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On October 28 2014 09:57 GtC wrote:Show nested quote +On October 27 2014 10:50 Fleetfeet wrote: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. 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... are you partying with someone? and yeah once you start playing ranked the ranked mmr and hidden unranked mmr are separate. so if youve improved / won a lot of games unranked recently then its plausible.
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I tried to use lone druid's bear to pull creep aggro by a-clicking on enemy heroes but it does not seem to work.
Does my Lone druid have to stand within 1100 unit (the leash range) of the enemy hero? Or within 1100 unit of the creep?
(The first scenario doesn't seem likely since using regular hero, I can still pull creep aggro by a-clicking enemy heroes on the other side of the map. However, I tried the second scenario but it doesn't work )
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United States47024 Posts
Creep aggro radius is 500, not 1100. 1100 is the radius outside which your Bear's attack command is disabled.
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On October 29 2014 05:13 TheYango wrote: Creep aggro radius is 500, not 1100. 1100 is the radius outside which your Bear's attack command is disabled.
Okay, so Lone Druid has to stand within 500 units of creeps? If that's the case then it's no different than any other heroes. How come I keep hearing that Lone Druid can do well in the offlane since he can use bear to pull creep aggro without being close to danger himself?
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a;lsdkfhjasl;dfjal;skdfj LOL
The point is that you send ur bear to catch the enemy creeps like before they get to the enemy tower, way before they'd run into ur creeps. Then they follow ur bear to your tower, or wherever else u take ur bear. This results in you safely getting XP since the enemy has almost no way to prevent you bringing creeps to a safe place for you to get XP from them.
Anyway, in the example you were thinking of, ur bear needs to be in 500 range of the creeps AND 1100 range of ur hero in order for issuing an attack command from the bear onto an enemy hero will make the creeps forget what they are doing (hitting ur creeps) and instead chase ur bear.
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How did Triggered healing work in DotA? And how was it changed in Dota 2?
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On October 29 2014 05:26 SoylentGamer wrote: How did Triggered healing work in DotA? And how was it changed in Dota 2? Step 1: read the last page where the exact same question was asked + Show Spoiler +On October 27 2014 01:16 Excludos wrote: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. in other words, dota 1 couldn't properly "ignore" damage (outside of autoattacks missing, more or less) so it used "triggered heals" (literally just coding that directly added to ur HP) to automatically heal damage that was taken to make it seem like damage was ignored. However, this isn't perfect as in the case of void where you couldn't really backtrack lethal damage sometimes.
Dota 2 doesn't bother with that shit and just has an engine that can handle true damage evasion etc.
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United States47024 Posts
More generally, triggered healing applied to any % damage reduction, not just shielding or damage avoidance. This is because there's no generally usable % damage reduction ability that reduces all incoming damage by a % in War3. As such, general % damage reductions such as Windrunner's Focus Fire self-damage-reduction, Kunkka's Ghost Ship, or Bristleback's Bristleback passive use triggered healing to provide the effective % damage reduction.
On October 29 2014 05:27 Sn0_Man wrote: However, this isn't perfect as in the case of void where you couldn't really backtrack lethal damage sometimes.
The other problem in DotA 1 is that triggered heals don't play well with each other, because there's no way for one triggered heal effect to know that the other is occurring--this results in multiple triggered heals resulting in a net heal when they both apply to a particular instance of damage (for example, a TA that has both Refraction and Living Armor will heal for the Living Armor block value from a damage instance that triggers both effects).
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On October 29 2014 05:27 Sn0_Man wrote: Step 1: read the last page where the exact same question was asked
Honest mistake sir, won't happen again.
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How does Quelling blade's bonus damage work?
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United States47024 Posts
On October 29 2014 06:16 SoylentGamer wrote: How does Quelling blade's bonus damage work? What do you mean? It's just % bonus damage on autoattacks against creeps.
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On October 29 2014 08:21 TheYango wrote:Show nested quote +On October 29 2014 06:16 SoylentGamer wrote: How does Quelling blade's bonus damage work? What do you mean? It's just % bonus damage on autoattacks against creeps. Right? And the percentage increase applies to total auto-attack damage (not just base damage)? Is there anything not intuitive about quelling blade? Or am I wrong about the latter part.
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On October 29 2014 08:43 FHDH wrote:Show nested quote +On October 29 2014 08:21 TheYango wrote:On October 29 2014 06:16 SoylentGamer wrote: How does Quelling blade's bonus damage work? What do you mean? It's just % bonus damage on autoattacks against creeps. Right? And the percentage increase applies to total auto-attack damage (not just base damage)? Is there anything not intuitive about quelling blade? Or am I wrong about the latter part.
If you're wondering why quelling blade is so OP, well, it just is. On the other hand, it's an entire inventory slot and a whole 225 gold. When you're looking to cut any item you can to get your first item (ring of basilius/health, hand of midas, w/e), sometimes the blade just doesn't make the cut. 
Also, there are times when you are just free-farming in safelane so you don't need it, anyway.
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I've heard that mmr is based mostly off of your hidden mmr and less from your actual calibration matches. I have only played with friends so far and they're all telling me to get my solo mmr so they can compare it to theirs. Will my unranked party mmr games count towards my solo mmr, or will my solo mmr essentially be the base?
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On October 29 2014 11:49 Fumanchu wrote: I've heard that mmr is based mostly off of your hidden mmr and less from your actual calibration matches. I have only played with friends so far and they're all telling me to get my solo mmr so they can compare it to theirs. Will my unranked party mmr games count towards my solo mmr, or will my solo mmr essentially be the base? I dont think anyone knows the answer really, but for the most part i think it's believed that party and solo mmr are unaffected by each other. Supposing you've never played solo games I guess that would mean your mmr is some kind of base starting value (unless it look at other factors we dont know about).
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I would have some questions to competitive play: - what happend to doom that he is now totally ignored? - why is bane a non-factor anymore? i really like his skillset and with coordination you can take 2 targets out of the fight for a decent amount of time
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regarding bane, he is usually paired with another support since his nightmare is a great setup
idk about doom but he is still picked somewhat. some of his skills and cast time were nerfed but not really that bad
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Northern Ireland22212 Posts
Doom no longer disabling passives without aghs made him somewhat weaker
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Im not really sure Bane is that much less common than before, is he? Either way, he really doesnt scale well into lategame. If you arent getting a grip off at 30 or 40min into the game you arent doing anything, and you likely wont be able to at that point. He's a support more suited for early game shenanigans and setup for typically Mirana. He also doesnt offer much, or anything, in terms or 5manning, pushing or counterpushing.
Doom is still around.
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