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1. losing the cleave dmg has been reported but no answers since. maybe 7.01 is broken the pre cleave radius, idk too lazy to checked other cleave dmg items / skills.
2. refurbish NG+ scripts on diff selects make over buffs on armor,hp,dmg reduction,etc.which is always better using % rather than - operations.
3. its was already shows the viable since SS and AM or birdy patches magic over physical and pure, and this refurbish make it worse. but still doable but its not that effective as its used to be.
the morale story is : this is more broken patches than ever.
pure damage has not been changed at all and i've fixed cleave a day after 7.00 hit so tell me what exactly isn't working as intended or got nerfed?
conclusion :
2 digits top is not 35% from 7 digits total, or the 35% pure is not pure at all.or something is going wrong. and please take alook at parry thingy its too OP.
Damage multiplier formula = 1 - 0.06 × armor ÷ (1 + (0.06 × |armor|))
* In Dota 2, the cap on this number is 100% damage amplification or reduction.
Effective HP formula = Total HP ÷ Damage multiplier
study case. mirana lv 1 +claw+wicked = 44k dmg with 35% pure + minus 3k armor vs kobolt NG with 5.000.000 HP + 50 armor.
* ) before minus armor
1-(0.06x50)/(1+0.06x50)= 0.25 or 25%.
*) after minus armor
1-(0.06x-2950)/(1+0.06x-2950)= -1.01 or as its said cap on 100%.
*) effective kobolt HP
5.0000.000/(1-(-2.950x0.06)/(1+2.950x0.06)=2.507.042
so before minus armor 44.000x0.25= 11.000 per hit, and after minus armor 44.000x2= 88.000 per hit that is the number of true physical dmg and 35% of em is pure so 30.800, thats only regular not including crit, lets put some crit 88.000x6=528.000 per crit. lets said 10% prog crit with 0.1 attack speed/s so 9x88.000+1x528.000=1.320.000 dmg/s
with kobolt effective Hp 2.507.042/1.320.000=1.9s to bring down a kobolt.
while the radius gain 35% ignoring the armor of course because its pure. so 35% of 88.000=30.800x10(because its not do crit or does it, but lets assume it does not)=308.000/s
5.000.000/308.000=16.3s to kill enemies around the target.
all of these base on normal doto2 engine works. so its doesnt tell any what is happen that makes from 7digits dropped into 2 digits cleave. cause its seem right when we on NG to get 7 digits dmg, we should get this number otherwise we are building a totally wrong items. so what does "fake" or "filter" meant or stand for? its the out put cut more with dmg reduction, so how much % of these? 99.99999% for cleave/pure and what ??% of dmg reduction on main target?
ng+ only passes 0.1%, (round 1) scaling up to 20% at the last round, of the damage dealt (with magic and pure doing slightly more), if you hit for 32k ignoring armor that means you're only doing 320 damage in ng+, this means with wicked fury you are dealing 120 splash damage; this value is based on your raw attack damage, ignoring any armor values. however because i am changing the damage being dealt the white damage numbers are wrong; they are before any damage manipulation (spells will shows damage being dealt with original dota spell amp, not ebf's spell amp for example)
thats it, simple
pure damage and magical damage's % is also less than physical to not overnerf casters (they roughly do 1k damage with their nukes) and the % goes down as the rounds pass, down to 80% damage reduction for the last boss
but its kinda strange if we compare old 1 with this new mech with hp in exchange of dmg reduction where on mob rounds we used to clear radius faster than this new mech as i said before(we kill mob surrounding 1st rather than the main target while on current its seem we have to kill 1 by 1), that is why im wondering whats that make so different.
and by the way HAPPY NEW YEAR!!!!! wishing all the best for doto and his costum mod community. looking forward for EBF gain his 1st again on costum mod.