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Ok, I think I can't do enough damage versus melee, but I do more versus casters. Versus caster I take orchid for silence + 30% damage, veruss melee I don't have serious answer since they just roflstomp me, and it's very hard to get monkey bar + hex stick for melee
It's pretty hard if my Clinkz does like 150dmx max per hit at lvl 11-12, that menas I have to make 10 hits versus 1500 hp melee.. until my 10 hits he roflstomp me I guess I have to gank in group.
Also don't forget that Clinkz searing arrows are based on physical damage which could be another reason why the melee (im guessing tankier heroes with high base armor) are harder to kill than casters who generall have low armor. If your clinkz does 150 damage max, that doesn't necessarily mean it will only take him 10 hits to kill that 1500 hp hero. You have to take into account physical resistance of the enemy hero.
Edit: Oops Firebolt145 pretty much answered that already
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Awesome. Thanks to PassiveAce, Blitzkrieg0, and evilfatsh1t for their answers.
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Anyone know why Chinese Night Stalker players (i.e. Ferrari, xiao8) don't get ultimate until level 8+? Usually it's not there for the entirety of night 1. Do they feel that the additional points in void/hunter of the night are more useful over extended time during the night to gank?
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United States47024 Posts
On November 19 2012 16:17 wherebugsgo wrote: Anyone know why Chinese Night Stalker players (i.e. Ferrari, xiao8) don't get ultimate until level 8+? Usually it's not there for the entirety of night 1. Do they feel that the additional points in void/hunter of the night are more useful over extended time during the night to gank? There are 360 seconds in the first night. Darkness lasts 25 seconds with 180 second CD, which means that you will get 2-3 Darkness casts during the first night. However, the 3rd Darkness cast would come fairly close to the end of the night anyway, and you probably wouldn't want to use it because it would mean your ult would be on CD for ~2 minutes after the 2nd day begins--meaning that it would probably be better to not use that 3rd cast, since 25 seconds more of night isn't worth having no ult to fall back on for the first 2 minutes of the next day.
This means that if you're not planning to cast the ult a 3rd time, you don't actually need to have the ult when the night starts to get those 2 casts off. Leveling it later will still let you get 2 casts during the first night, so you may as well just take Hunter in the Night to make your ganks more effective, while still having the same amount of night.
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One enemy creep and one friendly creep each with 30hp left. You have just finished auto-attack cool down while opponent has to wait 0.4s more. You can 100% kill one creep and 100% that the opponent will get the other one.
Simple question: Which creep do you kill?
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Depends on your opponent. Does he need xp and gold more than you do? If you have superior attack animation you can juke by canceling animation and see what he takes and make it so you take both by being faster but that's pretty hard sometimes.
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United States47024 Posts
Also depends on melee/ranged because denying vs. melee denies less XP than denying vs. ranged (denies give ranged heroes 18 XP and melee heroes 36).
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Lalalaland34501 Posts
On November 20 2012 02:27 tertos wrote: One enemy creep and one friendly creep each with 30hp left. You have just finished auto-attack cool down while opponent has to wait 0.4s more. You can 100% kill one creep and 100% that the opponent will get the other one.
Simple question: Which creep do you kill? If you're a carry, you kill the enemy creep for gold over deny. Always.
If you're a support and the enemy is a carry, you get the deny.
I think that's a pretty basic way of looking at it.
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Is there any hero that dagon is a good mid game item on?
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On November 20 2012 05:19 Irratonalys wrote: Is there any hero that dagon is a good mid game item on? Nyx assasin is the only one that you get dagon on consitently. There are a few other but they build dagon only while stomping/there are much better options, they are tinker, pugna, Natures prophet and probably a few more.
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im considering it on silencer at the moment , because the int bonus seems good , and im always thinking "damn , i could use a nuke right now"
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On November 20 2012 05:19 Irratonalys wrote: Is there any hero that dagon is a good mid game item on?
A lot depends on how competitively you are speaking.
Nyx assassin benefits from it often since the hero generally has not quite enough burst to solo enemy supports from full without it, and already has a stun, an initiation skill and an escape covered so he doesn't need items for those.
Shadow Demon, if played in a farming/ganking role (not heavy farm, but not support either) can use it quite effectively since + 50% damage to dagon = 600 damage on a pretty low CD.
Natures prophet can also situationally get it because while his global TP is insanely strong for ganks and stuff, his other abilities are pretty lacking in ganks. Dagon helps that. Sheepstick is obviously better but a lot more expensive too. This really, really reduces your split push power (compared to, say, mjollnir) so think before you buy a dagon on NP.
Tinker is decent with a dagon but that is late game. Witch doctor is also pretty nuts with a very early dagon but that is extremely situational/rare. (Maledict + dagon is the combo here).
EDIT: Oh yeah, I forgot. It is pretty good on QoP too except for the fact that there are already a million other good items on QoP to farm. However, if you really need to keep that one carry down and you just can't burst him, a dagon often fixes that (although not vs, say, Naix or AntiMage so keep that in mind). This is even more situational, but can be extremely strong.
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United States47024 Posts
Dagon's more or less an item you can choose on a lot of heroes if you're really ahead, as it more or less lets you shut down the game with a large gold/level advantage when you get it early enough.
It's not an item that you get by default on any one hero because it's not a "safe" item choice in games that you're not ahead in.
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Could someone explain to me how Backtrack (faceless void) stacks with evasion like butterfly ?
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On November 20 2012 06:12 [Ouroboros] wrote: Could someone explain to me how Backtrack (faceless void) stacks with evasion like butterfly ? Backtrack evades 25% (when maxed) of all damage instances and butterfly 35% of attacks. Butterfly is, logically , applied first
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Lalalaland34501 Posts
On November 20 2012 06:12 [Ouroboros] wrote: Could someone explain to me how Backtrack (faceless void) stacks with evasion like butterfly ? How or why?
Why - backtrack has a different mechanic. Instead of giving you additional evasion, it works by simply negating the damage that is applied to you (in Dota 1 it would heal you for the damage you were taking as you take it), hence why MKB doesn't do anything against backtrack.
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What is a good way to go about learning how to draft?
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On November 20 2012 06:18 Firebolt145 wrote:Show nested quote +On November 20 2012 06:12 [Ouroboros] wrote: Could someone explain to me how Backtrack (faceless void) stacks with evasion like butterfly ? How or why? Why - backtrack has a different mechanic. Instead of giving you additional evasion, it works by simply negating the damage that is applied to you (in Dota 1 it would heal you for the damage you were taking as you take it), hence why MKB doesn't do anything against backtrack.
It was more of a how, Qbek explained it well 
On November 20 2012 06:17 Qbek wrote:Show nested quote +On November 20 2012 06:12 [Ouroboros] wrote: Could someone explain to me how Backtrack (faceless void) stacks with evasion like butterfly ? Backtrack evades 25% (when maxed) of all damage instances and butterfly 35% of attacks. Butterfly is, logically , applied first
thanks it seems simple but I was not really sure as a lot of mechanism does not stacks correctly in DotA
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Dota isn't a very consistent game and that's why we have threads like this one
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