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[HoN/DotA] Let's Play~!! - Page 519

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paper
Profile Blog Joined September 2004
13197 Posts
September 07 2009 18:05 GMT
#10361
might as well argue for no more random hero damage too with crits/dodge/elevation as the only chance-based event

also, icefrog needs to write how much actual damage your spells do. the -25% off is so unnecessary
Hates Fun🤔
ahswtini
Profile Blog Joined June 2008
Northern Ireland22213 Posts
September 07 2009 18:07 GMT
#10362
Well it's useful if you want to nuke a couple of creeps ;p
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
paper
Profile Blog Joined September 2004
13197 Posts
September 07 2009 18:12 GMT
#10363
i mean writing both e.g. 300 (225)
Hates Fun🤔
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 07 2009 19:08 GMT
#10364
umm, that isn't so straightforward paper, magic resistance, armor can change that in a hurry.
Get it by your hands...
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
September 07 2009 19:14 GMT
#10365
actually it's better because 300 is never dealt, while 225 is the safe bet on the actual damage. now if they have a hood or dr skills, it'll be up to you to take that into account, but it's stupid to manually take into account hero resistance when everyone is a damn hero
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
Heen
Profile Blog Joined November 2003
Korea (South)2178 Posts
Last Edited: 2009-09-07 19:27:05
September 07 2009 19:20 GMT
#10366
Well the difference, ryugie, is that creep $ is player-computer interaction whereas what you stated are mostly player-player interaction and players have a choice in when to engage/back. Then again my suggestion for less random creep $ is minor too.

Judging when to fight or back off with butterfly/buriza in mind is mostly skill too imo. I'm not saying remove all randomness from dota. Creeps are farmed without decision making skills but they have varying rewards o.o same for towers too.

I gotta disagree with the magic dmg stuff. How often do you do math in dota to decide whether you can kill someone or not. In most cases, you rely on your experience/sense. It's like starcraft, you don't complain that your vultures aren't 1 shotting a dragoon because you have 9 of them. You just develop judgment skills based on experience.

Aghanims tooltip = so vague, doesn't even mention CD decreases for some heroes even though it does!
('''(G_G/'''')
Nitrogen
Profile Blog Joined February 2008
United States5345 Posts
September 07 2009 19:27 GMT
#10367
i do math in dota all the time
UNFUCK YOURSELF
Heen
Profile Blog Joined November 2003
Korea (South)2178 Posts
September 07 2009 19:59 GMT
#10368
For stuff like what? I don't even check opponent's health before culling blading with axe most of the time.
('''(G_G/'''')
BottleAbuser
Profile Blog Joined December 2007
Korea (South)1888 Posts
September 07 2009 20:20 GMT
#10369
Lion. Lev 1 ult takes off 375 hp, lev 1 ult with lev 4 impale takes off 570 hp. All the memorization you ever need.
Compilers are like boyfriends, you miss a period and they go crazy on you.
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
September 07 2009 20:22 GMT
#10370
On September 08 2009 05:20 BottleAbuser wrote:
Lion. Lev 1 ult takes off 375 hp, lev 1 ult with lev 4 impale takes off 570 hp. All the memorization you ever need.


u need to know assassinate too
u lieth, good sir!
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
Heen
Profile Blog Joined November 2003
Korea (South)2178 Posts
September 07 2009 20:29 GMT
#10371
On September 08 2009 05:20 BottleAbuser wrote:
Lion. Lev 1 ult takes off 375 hp, lev 1 ult with lev 4 impale takes off 570 hp. All the memorization noobs without dota sense ever need.


('''(G_G/'''')
paper
Profile Blog Joined September 2004
13197 Posts
Last Edited: 2009-09-07 22:28:20
September 07 2009 20:33 GMT
#10372
i know what you mean, heen, but getting to that point where you dont need to check the numbers will be that much faster with my changes
Hates Fun🤔
BottleAbuser
Profile Blog Joined December 2007
Korea (South)1888 Posts
September 07 2009 20:38 GMT
#10373
Eh, fuck you noob. No wonder you never appreciated how fucking strong techies is; you just don't know how to count mines and never got it right when you tried secretly. And btw, the "you" was referring to you, Heen. See the context of my post, it was replying to yours.
Compilers are like boyfriends, you miss a period and they go crazy on you.
BottleAbuser
Profile Blog Joined December 2007
Korea (South)1888 Posts
September 07 2009 20:40 GMT
#10374
But yeah, the item/skill descriptions have improved a lot in the last few versions but still use inconsistent terminology and format, and some are downright misleading.
Compilers are like boyfriends, you miss a period and they go crazy on you.
Heen
Profile Blog Joined November 2003
Korea (South)2178 Posts
Last Edited: 2009-09-07 20:44:21
September 07 2009 20:43 GMT
#10375
Even if what you say gets implemented, realistically, it wouldn't change much. People will still have to rely on their judgment. You can't seriously blame failed ganks on 'I didn't have enough time to multiple by 0.75.' Besides it's not as simple as you make it out to be. Slardar's stun is affected by armor, so are rexxar's wild axes etc.

A better change would be clearly stating what type of damage it deals and what it's affected by. After so many games of dota that attack type/damage type stuff still confuses me. Until recently, I didn't even know tinker's missiles goes through magic immunity if launched before magic immunity activates (cute jugg trying to get 1-2 more cs before he furytp's while tinker's spamming missiles lol).
('''(G_G/'''')
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 07 2009 22:53 GMT
#10376
On September 08 2009 05:43 Heen wrote:
Even if what you say gets implemented, realistically, it wouldn't change much. People will still have to rely on their judgment. You can't seriously blame failed ganks on 'I didn't have enough time to multiple by 0.75.' Besides it's not as simple as you make it out to be. Slardar's stun is affected by armor, so are rexxar's wild axes etc.

A better change would be clearly stating what type of damage it deals and what it's affected by. After so many games of dota that attack type/damage type stuff still confuses me. Until recently, I didn't even know tinker's missiles goes through magic immunity if launched before magic immunity activates (cute jugg trying to get 1-2 more cs before he furytp's while tinker's spamming missiles lol).


http://www.playdota.com/forums/29202/attack-type-damage-type/
http://www.playdota.com/forums/26046/triggered-abilities-dont-stack/



If you really care enough, look through the triggers for each move and go from there, especially the fully triggered ones.
Get it by your hands...
Antifate
Profile Blog Joined August 2004
United States415 Posts
September 08 2009 02:25 GMT
#10377
http://www.playdota.com/forums/495/guide-every-heros-skill-spell-damage-type/

Full list of all hero damages.

Keep in mind that there still is a lot of shit that lists like those don't really tell you.

For example, reflected Blademail damage is pure, so you'd except it to deal damage to BKB'd enemies, but since it's damage type fire it does 0.

On another note: You can orb-walk with Invoker's summons. Awesome.
No one is taller than the last man standing.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 08 2009 02:41 GMT
#10378
On September 08 2009 11:25 Antifate wrote:
http://www.playdota.com/forums/495/guide-every-heros-skill-spell-damage-type/

Full list of all hero damages.

Keep in mind that there still is a lot of shit that lists like those don't really tell you.

For example, reflected Blademail damage is pure, so you'd except it to deal damage to BKB'd enemies, but since it's damage type fire it does 0.

On another note: You can orb-walk with Invoker's summons. Awesome.


....damage type is not the same as attack type of course BKB can cancel it out, you're confusing the two still but arriving at the correct conclusion.

http://www.wc3c.net/showpost.php?p=1030046&postcount=19

for anyone who cares enough when reading through trigger code

and any unit can orb walk, it's just animation canceling
Get it by your hands...
Heen
Profile Blog Joined November 2003
Korea (South)2178 Posts
September 08 2009 17:28 GMT
#10379
Played vs Err0r (India) tonight:

http://www.playdota.com/forums/30895/adc09-round-3-err0r-vs-sup/

picks were slightly different from our usual style but it worked. We haven't had a chance to practice lately so you'll notice our play was rather sloppy. Thank god the host was playable unlike last time at least.

Game 1 is full of fail on our part and we just win with superior farm. It kind of reminds me of our discussion in the previous page.. but then again I didn't feel we were losing badly at any point in the game, just 'wtf are you guys doing!?' That's the downside of gangbanging your opponent with your entire team: you lose map control even though you're getting more kills.

Game 2 was fun to play. I couldn't resist the temptation to get midas (I still dislike the item itself). That's what happens when you get 4 spell casters without pushing power and opponent picks BB lol. Actually we had bb in mind with quite some time left but I was like 'hrmmmm let's see what other options we have' and everyone starts screaming that we only have 2 seconds left >_<
('''(G_G/'''')
L
Profile Blog Joined January 2008
Canada4732 Posts
September 08 2009 17:45 GMT
#10380
How often do you do math in dota to decide whether you can kill someone or not.
Uh, always?

At a certain point you've done all the calculations and know how much hp a 3/8ths bar on a level x hero y is, and you simply go.

There is no fucking magic 'instinct'; you did the math, or failed ganks because of it repeatedly while learning the game, and now its all pre-done for you in your head. Doesn't mean it wasn't done at a certain time, though. The fact that even hero-exclusive nukes (lol heat seeker missiles plz) are listed in incorrect numbers is a gigantic joke. You think people learning the game know why laser deals so much damage? Because it has an invisible damage type that they can't know without consulting secondary sources that makes it deal the actual damage it purports to deal?

The fact that we've gotten past that problem doesn't mean it isn't a problem. Its obviously bullshit and should be solved.
The number you have dialed is out of porkchops.
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