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FREEAGLELAND26782 Posts
On February 07 2012 17:26 don_kyuhote wrote:Show nested quote +On February 07 2012 13:38 fezvez wrote: Any idea roughly how many beta keys have been distributed so far? It's been a while since they started handing out beta keys so I'll guess around 25,000 to 35,000? I'm seeing upwards of 25000-30000 at some points.
Logged on to check right now--9000, but then again it's night in the US.
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Maybe a stupid question, but I've only played Invoker in one game(against bots). I was wondering if when you tornado someone, the person who is up in the air takes damage/gets hit by attacks? Like if your emp goes off when he is still in the air will it hit? And aoe effects like venomancer gale, or slardar crush, if you put them on him when he is still up in the air does he still take the damage/effect from it, or does the tornado act the same way as euls?
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I'm pretty sure people who are tornadoed are immune for the duration, that's why you have to time emp and other spells correctly as they will do nothing if wrongly timed
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Invulnerable, but some triggers (namely emp, cold feet) will affect.
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FREEAGLELAND26782 Posts
EMP is direct HP removal (unless it will prove fatal, in which case EMP is magic damage) so it goes through invulnerability.
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Friday noontime-ish PST is when it usually peaks at its highest, upper 20k's something like 28-29. I think I aw 32 or 33k once.
There are a LOT of people in beta, when I was first in it never peaked past 225 people.
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Yeah, I've seen it go from 500 online at a time to upwards of 20k regularly in the time I've had beta, there are lots and lots more people joining.
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While tornadoed as dark seer my ion shell graphic was still hitting people under me. Might have been just a graphical thing, but it was interesting, my radiance might have been hitting too but didn't notice.
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Ty for the answers about Tornado!
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United States47024 Posts
How exactly does "magic resistance reduction" like Ancient Apparition's Ice Vortex interact with multiple magic resistance effects (e.g. Cloak/AM passive)? I understand that multiple magic resistance effects stack multiplicatively, and that in the case of a hero with no outside magic resist, the reduction just comes off the 25% base resistance, but how does the math work out with other effects?
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Is there a way to see your elo in Dota 2 and also how long should your queue wait be for a pub game? Sorry just started using my beta key.
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I don't think you can directly see your ELO. The only way to get a gauge of your skill is to search for replays of the games you have played and see if they show up under high, medium or low skill.
The typical wait time seems to be about 2-3 minutes for me. Note that leaving games early can significantly increase this.
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On February 08 2012 08:34 TheYango wrote: How exactly does "magic resistance reduction" like Ancient Apparition's Ice Vortex interact with multiple magic resistance effects (e.g. Cloak/AM passive)? I understand that multiple magic resistance effects stack multiplicatively, and that in the case of a hero with no outside magic resist, the reduction just comes off the 25% base resistance, but how does the math work out with other effects?
All you do is multiply the damage done by each resistance/reduction factor, unless it has changed in Dota 2.
For example, if you had Cloak and AM passive and were affected by Ice Vortex and Decrepify, then the amount of magic damage you would take from a 200 damage nuke is:
200*0.75*0.85*0.50*1.25*1.40 = 111.5625.
In this way, magic resistance/reduction stack diminishingly.
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United States47024 Posts
On February 08 2012 10:00 The Great Taste wrote:Show nested quote +On February 08 2012 08:34 TheYango wrote: How exactly does "magic resistance reduction" like Ancient Apparition's Ice Vortex interact with multiple magic resistance effects (e.g. Cloak/AM passive)? I understand that multiple magic resistance effects stack multiplicatively, and that in the case of a hero with no outside magic resist, the reduction just comes off the 25% base resistance, but how does the math work out with other effects? All you do is multiply the damage done by each resistance/reduction factor, unless it has changed in Dota 2. For example, if you had Cloak and AM passive and were affected by Ice Vortex and Decrepify, then the amount of magic damage you would take from a 200 damage nuke is: 200*0.75*0.85*0.50*1.25*1.40 = 111.5625. In this way, magic resistance/reduction stack diminishingly. See, this isn't quite answering my question. I know how Decrepify, Ghost Scepter, Veil, etc. work. Those are magic damage amplification effects (i.e. they read "takes x% extra damage from spells"). Ice Vortex is magic resistance reduction (i.e. it reads "-x% spell resistance"). They don't work the same way. I know that in the case of having just the baseline 25% magic resistance, magic resistance reduction reduces additively from that (e.g. 5th rank Ice Vortex makes a 200 damage nuke do 200*1, not 200*1.25*0.75). What I want to know is whether it interacts with other sources of magic resistance in a similar manner.
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On February 08 2012 10:11 TheYango wrote:Show nested quote +On February 08 2012 10:00 The Great Taste wrote:On February 08 2012 08:34 TheYango wrote: How exactly does "magic resistance reduction" like Ancient Apparition's Ice Vortex interact with multiple magic resistance effects (e.g. Cloak/AM passive)? I understand that multiple magic resistance effects stack multiplicatively, and that in the case of a hero with no outside magic resist, the reduction just comes off the 25% base resistance, but how does the math work out with other effects? All you do is multiply the damage done by each resistance/reduction factor, unless it has changed in Dota 2. For example, if you had Cloak and AM passive and were affected by Ice Vortex and Decrepify, then the amount of magic damage you would take from a 200 damage nuke is: 200*0.75*0.85*0.50*1.25*1.40 = 111.5625. In this way, magic resistance/reduction stack diminishingly. See, this isn't quite answering my question. I know how Decrepify, Ghost Scepter, Veil, etc. work. Those are magic damage amplification effects (i.e. they read "takes x% extra damage from spells"). Ice Vortex is magic resistance reduction (i.e. it reads "-x% spell resistance"). They don't work the same way. I know that in the case of having just the baseline 25% magic resistance, magic resistance reduction reduces additively from that (e.g. 5th rank Ice Vortex makes a 200 damage nuke do 200*1, not 200*1.25*0.75). What I want to know is whether it interacts with other sources of magic resistance in a similar manner. They changed how magic resistance reduction worked, so now it is all multiplicative.
It used to be the case that the last case of modification would overwrite the previous values, so ice vortex/tauren chieftain's natural order would overwrite antimage's spell shield. This was back when planeswalker cloak would overwrite spell shield.
Tauren chieftain's natural order was actually a multiplicative effect which effectively had the same value as the listed, additive value: Level 4, -80% magic resistance reduction. Heroes have 25% magic resistance, so effectively it would change it to 5%. However the way they accomplished that was through approximately a +25% magic damage multiplier: damage x 0.75 x 1.25 = damage x 0.9375 ~ damage x (1-0.05).
Now everything multiplies, which is unfortunate because that would make veil/natural order/ice vortex be great antimage counters.
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On February 08 2012 15:48 igotmyown wrote:Show nested quote +On February 08 2012 10:11 TheYango wrote:On February 08 2012 10:00 The Great Taste wrote:On February 08 2012 08:34 TheYango wrote: How exactly does "magic resistance reduction" like Ancient Apparition's Ice Vortex interact with multiple magic resistance effects (e.g. Cloak/AM passive)? I understand that multiple magic resistance effects stack multiplicatively, and that in the case of a hero with no outside magic resist, the reduction just comes off the 25% base resistance, but how does the math work out with other effects? All you do is multiply the damage done by each resistance/reduction factor, unless it has changed in Dota 2. For example, if you had Cloak and AM passive and were affected by Ice Vortex and Decrepify, then the amount of magic damage you would take from a 200 damage nuke is: 200*0.75*0.85*0.50*1.25*1.40 = 111.5625. In this way, magic resistance/reduction stack diminishingly. See, this isn't quite answering my question. I know how Decrepify, Ghost Scepter, Veil, etc. work. Those are magic damage amplification effects (i.e. they read "takes x% extra damage from spells"). Ice Vortex is magic resistance reduction (i.e. it reads "-x% spell resistance"). They don't work the same way. I know that in the case of having just the baseline 25% magic resistance, magic resistance reduction reduces additively from that (e.g. 5th rank Ice Vortex makes a 200 damage nuke do 200*1, not 200*1.25*0.75). What I want to know is whether it interacts with other sources of magic resistance in a similar manner. They changed how magic resistance reduction worked, so now it is all multiplicative. It used to be the case that the last case of modification would overwrite the previous values, so ice vortex/tauren chieftain's natural order would overwrite antimage's spell shield. This was back when planeswalker cloak would overwrite spell shield. Tauren chieftain's natural order was actually a multiplicative effect which effectively had the same value as the listed, additive value: Level 4, -80% magic resistance reduction. Heroes have 25% magic resistance, so effectively it would change it to 5%. However the way they accomplished that was through approximately a +25% magic damage multiplier: damage x 0.75 x 1.25 = damage x 0.9375 ~ damage x (1-0.05). Now everything multiplies, which is unfortunate because that would make veil/natural order/ice vortex be great antimage counters. or just ice vortex insanely imbalanced.
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Can someone help explain how armor rating works in Dota2 to me a little? I read the Playdota explanation of armor but I dont think that different armor types exist in Dota2 like they did in war3 so im not sure exactly how accurate it still is. I have heard several times that each point of armor adds about ~6% to your effective HP but I have never heard if that number suffers from diminishing returns or really anything else about how it works. Im asking because I never really know when/if i should be buying armor or what heroes armor is good on. Thanks all =)
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On February 08 2012 23:19 PassiveAce wrote: Can someone help explain how armor rating works in Dota2 to me a little? I read the Playdota explanation of armor but I dont think that different armor types exist in Dota2 like they did in war3 so im not sure exactly how accurate it still is. I have heard several times that each point of armor adds about ~6% to your effective HP but I have never heard if that number suffers from diminishing returns or really anything else about how it works. Im asking because I never really know when/if i should be buying armor or what heroes armor is good on. Thanks all =) http://www.dota2wiki.com/wiki/Armor Check this out!
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lol why did I check playdota before dota2wiki xD
Thanks man. wow they kept war3's armor system O.O I had no idea...
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It is, you know, a complete clone of dota 1. That's kinda its thing?
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