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On April 05 2013 19:32 FreeZer wrote:Is it ever viable to get rid of your boots in favour of another really high end item as a carry in the late game? Say, if your team has stuns or other means to keep enemies in place so you can close the distance. I'm asking because of a game yesterday, where an antimage got rid of the boots for an abyssal blade (other items were bfury, manta, butterfly, bkb, heart). His team mates were silencer, kunkka, enchantress and CK. I adviced him to get rid of bfury instead but that's not an easy call either as bfury is a good damage/regen item as well. Granted the blink/stun from the abyssal works, as does enchantress slow, and CK stun, but other than that we did not have much. Thoughts? I don't think its worth it, you give up your ability to defend your base or to attack. Selling your boots for BoT on the other hand is good. Or buying another bkb.
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FREEAGLELAND26782 Posts
Bkb and heart on Mohawk man generally redundant. Getting rid of bkb or abyssal might have been better given late game potential of 2x global and presumably multiple sheep.
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On April 05 2013 20:24 Rodberd wrote: i have a more technical question: how do i set up my mic for ingame voice? there are no options to config it.
My headset is a logitech usb headset (cant give more details without some further investigation via google)
everything is set to "win default", so i expect it to work ... but thats not happening. whenever i want to talk it shows the crossed mic symbol.
but the mic is working, skype doesnt have any trouble with it. teamspeak as well. only dota is bitching around.
any ideas how to solve that problem? you might have too fumble with mic options in the steam overlay too. Had the same problem at some point, it's not that hard, just a hassle. Steam overlay, 'setting'(its at the bottom), 'voice' tab
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Why has Luna dropped in popularity in the Chinese/SEA scene?
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On April 05 2013 15:32 synapse wrote:Show nested quote +On April 05 2013 15:12 haduken wrote: how does armor work?
Say if I have 20 armor, a TA attacks me with 200 damage, i only receive 180 damage? If you hover over your armor stat, you'll see something like "20% physical resistance" = basic attacks do 20% less if you have 20 armor then thats probably 50% resistance I'd like to add that 1 armor = 6% effective hp, so each point of armour is equal to another (except minimum negative armour is -15 or -20 I don't remember)
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On April 06 2013 04:19 nojok wrote:Show nested quote +On April 05 2013 15:32 synapse wrote:On April 05 2013 15:12 haduken wrote: how does armor work?
Say if I have 20 armor, a TA attacks me with 200 damage, i only receive 180 damage? If you hover over your armor stat, you'll see something like "20% physical resistance" = basic attacks do 20% less if you have 20 armor then thats probably 50% resistance I'd like to add that 1 armor = 6% effective hp, so each point of armour is equal to another (except minimum negative armour is -15 or -20 I don't remember) rule of thumb for armor is ~16 =100% more effective hp. with 16 armor you have twice the ehp => 50% resistance with 32 you have thrice the ehp => ~66% and with 48 you have 4 times the ehp => ~75%
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Doesn't negative armor works slightly differently with eHP (graph from playdota forums): + Show Spoiler +
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On April 05 2013 15:12 haduken wrote: how does armor work?
Say if I have 20 armor, a TA attacks me with 200 damage, i only receive 180 damage?
Armor works as a percentage reduction by this formula
DR = (0.06A/1+0.06A) A is your armor DR is the damage reduction
So if I have 20 armor (Practically impossible to have an integer, the displayed value is rounded but the game uses decimals) then you have 0.5455 damage reduction. If TA attacks you for 200 damage then you will take (1-.5455)*200 damage or 91 damage. That is 109 damage reduced by armor and 91 damage taken from your lifepoints. In some cases this number would then be multiplied by an armor type multiplier. Heroes do 100% damage to heroes so this step is not required in this scenario.
If TA was attacking a tower (which magically has 20 armor) then that 91 damage would be halved because hero damage does 50% damage to fortified (tower armor type). The tower would take 45 damage.
I would ignore everything that was said about effective hitpoints. While it is useful if you're comparing which source of damage mitigation is most effective, it isn't useful in this application since we'd need an additional variable (how much maximum health the unit has). With the damage reduction formula it should be apparent where that six percent comes from though.
Negative armor actually works exactly like positive armor (except in reverse naturally) because it is bugged in dota2. It has been broken for awhile now too so I wouldn't expect it to get fixed anytime soon. The difference in damage from said bug isn't that large though.
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is there an accurate source of what abilities / items can be purged, and what cannot?
I can't find one, and its one of the mechanics I'm less familiar of.
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On April 06 2013 05:51 Comeh wrote: is there an accurate source of what abilities / items can be purged, and what cannot?
I can't find one, and its one of the mechanics I'm less familiar of. http://www.dota2wiki.com/wiki/Purge ?
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United States47024 Posts
On April 06 2013 05:51 Comeh wrote: is there an accurate source of what abilities / items can be purged, and what cannot?
I can't find one, and its one of the mechanics I'm less familiar of. http://www.dota2wiki.com/wiki/Purge http://www.playdota.com/forums/showthread.php?t=406048
These are as complete as we can currently have right now.
The PlayDotA guide documents the DotA 1 behavior as of 6.73 (I believe the only interaction that changed in 6.74+ was Enfeeble being un-purge-able). The DotA 2 Wiki page is a work in progress because it's not 100% confirmed that everything matches DotA 1 behavior but is a working list that's reasonable for most cases (note that there are differences between the DotA 1 and DotA 2 purge lists--for example Eul's can't be purged in DotA 2, but can in DotA 1). Unless stated otherwise, the DotA 1 behavior is the intended functionality, but as there's a massive number of bugs in DotA 2, it's highly impractical to be able to exhaustively confirm whether everything works as intended, particularly as that changes week by week.
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On April 06 2013 05:05 Blitzkrieg0 wrote:Show nested quote +On April 05 2013 15:12 haduken wrote: how does armor work?
Say if I have 20 armor, a TA attacks me with 200 damage, i only receive 180 damage? Armor works as a percentage reduction by this formula DR = (0.06A/1+0.06A) A is your armor DR is the damage reduction So if I have 20 armor (Practically impossible to have an integer, the displayed value is rounded but the game uses decimals) then you have 0.5455 damage reduction. If TA attacks you for 200 damage then you will take (1-.5455)*200 damage or 91 damage. That is 109 damage reduced by armor and 91 damage taken from your lifepoints. In some cases this number would then be multiplied by an armor type multiplier. Heroes do 100% damage to heroes so this step is not required in this scenario. If TA was attacking a tower (which magically has 20 armor) then that 91 damage would be halved because hero damage does 50% damage to fortified (tower armor type). The tower would take 45 damage. I would ignore everything that was said about effective hitpoints. While it is useful if you're comparing which source of damage mitigation is most effective, it isn't useful in this application since we'd need an additional variable (how much maximum health the unit has). With the damage reduction formula it should be apparent where that six percent comes from though. Negative armor actually works exactly like positive armor (except in reverse naturally) because it is bugged in dota2. It has been broken for awhile now too so I wouldn't expect it to get fixed anytime soon. The difference in damage from said bug isn't that large though. Have to disagree with this, it's actually quite significant.
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FREEAGLELAND26782 Posts
^One of the reasons why TA is so much better in Dota 2.
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On April 06 2013 08:15 flamewheel wrote: ^One of the reasons why TA is so much better in Dota 2. Wait, what? Negative armor is stronger in dota 1 than in dota 2 - the cap in dota 1 of -20 armor was -71% resistance while in dota 2 -20 armor is -54% resistance. There's no cap but realistically getting to the point of -71% resistance is never going to happen in a dota 2 game.
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On April 06 2013 04:04 Nightmarjoo wrote: Why has Luna dropped in popularity in the Chinese/SEA scene? Puppey was saying in one specific pick/ban phase in the recent g league casts, that luna would be a poor pick, because she could be burst down too easily with the heroes picked up so far. Don't know if that applies to the scene in general, though.
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On April 06 2013 11:16 Nevuk wrote:Show nested quote +On April 06 2013 08:15 flamewheel wrote: ^One of the reasons why TA is so much better in Dota 2. Wait, what? Negative armor is stronger in dota 1 than in dota 2 - the cap in dota 1 of -20 armor was -71% resistance while in dota 2 -20 armor is -54% resistance. There's no cap but realistically getting to the point of -71% resistance is never going to happen in a dota 2 game. The difference is huge, it's almost double damage difference Oo, and it only takes dazzle + slardar to reach it :p
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On April 06 2013 04:04 Nightmarjoo wrote: Why has Luna dropped in popularity in the Chinese/SEA scene? Not sure but I think the Tranquil boot change might be one reason
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Who are the top 5 6 slotted carries (or 12 slotted in ld's case)? Is Tiny in there?
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On April 07 2013 23:15 boxman22 wrote: Who are the top 5 6 slotted carries (or 12 slotted in ld's case)? Is Tiny in there?
Tiny is only a top carry if your opponent is melee. Craggy makes it very hard for another melee carry to beat him.
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On April 07 2013 23:15 boxman22 wrote: Who are the top 5 6 slotted carries (or 12 slotted in ld's case)? Is Tiny in there? As with every other "what are the best heroes" question, it's situational and depends on team composition and playstyles
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