So if you have Daedalus (25% chance to crit for 240% damage) and an innate crit ability of your own (let's use Juggernaut's 35% chance to crit 200% damage), the Daedalus works first.
Daedalus gives you the 25% to crit for 240%. Then Blade Dance gives you a chance to crit 35% of the remaining 75% times that Daedalus doesn't work, which is 26.25%. 25% + 26.25% gives you total of 51.25% chance to crit.
Thank you for explanation Firebolt. So do you think it is worthy to get daedalus with heroes that have crit ability? It is still + 81 damage and basically doubles the chance that you crit which might be clutch in a late game team fights.
On May 13 2013 20:31 Ricjames wrote: Thank you for explanation Firebolt. So do you think it is worthy to get daedalus with heroes that have crit ability? It is still + 81 damage and basically doubles the chance that you crit which might be clutch in a late game team fights.
Higher attack speed/ mkb if evasion is involved/ some utility items like abyssal will almost always be a better choice for dps.
On May 13 2013 21:57 flamewheel wrote: if you have built-in crit, just get rapiers instead
What if you have cleave? Ala Sven or Gyro? I think rapiers better there than solo target crit. /sarcasm
Edit: Assuming you had godlike foresight and played puck. If you say orb, then phase while void drops a chronosphere on top of you does it lock you in? Or are you free to take the place of the orb outside of the sphere because you were phased?
On May 13 2013 21:57 flamewheel wrote: if you have built-in crit, just get rapiers instead
What if you have cleave? Ala Sven or Gyro? I think rapiers better there than solo target crit. /sarcasm
Edit: Assuming you had godlike foresight and played puck. If you say orb, then phase while void drops a chronosphere on top of you does it lock you in? Or are you free to take the place of the orb outside of the sphere because you were phased?
I think that nothing in the game should have influence on you when you are phased as puck, so it should be possible. I am not a 100% sure here though.
On May 13 2013 21:57 flamewheel wrote: if you have built-in crit, just get rapiers instead
What if you have cleave? Ala Sven or Gyro? I think rapiers better there than solo target crit. /sarcasm
Edit: Assuming you had godlike foresight and played puck. If you say orb, then phase while void drops a chronosphere on top of you does it lock you in? Or are you free to take the place of the orb outside of the sphere because you were phased?
I think that nothing in the game should have influence on you when you are phased as puck, so it should be possible. I am not a 100% sure here though.
But the instant you are out of phase shift you should be locked in chrono, no?
This is the behavior with Blink Dagger. You can Blink out because casting Blink dagger is instant, and activates before the Chronosphere pause trigger is applied.
Now, Ethereal Jaunt is a slight bit different. It is SUPPOSED to use Puck's cast point, and therefore in DotA 1, you should be paused before you finish the 0.1 second cast time. However, in DotA 2, Ethereal Jaunt is bugged to be instant cast. Which means that it's quite possible that it WILL allow you to escape Chronosphere the same way Blink Dagger does, because it does not use Puck's cast point and activates instantly. However, this interaction would be a bug.
On May 14 2013 01:04 synapse wrote: But the instant you are out of phase shift you should be locked in chrono, no?
Chronosphere doesn't act instantly. It pauses everything inside the Chronosphere at certain intervals (0.1 seconds in DotA 1, something slightly faster in DotA 2), so it's possible for Puck to use an instant-cast ability before Chronosphere pauses him.
On May 14 2013 01:13 TheYango wrote: This is the behavior with Blink Dagger. You can Blink out because casting Blink dagger is instant, and activates before the Chronosphere pause trigger is applied.
Wow does that mean that once chrono has been cast, if your blink dagger hasn't been disabled/isn't on cooldown, you can simply blink out of the chrono?
I was also under the impression that the "pause" behavior hadn't been implemented in Dota 2 yet.
Edit: Does that also imply that you can use things such as mek, hex, scream of pain and anything else that has a 0 cast point? I don't think it works like that but that's what your explanation seems to imply unless I'm misunderstanding it.
Edit 2: I just watched the video and realized that's not exactly what you were talking about at all, and was really only referring to puck in phase shift.
On May 14 2013 01:13 TheYango wrote: This is the behavior with Blink Dagger. You can Blink out because casting Blink dagger is instant, and activates before the Chronosphere pause trigger is applied.
Wow does that mean that once chrono has been cast, if your blink dagger hasn't been disabled/isn't on cooldown, you can simply blink out of the chrono?
I was also under the impression that the "pause" behavior hadn't been implemented in Dota 2 yet.
Edit: Does that also imply that you can use things such as mek, hex, scream of pain and anything else that has a 0 cast point? I don't think it works like that but that's what your explanation seems to imply unless I'm misunderstanding it.
It works that way only when leaving phase shift, so only items on puck
There's probably some other strange edge cases where it applies, but I can't think of them right now.
EDIT: I forget if Astral Imprisonment/Disruption reset shift-queued commands in DotA 2. If not, it might be possible to shift-queue a Blink or Force Staff after Astral/Disruption on yourself and get out that way.
On May 14 2013 01:36 TheYango wrote: There's probably some other strange edge cases where it applies, but I can't think of them right now.
EDIT: I forget if Astral Imprisonment/Disruption reset shift-queued commands in DotA 2. If not, it might be possible to shift-queue a Blink or Force Staff after Astral/Disruption on yourself and get out that way.
So i tested it with astral imprisonment. Blink seems to not work due to turn rate, not even on puck out of phaseshift unless i fucked up the execution. Force staff you can't double click as it won't count as a target(mouse cursor stays as the one for selecting targets). After further testing it turned out anything requiring a target wouldn't work as well as no spells, even qops scream of pain wouldn't work. Only things i got to work out of OD banish are mek drums and shivas.
played my first game of Chen, pretty fun hero - and not as daunting as I thought it'd be.
My question: I'm used to TPing to towers to help defend/counter gank. Isn't possible with Chen or should I just focus on pushing constantly? and what's the prefered item build for Chen? I got a minute...18 meka. Hella late I know, but I had arcanes, basil ring and bought courier/wards. Screw all that stuff and just go straight for Meka after boots?
also after I got boots, all of my creeps were slow and usually late to the party. Landing a Cent/Ursa stun with how slow they are seems semi-impossible.
On May 14 2013 05:54 hooahah wrote: played my first game of Chen, pretty fun hero - and not as daunting as I thought it'd be.
My question: I'm used to TPing to towers to help defend/counter gank. Isn't possible with Chen or should I just focus on pushing constantly? and what's the prefered item build for Chen? I got a minute...18 meka. Hella late I know, but I had arcanes, basil ring and bought courier/wards. Screw all that stuff and just go straight for Meka after boots?
also after I got boots, all of my creeps were slow and usually late to the party. Landing a Cent/Ursa stun with how slow they are seems semi-impossible.
TPing to defend/counter gank isn't impossible but you do have to ask yourself. If I tp, what exactly am I going to do? If there's nothing you would be able to contribute, you're better off continuing to push or farm.\
Build is variable. If your team is going to be coordinated to push early, having an early (12-15) minute mek would do wonders and probably let you take quite a few towers. Don't neglect your courier and your wards. But you can judge whether or not you need arcanes or mek first. Basi is also useful for the push and it gives your creeps a small amount of mana regen that they otherwise wouldn't have.
Creeps are slow. Yep. Come from behind and or with a smoke. Otherwise just try to chain them with other people's stuns. If nothing else a giant army of chen creeps storming your front in a push is quite intimidating.
This is the behavior with Blink Dagger. You can Blink out because casting Blink dagger is instant, and activates before the Chronosphere pause trigger is applied.
Now, Ethereal Jaunt is a slight bit different. It is SUPPOSED to use Puck's cast point, and therefore in DotA 1, you should be paused before you finish the 0.1 second cast time. However, in DotA 2, Ethereal Jaunt is bugged to be instant cast. Which means that it's quite possible that it WILL allow you to escape Chronosphere the same way Blink Dagger does, because it does not use Puck's cast point and activates instantly. However, this interaction would be a bug.
On May 14 2013 01:04 synapse wrote: But the instant you are out of phase shift you should be locked in chrono, no?
Chronosphere doesn't act instantly. It pauses everything inside the Chronosphere at certain intervals (0.1 seconds in DotA 1, something slightly faster in DotA 2), so it's possible for Puck to use an instant-cast ability before Chronosphere pauses him.
So in theory, slark could leap out, or dark-pact/leap out, and wisp could relocate out if he's cycloned/disrupted.
Cyclone wisp does not work. WTF mode shift queue blink does not work. Sand king does not work, I don't think it has anything to do with the size of the intervals, puck is just special.
I'm used to TPing to towers to help defend/counter gank. Isn't possible with Chen or should I just focus on pushing constantly?
You have to really judge the situation. Your W nuke and teleport to base is still a pretty decent counter gank tool, but try to let someone else TP in before you. But if you think you can kill the tower that you're pushing do it. But if you can only get damage, or know that you're not needed for the tower kill, only your creeps, TP in, have creeps push lane & you counter gank (Attack move is your friend).
and what's the prefered item build for Chen? I got a minute...18 meka. Hella late I know, but I had arcanes, basil ring and bought courier/wards. Screw all that stuff and just go straight for Meka after boots?
Depends...as always, but you'll usually find yourself doing the same thing 99% of the time. I usually start Couirer, Wards, Tango, x2 Branch, Smoke. If I'm selfish or have other good support, I'll swap a Courier/Ward for Ring of Protection. Flying courier first buy.
Now it depends. You'll need some mana, so get a Ring of Basil, Medallion, or Urn. You can never really go wrong with RoB, but if you notice some people have it, Medallion or Urn is good. Basic Boots, then Mek and Arcane, the order depends on your mana problems. Mek First is usually best unless you're the only Arcane Boot carrier.
After you have Mana Boots and Mek (Basil Ring too usually), I mostly go into Ult Scepter. The 30 second cooldown heal is so good for almost any team. It ensures that you're team is at full health regardless of their pre teamfight harass. After Ult Scepter, save for buyback so you can buyback -> ult if it'll help those few survivors on your team finish it off/keep pushing. But the other option is Vlads. If I'm with a carry that is/will be ready to push by the time I get it, I'll get Vlads before Ult Scepter. If my carry doesn't really benefit or he is still farming, I go Ult Scepter.
Now if you know that you won't benefit from Ult Scepter (team fights are happening stupidly fast), then don't get it. I think I might've been in one situation in all of my 150ish Chen games though that I didn't want Ult Scepter.
If you have Mana Boots, Mek, Ult Scepter, and Vlads, just go for what your team needs. Personally, my favorite is Heaven's Halberd. I just think it's one of the best support items since it's so cheap compared to Sheep Stick. Ghost Scepter is also a good choice if appropriate.
On May 14 2013 05:54 hooahah wrote:
also after I got boots, all of my creeps were slow and usually late to the party. Landing a Cent/Ursa stun with how slow they are seems semi-impossible.
I start giving up on MLG creep plays about mid game. I used to try so hard, but I was spending too much attention to micro for no reward. When teamfights start happening, you really want auras. Now, Centaur gives an aura, so he is still a good creep, and if you can chain a stun with it, do it, but don't stress. Mostly, I find myself using the Centaur to stun for a retreat or to stun some idiot who is way too deep. Just don't stress about using the spells too much. Because Ursas don't give an aura, I try to ignore them. So usually, I look for Speed Aura, Armor Aura, Centaur Aura, Alpha Wolves depending on whose the carry (someone who can benefit early), and Ice Ogres for the mid game.
And Troll creeps. I don't know what the fuck Valve renamed them to be, but Troll Warlords are the best. They don't give an aura, but DAT NET. My favorite mid game composition is 3 Troll Warlords. My favorite late game composition is 2 Troll Warlords and 1 Alpha Wolf. You can't go wrong. There is no chance to fail with them and they're pretty much just as good as the other CC because you will always hit it. And the best part. Net goes through BKB It can really wreck carries. Melee carries can't attack, ranged carries can't kite. Also, those skeletons are amazing. Two skeletons are nice. But if you ever get 3 Troll creeps. Just try pushing. 3x skeletons are ridiculous.
But of course, if you need to play fast paced, you can't be picky, so just get what you can and do your best. It's expected that you won't be able to land stuns and stuff late game. They are in fact, too slow.
On May 14 2013 14:41 Najda wrote: Why is 3-1-1 favored in pro games over 2-1-2? Is it actually a lot better, or is it just the current meta?
I don't know why, but sometimes 2-1-2 is used to counter certain tri lanes. I suppose it's just because teams want a carry to get absolute safe farm and get 2 heroes high leveled. I suppose in a 2-1-2, a carry will be too easy to gank versus a relentless pro team.