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Simple Questions, Simple Answers - Page 987

Forum Index > Dota 2 Strategy
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Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
November 14 2014 21:16 GMT
#19721
why do poison sting work like it do in relation to passing dmg through everything like bristleback passive?
You must gather your party before venturing forth.
BluemoonSC
Profile Blog Joined November 2010
SoCal8933 Posts
Last Edited: 2014-11-14 21:31:30
November 14 2014 21:25 GMT
#19722
ignore this post :D
LiquidDota Staff@BluemoonGG_
SoylentGamer
Profile Joined August 2014
United States250 Posts
November 14 2014 21:26 GMT
#19723
On November 15 2014 06:25 BluemoonSC wrote:
AFAIK it's because poison sting is magic dmg whereas bristleback's passive only reacts when he is hit..which is technically physical damage.

Not entirely true. I know it reduces Doom's damage.
CK is the strongest hero in all of Dota 2, lore wise.
BluemoonSC
Profile Blog Joined November 2010
SoCal8933 Posts
Last Edited: 2014-11-14 21:36:05
November 14 2014 21:31 GMT
#19724
On November 15 2014 06:26 SoylentGamer wrote:
Show nested quote +
On November 15 2014 06:25 BluemoonSC wrote:
AFAIK it's because poison sting is magic dmg whereas bristleback's passive only reacts when he is hit..which is technically physical damage.

Not entirely true. I know it reduces Doom's damage.


yeah, it figures out where the dmg is coming from in relation to bristle and uses that to tell whether or not to trigger the passive.

the proc occurs only when bristle takes dmg from the rear from all sources

so i'm actually wrong, it will proc with magic dmg (after reduction). however, the poison sting applied from a plague ward's position changes whether or not the dmg is applied towards the dmg counter.

EDIT: since that is the case, i have no idea what the question is then lol

DOUBLE EDIT: i had this debate with someone else on this forum who said being hit was physical dmg only..i actually have a question now..in the tool tips, wtf does "being hit" qualify as? is it standard or does it depend on whatever valve feels like?
LiquidDota Staff@BluemoonGG_
SoylentGamer
Profile Joined August 2014
United States250 Posts
November 14 2014 21:47 GMT
#19725
On November 15 2014 06:31 BluemoonSC wrote:
Show nested quote +
On November 15 2014 06:26 SoylentGamer wrote:
On November 15 2014 06:25 BluemoonSC wrote:
AFAIK it's because poison sting is magic dmg whereas bristleback's passive only reacts when he is hit..which is technically physical damage.

Not entirely true. I know it reduces Doom's damage.


yeah, it figures out where the dmg is coming from in relation to bristle and uses that to tell whether or not to trigger the passive.

the proc occurs only when bristle takes dmg from the rear from all sources

so i'm actually wrong, it will proc with magic dmg (after reduction). however, the poison sting applied from a plague ward's position changes whether or not the dmg is applied towards the dmg counter.

EDIT: since that is the case, i have no idea what the question is then lol

DOUBLE EDIT: i had this debate with someone else on this forum who said being hit was physical dmg only..i actually have a question now..in the tool tips, wtf does "being hit" qualify as? is it standard or does it depend on whatever valve feels like?

I think it just applies for all damage. It's just the damage source from poison sting isn't clear, is it veno, or the wards? That or he's just seeing the damage numbers coming off of BB and not realizing that they are the non-reduced numbers.
CK is the strongest hero in all of Dota 2, lore wise.
ChunderBoy
Profile Joined August 2011
3242 Posts
November 15 2014 00:17 GMT
#19726
BB passive doesnt even work vs towers lol.
"mmr is a social construct" - tumblr
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-11-15 01:45:19
November 15 2014 01:44 GMT
#19727
You guys are way overcomplicating this. The answer is actually just that Poison Sting has been super bugged since its change a few patches back and doesn't interact with a ton of stuff it's supposed to.

http://dev.dota2.com/showthread.php?t=111169&p=1166124&viewfull=1#post1166124
Moderator
Ryder.
Profile Joined January 2011
1117 Posts
Last Edited: 2014-11-15 13:55:41
November 15 2014 13:55 GMT
#19728
If anyone has some spare time could you please have a quick skim of this replay and see why suddenly started losing?

http://www.dotabuff.com/matches/1026943998

They have a pathetic early game lineup, and I thought we controlled early game super well but then suddenly Jug and Tinker start destroying everything.

I'm thinking it was cause PA took forever to come online- I suggested going something more early game focus than battlefury since I knew their late game was better than ours, but yeah I think PA having a rough time contributed to it. Then again they did have a CK so maybe battlefury was ok.

Other theory is that we didn't translate early game ganks into towers (kinda hard to push vs their lineup though).

Cheers
Yurie
Profile Blog Joined August 2010
12143 Posts
November 15 2014 16:22 GMT
#19729
On November 15 2014 22:55 Ryder. wrote:
If anyone has some spare time could you please have a quick skim of this replay and see why suddenly started losing?

http://www.dotabuff.com/matches/1026943998

They have a pathetic early game lineup, and I thought we controlled early game super well but then suddenly Jug and Tinker start destroying everything.


Enemy team has better late game. You never have a noticeable lead against them. Just check the xp graph on the dotabuff page.
TheYango
Profile Joined September 2008
United States47024 Posts
November 15 2014 18:53 GMT
#19730
I disagree with the enemy team having a better lategame. Just because they have more cores doesn't make that the case, and the Kunkka tri-core with Ogre triple-Bloodlust is actually way stronger if we're considering realistic cases that don't mean all 5 cores getting farmed with a ton of items. The most practical problem is that the team has no good way to handle Tinker + Furion double split-push, since there's no really dangerous gank/initiation hero like Batrider or Storm Spirit.

The problem is, as you said, if you look at the XP graph, they didn't really have an advantage. My guess is that their fighting cores just won some scrappy fights midgame, and your team didn't really buckle down well against the disadvantage (look for advantaged fights, don't get caught, get farm where possible), and the game just snowballed out of control.
Moderator
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2014-11-15 19:25:44
November 15 2014 19:17 GMT
#19731
Looking only at dotabuff link i'd say:

- Against tinker, team up dont wonder off alone too much or too far after the laningstage (also helps against the jugg).
- If ogre and lina are around, tinker cant really etheral blade a core because he gets bursted down immediatly.
- I think 1 bkb isnt enough against a dagon5+etheral blade tinker. There should have been more items to deal with tinker and his magic damage.
- The juggernaut had a good game but isnt that scary and you guys ended with some items to hinder his ultimate from doing alot of damage.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
FHDH
Profile Joined July 2014
United States7023 Posts
November 15 2014 20:39 GMT
#19732
Eblade only affects target now.
После драки кулаками не машут (Don't shake your fist when the fight is over)
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-11-15 21:59:37
November 15 2014 21:45 GMT
#19733
On November 16 2014 05:39 FHDH wrote:
Eblade only affects target now.

It still stands that he can't attempt greedy solo-kills if the supports are present.

Though again, from a teamcomp perspective, the issue is the lack of any answer to the double-global. There's no threatening initiation hero like Storm or Bat that can instantly pull a split-pusher into a kill, and a prolonged engagement can quickly become a 2vX or 3vX because of Tinker and Furion TPs, meaning that they're forced to 5-man while slowly getting farmed to death. The only recourse to that is if they get a big enough early lead to just shut those heroes out of the game, but this didn't happen.

From the perspective of teamfighting strength, there are no real problems (though govie's right, there needs to be at least a BKB on the Kunkka and situationally Bristle) because they have a solid 2 frontline cores backed up by Coco's Rum, a strong DPS core with good burst potential and engaging ability, Ogre's Bloodlust to back up the 3 cores, and a high-damage support that benefits from the frontline-heavy nature of the rest of the lineup. The problem is that they can't really force fights or steamroll high ground unless they got a really big early advantage because none of these heroes are a threat to the Tinker+Furion double split-push without a big farm advantage (e.g. Ogre super-early Blink Dagger, PA enough early damage to burst Tinker/Furion before they have time to respond). Kunkka can be, with his ability to X them out of TPs, but the Kunkka went for some pretty awkward items.
Moderator
govie
Profile Blog Joined November 2012
9334 Posts
November 15 2014 21:57 GMT
#19734
On November 16 2014 05:39 FHDH wrote:
Eblade only affects target now.


Good you mentioned that, i forgot (just like u assumed, luckely yango bails me out)
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
BluemoonSC
Profile Blog Joined November 2010
SoCal8933 Posts
November 16 2014 02:31 GMT
#19735
has anyone figured out how item drops are working this patch? still haven't seen one.
LiquidDota Staff@BluemoonGG_
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
November 16 2014 02:36 GMT
#19736
On November 16 2014 11:31 BluemoonSC wrote:
has anyone figured out how item drops are working this patch? still haven't seen one.

You should only be getting one every, say, 30-60 games? Something like that from what I've seen. But they'll be nice set drops and arcana drops and treasure drops instead of single items.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
Ryder.
Profile Joined January 2011
1117 Posts
November 16 2014 02:36 GMT
#19737
Thanks for the help team. I guess I just underestimated the advantage our early roam gave us, and yeah now you mention it I remember we took some bad fights cause we underestimated the global advantage they had from NP and Tinker.

@BluemoonSC theres a thread on that here http://www.liquiddota.com/forum/dota-2-general/470277-october-30-hat-rework-patch

I also haven't seen anyone get dropped anything, and I've played a decent amount of games since the change.
BluemoonSC
Profile Blog Joined November 2010
SoCal8933 Posts
November 16 2014 02:41 GMT
#19738
yeah i was curious if there was anyone that had any info on exactly how long it takes. i haven't seen anyone get a drop in a loooooonng time
LiquidDota Staff@BluemoonGG_
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2014-11-16 07:54:29
November 16 2014 07:54 GMT
#19739
On November 16 2014 11:41 BluemoonSC wrote:
yeah i was curious if there was anyone that had any info on exactly how long it takes. i haven't seen anyone get a drop in a loooooonng time


Mine was around 50 games, but it could also be timebased.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
126Q;A1
Profile Joined February 2011
Sweden517 Posts
November 16 2014 23:55 GMT
#19740
Is the level up present supposed to disappear at some point? I'm level 104 and mine went away when I opened it just now - I only got a rare and not the rare+chest as usual. This message ended up in the draft chat (was picking heroes for a game when I opened it): "You have used the last charge on your item 'Level %s1 Present'."
jaedong: "I play Counter-Strike and that is the only game I like to follow [...] my favorite team is WeMade FOX but I also like SK and fnatic."
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