysitting so you're going to have 1-2 supports in the lane. Some can hold their own, such as a razor, so supports can go to the offlane to try and shut down the enemy carries.

Someone found the first page of this thread


HOLY FUCK, you're right, I was like hmm, this isn't on the last page, maybe one more? and I went 5 pages backwards and said "fuck it", that would have been one of the most awesome necros in a while.
Go pro or die trying
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