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Simple Questions, Simple Answers - Page 1188

Forum Index > Dota 2 Strategy
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BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
April 28 2016 22:58 GMT
#23741
On April 29 2016 05:05 Logo wrote:
I think a lot of it's downsides are mitigated if you're picking it up on a position 3 or even a position 2 with a greedy 1. It offers a lot early on in exchange for slot inefficiency, but as a lower position you're not intending on 6 slotting yourself with decent items early on anyways. On top of that you're more likely to have the position 1 grab something like drums or RoA which are some often mentioned competition.

Like I find the item great on an offlane Riki for a bunch of reasons, but one being you don't expect to lead in networth. So you can devout a slot to Saber and not run into item slot issues until well into the game.

I think the same logic would apply to other offlaners who rely on right clicks like an offlane Slardar.

But also on Riki though...

* His damage is front loaded to the backstabs you get before your target turns around so a burst of attack speed is better than a flat even boost.

* It works well with diffusal to overall make big bursts on a target (blink strike + echo proc and possibly followed with Tricks of the Trade for yet another backstab hit)

* It helps keep targets in cloud for even longer.

* He's squishy, but slippery when given a chance. The extra HP helps give you a chance to tricks of the trade, cloud, or blink strike.

* The mana is pretty useful to keep roaming and can even let you jungle decently.

* It mitigates blade mail and Eul's to a decent extent by offering a quick burst. Unless the person has amazing reaction times they'll take 2 strikes before activating their item, and by time Eul's ends you have Saber and Blink Strike coming off cooldown so a lot of your actual damage potential is not affected by the Eul's.

* You don't want to build flat +IAS items on Riki. He'll get high IAS with agi items, but something like drums is not necessarily a particularly attractive alternative item. Then of course if you're playing a lower position Riki there's also a higher chance your mid or safelane is getting drums themselves.

If nothing else you can always use Kunkka + KotL and Echo Saber to cheese out double Tidebringer initiations.


How does echo sabre synergize with his ultimate?
LiquidDota Staff@BluemoonGG_
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2016-04-29 01:03:03
April 29 2016 01:01 GMT
#23742
On April 29 2016 07:58 BluemoonSC wrote:
Show nested quote +
On April 29 2016 05:05 Logo wrote:
I think a lot of it's downsides are mitigated if you're picking it up on a position 3 or even a position 2 with a greedy 1. It offers a lot early on in exchange for slot inefficiency, but as a lower position you're not intending on 6 slotting yourself with decent items early on anyways. On top of that you're more likely to have the position 1 grab something like drums or RoA which are some often mentioned competition.

Like I find the item great on an offlane Riki for a bunch of reasons, but one being you don't expect to lead in networth. So you can devout a slot to Saber and not run into item slot issues until well into the game.

I think the same logic would apply to other offlaners who rely on right clicks like an offlane Slardar.

But also on Riki though...

* His damage is front loaded to the backstabs you get before your target turns around so a burst of attack speed is better than a flat even boost.

* It works well with diffusal to overall make big bursts on a target (blink strike + echo proc and possibly followed with Tricks of the Trade for yet another backstab hit)

* It helps keep targets in cloud for even longer.

* He's squishy, but slippery when given a chance. The extra HP helps give you a chance to tricks of the trade, cloud, or blink strike.

* The mana is pretty useful to keep roaming and can even let you jungle decently.

* It mitigates blade mail and Eul's to a decent extent by offering a quick burst. Unless the person has amazing reaction times they'll take 2 strikes before activating their item, and by time Eul's ends you have Saber and Blink Strike coming off cooldown so a lot of your actual damage potential is not affected by the Eul's.

* You don't want to build flat +IAS items on Riki. He'll get high IAS with agi items, but something like drums is not necessarily a particularly attractive alternative item. Then of course if you're playing a lower position Riki there's also a higher chance your mid or safelane is getting drums themselves.

If nothing else you can always use Kunkka + KotL and Echo Saber to cheese out double Tidebringer initiations.


How does echo sabre synergize with his ultimate?


For reference as far as I can tell Saber will apply the debuff during ult but only for one target. Interestingly the log reads as hitting 2 targets (two X gains Echo Saber Debuff messages), but idk what the deal is with that and if two targets get slowed or not. It doesn't appear to actually hit a target twice oddly enough (it may someone can double check), but it will apply the slow and consume the cooldown. So you'll hit a random target twice most likely, but there's no over the top synergy there.

More to the point it doesn't strictly, but his ult isn't a massive draw to begin with and you don't need much more than diffusal for it to pack a big punch. The biggest thing is you can Echo Saber then ult to let blink strike + Echo come off cooldown then blink strike + echo again (if ult doesn't deal double hit damage itself). Or if you're going to burst one target you can use Tricks of the Trade after your Echo hit or when the target gets out of your cloud to get one additional instant backstab hit extending your burst damage by a reasonable amount. Ultimately if you wanted you can get Blink Strike -> Echo Proc -> Tricks of the Trade attack to instantly deal 3 backstabs to your target.
Logo
Buckyman
Profile Joined May 2014
1364 Posts
Last Edited: 2016-04-29 03:43:05
April 29 2016 02:03 GMT
#23743
I believe the mechanics of the double attack are:
1) First attack hits, applies debuff
2) Massive amounts of +ASPD for one hit; this shortens the first attack's backswing and the second attack's frontswing
3) Second attack hits, applies debuff and removes invisible +ASPD buff.
3b) If the second attack is cancelled, the +ASPD expires a fraction of a second later.

Evidence: Can target the second attack on a different enemy from the first attack, which causes the log to show that both enemies get the debuff.

I think what's happening during your ult is is step 1 happens normally, and you gain the attack speed in step 2, but the second attack doesn't happen because your ult overrides it.

However, if you cancel your ult immediately after the first hit, and the target you echo'd off is right in front of you afterwards, you might get the second attack.



(E): Tested in client; the sped-up attack takes a differently-calculated amount of time rather than being based on attack speed.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2016-04-29 02:46:24
April 29 2016 02:45 GMT
#23744
Ok so based on that I doubled checked it.

There's no bonus damage; as you say the ult overrides the second attack so it happens on a different target.

But because of the weird way you describe it as being coded you will get the Echo Saber slow on up to two targets since the two hits after it procs will both apply the debuff. Which is pretty neat actually and makes it likely to get a 2nd hit on the two heroes even without supporting disables. Probably not as good as using the cooldown on a blink strike hit, but still.

(Test Steps: In Demo Mode put 2 axes on patrol next to each other without them bumping into each other, buy Echo Saber and cast Tricks of the Trade, both will slow down).
Logo
Lavitage2
Profile Joined June 2012
198 Posts
April 29 2016 20:39 GMT
#23745
A 4.2k player in a recent game I was in said he was "trying out for manila". What does that mean?
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
April 29 2016 20:40 GMT
#23746
Presumably playing in the open qualifiers going on today and tomorrow
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Jonoman92
Profile Blog Joined September 2006
United States9105 Posts
Last Edited: 2016-04-29 22:42:35
April 29 2016 22:39 GMT
#23747
Can anyone suggest how to troubleshoot packet loss in game? My internet speed is definitely not the problem (12 MB/s) and I generally have low ping ~60ms on US East most of the time. I have cable internet, direct ethernet connected (not wireless.)

However, sometimes I'll have intermittent 40%+ packet loss that can lead my hero walking to his death for a brief second which is quite frustrating. I've gotten a new modem and have the same problem. I suspect it is an ISP issue, though my internet never actually drops, and I've never had any problem watching HD steams or anything. (I have Cox in Oklahoma.)
ahswtini
Profile Blog Joined June 2008
Northern Ireland22211 Posts
April 29 2016 23:07 GMT
#23748
could be bad routing to valve servers. does this happen consistently?
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Jonoman92
Profile Blog Joined September 2006
United States9105 Posts
Last Edited: 2016-04-30 01:33:21
April 29 2016 23:19 GMT
#23749
I can play whole games with it not being a big deal because most of the time it doesn't occur during a pivotal moment. But yeah, it occurs consistently, but only in short bursts of high packet loss before returning back to 0%.

I found this thread. http://dev.dota2.com/showthread.php?t=187741&page=24

Ran the iperf thing and had no packet loss so I kinda feel like it's a dota 2 issue.

The in-game thing says 0%, I can feel the input delay, type -ping in console and get a different result than the in-game one.

[image loading]
michaeldjason
Profile Joined May 2016
Australia3 Posts
May 02 2016 23:15 GMT
#23750
--- Nuked ---
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
May 03 2016 05:52 GMT
#23751
Lich sacrifice CD change means its essentially the same exp/min as before right? So there's like very little reason to first pick/ban lich anymore. I'm not surprised that a Chinese team first picked it. Probably didn't notice the significance of the change?
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
May 03 2016 20:34 GMT
#23752
Hi,

What's the "best" way to last hit? Currently I use "a" and click on creeps and use "s" to time it right.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
May 03 2016 20:38 GMT
#23753
nothing wrong with that

ways to improve include practice, checking creeps numeric HP (actually click them), and more practice. Plus memorizing tower damage ranges, practicing a variety of animations, understanding your hero's damage range (the number shown isn't the exact number you do every hit), and more practice.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
May 03 2016 21:04 GMT
#23754
On May 04 2016 05:38 Sn0_Man wrote:
nothing wrong with that

ways to improve include practice, checking creeps numeric HP (actually click them), and more practice. Plus memorizing tower damage ranges, practicing a variety of animations, understanding your hero's damage range (the number shown isn't the exact number you do every hit), and more practice.


Also, whats going on with wave of terror? Sometimes it kills creeps and sometimes it doesn't. Seems pretty arbitrary to me. Is there something I'm missing?
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2016-05-03 21:06:35
May 03 2016 21:05 GMT
#23755
well u see it kills them when they are low enough HP and doesnt kill them when they aren't low enough hp
unless u'd like to be clearer about the situation at hand
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
ahswtini
Profile Blog Joined June 2008
Northern Ireland22211 Posts
May 03 2016 22:03 GMT
#23756
(wave of terror does damage)
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
May 03 2016 23:32 GMT
#23757
Never mind, I'm just bad...
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
les
Profile Joined February 2010
143 Posts
Last Edited: 2016-05-04 19:57:27
May 04 2016 19:56 GMT
#23758
How many games does it take till you can play Ranked matchmaking? It says Experience trophy level 50 but what does that mean?
Yurie
Profile Blog Joined August 2010
11998 Posts
May 04 2016 20:34 GMT
#23759
On May 05 2016 04:56 les wrote:
How many games does it take till you can play Ranked matchmaking? It says Experience trophy level 50 but what does that mean?

130-170 games depending on game length.
FFGenerations
Profile Blog Joined April 2011
7088 Posts
May 08 2016 15:13 GMT
#23760
2 questions

1) can someone pls explain me the invoker downgrape

2) does alc get bonus gold at 0 min rune, if so how much he get?

tnx
Cool BW Music Vid - youtube.com/watch?v=W54nlqJ-Nx8 ~~~~~ ᕤ OYSTERS ᕤ CLAMS ᕤ AND ᕤ CUCKOLDS ᕤ ~~~~~~ ༼ ᕤ◕◡◕ ༽ᕤ PUNCH HIM ༼ ᕤ◕◡◕ ༽ᕤ
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