Simple Questions, Simple Answers - Page 978
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Lavitage2
198 Posts
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synapse
China13814 Posts
On October 24 2014 11:52 Lavitage2 wrote: What's the shape of templar assassin's damage spill? its basically like shackleshot | ||
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FHDH
United States7023 Posts
1) If Coup procs PRD does NOT adjust for Cryst because it never rolled 2) If Cryst procs PRD DOES adjust for Coup because it rolled and failed 3) If neither procs, PRD adjusts for both (And I assume this is the way it works with any procs that have "if fails" secondary rolls) | ||
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GtC
United States546 Posts
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TheYango
United States47024 Posts
On October 24 2014 13:25 FHDH wrote: If Phantom Assassin has a Crystalys, am I correct in understanding: 1) If Coup procs PRD does NOT adjust for Cryst because it never rolled 2) If Cryst procs PRD DOES adjust for Coup because it rolled and failed 3) If neither procs, PRD adjusts for both (And I assume this is the way it works with any procs that have "if fails" secondary rolls) PRD for stacking crit is super complicated and different in DotA 2 and DotA 1. There's a super old dev forum post about it that I don't want to dig up. The short of it is that PRD is kind of always rolled and whether or not it increments/resets is kind of weird. EDIT: I found the post. It's not as complicated as I remembered, but it's annoying to explain. So if you actually want to figure it out when it's basically not relevant to any situation you should care about and are comfortable reading through C++ simulation code, feel free: http://dev.dota2.com/showthread.php?t=95539&page=4&p=641817&viewfull=1#post641817 | ||
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Varth
United States426 Posts
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Kupon3ss
時の回廊10066 Posts
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ahswtini
Northern Ireland22212 Posts
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Excludos
Norway8257 Posts
On October 27 2014 00:52 ahswtini wrote: What's triggered healing? Triggered healing is used to heal your hero before or after an attack, or both. This is used instead of dodge and immunity in dota 1 because of engine limitations, ie: instead of dodging 400dmg with void you heal 200, take 400 dmg, and heal another 200 (So you wont die or heal up more than your max hp and take dmg anyways. This is why in dota 1 you can kill a void with a high enough dmg, say laguna blade, even if backtrack procs, simply because the engine can't heal him more than max hp, and you can't heal him after he reaches 0 as he's dead). In dota 2, they don't need to use this because they can just code in the actual ability instead (in this case: dodge). What this has to do with maledict I have no idea. | ||
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JumboJohnson
537 Posts
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toemn
Germany915 Posts
mid TA, Brew were my go-to heroes for a long time. but now if the enemy picks PA/Spectre+other cores i'll always lose if the game goes 30min+. | ||
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evilfatsh1t
Australia8866 Posts
i played sc again recently and my god....unit selection felt like heaven went back to dota and realised how much of a piece of shit unit boxing was again. are the devs ever gonna make it like sc | ||
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danl9rm
United States3111 Posts
On October 27 2014 07:27 evilfatsh1t wrote: has dota 2 fixed mouse boxing yet? i played sc again recently and my god....unit selection felt like heaven went back to dota and realised how much of a piece of shit unit boxing was again. are the devs ever gonna make it like sc I forget about this every time until I play Chen or someone similar. It makes me hate playing heroes with extra units. If I don't use hotkeys for my units exclusively, I feel so handicapped. | ||
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Mecha King Ghidorah
United States595 Posts
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Fleetfeet
Canada2723 Posts
On October 27 2014 09:43 Mecha King Ghidorah wrote: What do they mean by high skill/normal skill games? Matchmaking games used to be divided into normal / high / very high games in the Dota 2 client, and players were able to view in their match history what bracket a specific game was in. Valve has since removed that feature from the client, but third parties such as Dotabuff can infer the bracket of the game based on the information they have on the players in said game. I'm not sure on the breakpoint between normal and high skill brackets, but the breakpoint between high and very high matches is assumed to be around 3,600 ranked mmr. Think of it like leagues in LoL or Sc2 - they're just names for divisions, and not really meaningful beyond that. | ||
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synapse
China13814 Posts
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barrykp
Ireland174 Posts
Any solutions welcome, though keep in mind that in the trench where I play you don't know what you're laning against when you buy your first items (I went tango, 3 branches and stout shield). | ||
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evilfatsh1t
Australia8866 Posts
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GtC
United States546 Posts
On October 27 2014 10:50 Fleetfeet wrote: Matchmaking games used to be divided into normal / high / very high games in the Dota 2 client, and players were able to view in their match history what bracket a specific game was in. Valve has since removed that feature from the client, but third parties such as Dotabuff can infer the bracket of the game based on the information they have on the players in said game. I'm not sure on the breakpoint between normal and high skill brackets, but the breakpoint between high and very high matches is assumed to be around 3,600 ranked mmr. Think of it like leagues in LoL or Sc2 - they're just names for divisions, and not really meaningful beyond that. I'm definitely not playing enough ranked if my mmr is 2.9k and I'm playing in very high games about half the time according to dotabuff... | ||
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danl9rm
United States3111 Posts
aka Random. | ||
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