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Formulas:
Percentage-based stack (general):
, where π(j) is the product of all the (1 - %Chance(j)). Another form of this formula is 1 - [(1-x)(1-y)...]
Damage reduction (both physical & magical):
(Note: Damage reduction caps are 100% and -100% for maximum and minimum, respectively)
EHP (General Formula): HP / DamageFactor
EHP (for Positive Armor): MHP + 0.06(Armor)(MHP) = MHP (1 + 0.06*Armor)
Armor: HP cost efficiency balance point (approximation): 4(MHP - 400 - ExpectedSpellDamage) / 100 ; ie. a 1400 hp hero who expects to take 400 magic damage would, if he has less than 24 armor, gain more survivability per gold spent by buying armor than by buying HP. If he has more than 24 armor, HP would be the more cost efficient choice.
Attacks per second: (1 + IAS*0.01) / BAT
Game seconds per attack: BAT / ( 1 + IAS*0.01 )
Cast Action Time: 1 / (1 + Cast Speed*0.01)
Turn Rate: Degrees/second. So a turn rate of 540 means a unit can turn 540 degrees in 1 second.
Damage Point, BAT and Attack Backswing: Time interval = X / (1 + IAS*0.01) ,
where "X" is "Damage Point", "BAT" or "Attack Backswing" and "Time interval" is the new value of the inserted variable "X" after factoring in IAS.
Possible high attack speeds
Master spreadsheet for BAT/IAS thresholds: https://docs.google.com/spreadsheet/...aVlVZemc#gid=0
Because the server runs & logs relevant game events at 20 game frames/second, attack speed scales in a discrete fashion.
Since HoN's servers run at 20 frames per second, above 1 attack per second there is a rather large increase in attack speed required to increase the actual DPS. Below 1 attack per second, this difference is negligible.
There are premade tables for common BAT's in the tabs on the bottom of the page. The first tab in the spreadsheet is dynamic and you can edit the BAT cell to whatever you want in case a new BAT shows up and the premade tables don't contain the BAT you are looking for.Example: for a typical hero with a BAT of 1.7, at 69 IAS you would only have 0.95 attacks per second. However, at 70 IAS you will have 1 attack per second. Anywhere from 70 to 78 IAS would make your hero remain at 1 attack per second. Increasing your IAS to 79 will increase your attacks/second to the next level on the table, making it attack at 1.05 attacks per second.
Old tables for reference:
Slow Resistance:
, where ΣBuff(i) is the sum of all %-based movespeed buffs and π(j) is the product of all the [1 - individual %-based slow(j) * (1 - SlowResist)]. Note that SlowUse = 1 - SlowResist
Mana regenerated per second:
, where Σ%Increase(i) is the sum of all %-based mana regeneration increases and Σ(j) is the sum of all the static mana regeneration increases.
Armor Types Table:
Attack multiplier Hero Melee Ranged Siege Structure Tower Neutral Hero 1.0 1.0 1.0 0.5 0.5 0.5 1.0 Melee 0.75 1.0 1.0 0.7 0.7 0.7 1.25 Ranged 0.5 1.5 1.5 0.35 0.35 0.35 0.75 Siege 0.5 1.25 1.25 1.5 1.5 1.5 1.25 Structure 1.0 1.0 1.0 1.0 1.0 1.0 1.0 Tower 0.75 1.0 1.0 1.5 1.5 1.5 1.25 Neutral 0.75 1.0 1.0 0.7 0.7 0.7 1.25
This table shows the attack multiplier when the inflicting party (row) attacks the inflicted party (column).
Announcer Kill Order:
First hero kill in the game by a hero = Bloodlust (+200 gold)
Double Tap = 2 kills in a short time
Hat Trick = 3 kills in a short time
Quad kill = 4 kills in a short time
Annihilation = 5 kills in a short time
Genocide = Entire team killed
3 kill-streak = Serial Killer (+50 gold upon ending streak)
4 kill-streak = Ultimate Warrior (+100 gold upon ending streak)
5 kill-streak = Legendary (+150 gold upon ending streak)
6 kill-streak = Onslaught (+200 gold upon ending streak)
7 kill-streak = Savage Sick (+250 gold upon ending streak)
8 kill-streak = Dominating (+300 gold upon ending streak)
9 kill-streak = Champion of Newerth (+350 gold upon ending streak)
10-14 kill-streak = Bloodbath (+400 gold upon ending streak)
15+ kill-streak = Immortal (+500 gold upon ending streak)
Time limit for multi-kills:
Attribute Properties:Originally Posted by ICallBotSolo
Strength: +19 Max HP, +0.03 HP/Second per point
Agility: +0.14 Armor, +1 Attack Speed per point
Intelligence: +13 Max Mana, +0.04 Mana/Second per point
Also, each point of the hero's primary attribute will increase their damage by 1.
Taunt Prepurchase Feature
-Only gives the enemy vision on your hero for about 1 second when you cast it on them. It has a channel time of 0s, so you can cancel the cast backswing after you see Taunt go on cooldown. If you attempted to cancel it before channeling completes, Taunt won't be on cooldown.
Day and Night
The clock starts at 0:00 (when the first creepwave spawns), which is also when daytime starts. Each complete cycle takes 15 minutes (7.5 minutes day and 7.5 minutes night). This cycle continues indefinitely until the game ends.
Matchmaking Table:
FAQ (Frequently Asked Questions)
(Partially taken from the original DotA Mechanics FAQ)
Gameplay
QUESTION: When do runes spawn?
Answer: Every second minute. The first spawn is 2:00. The spawn side and the rune type are chosen randomly.
QUESTION: When do neutral creeps spawn?
Answer: The first spawn is 0:30 after the first creep wave, then starting from 1:00 every minute.
QUESTION: When do trees respawn spawn?
Answer: Trees respawn at every 5 minute mark (5, 10, 15...).
QUESTION: What are the differences between normal mode and -em?
Answer: In -em (easy mode) you gain 50% more experience, the towers are weaker and you gain 2 gold every 0.875 seconds instead of the normal 1 gold every 0.875 seconds.
QUESTION: Backdooring. What does it mean?
Answer: Backdooring is defined as attacking towers/buildings without creep support. It's forbidden in some games and leagues.
QUESTION: What are the limits for speed, attack speed, etc. ?
Answer:
Maximum possible speed in HoN is 522, while the lowest speed possible is 100. So far in HoN, there's an upper limit of 20 attacks/second (or 0.05 seconds/attack) for attack speed, with no lower limit of attack speed.
QUESTION: What's the miss % chance uphill?
Answer: 25%
QUESTION: What exactly is "Base Damage"?
Answer: Base Damage is the damage you start with at level 1, plus any damage gained from your Primary Stat.
QUESTION: What exactly do assists give you?
Answer: They give you a +1 to your assist score and gold equal to half of what the killer was awarded is divided evenly between the players that assisted. Also, not limited to people who get an assist, players within a 1000 radius of an enemy hero kill will receive 12 * Enemy Level in experience and 30 + 5* Enemy Level in gold.
QUESTION: How exactly does one get an assist?
Answer: You must do at least 10% of the target's max HP or apply a state that has a StatusDebuff or StatusDisable effect type on the target - stuns count as StatusDisable. Also, as long as the target is killed within 20 seconds upon the most recently fully fulfilled assist event, they will be awarded the assist.
QUESTION: What's the fog update constant?
Answer: 400 ms or 0.4 seconds
QUESTION: Whats the gold loss and respawn time upon death?
Answer: The respawn time = 4 * your level, while the gold loss = 30* your level.
QUESTION: What is the formula for the cost required to respawn your hero before the death timer?
Answer: Cost = 100 + (Level * Level * 1.5) + (GameTimeInMinutes * 15)
QUESTION: How much gold do you gain from killing a hero?
Answer: 200 + 5*EnemyHeroLevel
QUESTION: What is the default magic armor for heroes?
Answer: 5.5 Magic Armor, which gives 24.8% damage reduction from magic-based damage.
QUESTION: If the faction (Legion/Hellbourne) gets the last-hit for a hero kill, how do the kill/assist credits get distributed?
Answer: If only 1 player hits the enemy hero & the faction gets the last-hit off, the player will be awarded the kill. If 2 or more players that satisfies the assist conditions (ie, damaging the enemy or applying certain states to the enemy) & the faction gets the last-hit off, the faction gets the kill. The assisting players are credited with an assist.
QUESTION: What states are dispellable? What states are not dispellable?
Answer: If you look at visible states that your hero has, there will either be a blue, green or red border around it. That indicates whether it is noeffecttype, StatusBuff or StatusDebuff, respectively.
StatusBuff & StatusDebuff can be dispelled, but not the ones with noeffecttype.
There are some states that have "ishidden=true" so you won't see them, but they are still there (ie, Pandamonium's state_selfbind on Flick).
QUESTION: When do creeps spawn? When are they upgraded? At what time will new creeps be added into the wave?
Answer: Every 30 seconds, a creep wave will spawn, siege creeps will spawn every 5th wave.
Initially, a creep wave will consist of:
- 3 melee creeps
- 1 ranged creep
- 1 siege creep (only every 5th wave)
At 999, 1999, and 2999 seconds from map initialization, one additional melee unit will begin to spawn.
At 2699 seconds from map initialization, one additional ranged unit and siege unit will begin to spawn.
QUESTION: What's the difference between +/- X Attack Speed and +/- X% Attack Speed?
Answer: +/- X Attack Speed gives a static increase/decrease, while +/- X% Attack Speed increases/decreases the total attackspeed by a percentage.
Denies
QUESTION: I often hear players speaking about denying. What does it mean?
Answer: Denying is the basic description for killing an allied creep / hero / tower at low HP, so that the opponent won?t gain any/less experience and gold from their death. In order to deny, you have to give your hero the attack order (with the attack button or with the A hotkey) and target an allied hero/creep/tower.
QUESTION: When can I deny a creep?
Answer: You can deny a creep or any friendly non-hero/building creature when its hitpoints are under 50%. The deny of a creep will give 67%/n experience to all enemy melee heros in 1000 AoE and 33%/n experience to all ranged heroes in 1000 AoE. (n = the number of opponent heroes in the area).
It is important to mention, that if the creep dies in combat, you opponent will gain more experience and maybe even gold, if he kills the creep.
Also note, that denying summoned or any other player controlled creatures won?t give any experience to opponents at all.
QUESTION: When can I deny a tower?
Answer: You can destroy your own tower or any other allied building (except of the throne/tree) when it has less than 10% of its maximum amount of hitpoints. The denial of the tower will reduce the amount of gold for every opponent hero to 50% and prevent a unit from gaining the extra high tower bounty gained through killing the tower.
QUESTION: When can I deny a hero?
Answer: You can deny a hero only in the case that the hero is below 10% HP and is affected by a damage-over-time (DoT) debuff. If you succeeded in denying the hero, the opponents won't receive any gold / experience from his death. However, the dead hero will still lose gold on death.
Feel free to ask any random mechanics questions in this thread if you think your question doesn't need a whole thread for itself.
Last edited by ElementUser; 02-15-2013 at 12:01 AM.
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Appendix: List of Threads in Guides & Lists
Advanced Hero Information
All about Creep Spawns
Armor, Damage Reduction, and EHP
BAT, Damage Point and Animation Backswing
Calculating Swift Slashes Extra Attacks
Code - Key Game Files
Damage Block Order/Priority and EHP
Damage Coefficient Comparison
Damage Types & Targeting Types
Definitions and Terminology
Disjoint List
Doctor Repulsor - Ludicrous Speed Distance
Events Triggering when being Attacked
Experience: How it Works
General and Attack Modifiers
Glacius' Glacial Downpour damage distribution
Illusions and their Characteristics
Items & Spells that destroy Trees
List of Gold Gains and Losses
List of Target Schemes
List of Status Effects
Measuring Tools for Distances in HoN
Multi-Targeted Physical Attacks & Spells
Neutral Creeps Stats
Null Stone - Spell Block List
Pandamonium's Flick Code
Parsing the Code in HoN Game Files
Pebbles' Combo Sequence: The Mystery Unraveled
PSR Formulas
Riftshards vs. Savage Mace - Mathcraft
Shieldbreaker vs Savage Mace - Mathcraft
Spells & Abilities that Damage Buildings
Split Fire
The Effect of Silence on Passives and Toggles
The List - Common Misconceptions
Tower Targetting AI
Which Abilities and Items Stack
If a thread from Guides & Lists is missing in this post, don't hesitate to point it out!
Last edited by MacroHard; 07-25-2012 at 12:46 PM.
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Can you post a legend for newbies like myself?
What's BAT? What's EHP?
Also it would be cool if you gave some examples with items and a character.
For example if Chronos was at level 3 doing 125-130 dmg and he had these dmg % items....the formula for stacking would show the following....
BAT = base attack time as seen in this thread. Further questions on BAT should be asked in that thread.
http://forums.heroesofnewerth.com/sh...ad.php?t=20700
EHP = Effective Hit Points its the idea that each point of armor gives you about 6% more effective health for each point.
http://www.trinigamers.com/forums/sh...ad.php?p=54311
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Yes. Keep in mind that EHP is a figure against physical damage though, and not against magic damage (unless you use the magic armor against magical damage)
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One thing to note also is, that damage reduction is better than HP, except in rare cases.
Someone with x HP and -50% damage will survive more than someone with 2x HP, just because regeneration, healing and all that recover a higher percentage of his HP.
Electrician is an excellent example of this. The more EHP you have, the less mana the shield will drain, the more you can benefit from it.
Example:
1000 HP Elec, Mana Shield. Receive 100 damage, reduce HP by 50 and MP by 38. 20 hits until death.
769 HP Elec, Mana Shield, 5 Armor. Receive 100 damage, reduce HP by 38 and MP by 29. 20 hits until death.
Notice how it drains 24% less Mana and the HP are also 24% lower. 100% divided by 130% (Armor * 6% = Physical EHP) is about 24%.
If we now add regeneration and healing the one with more Armor will get even stronger. When one thinks regeneration, one thinks Behemoth's Heart, but this is actually benefitting neither of the 2 more, since it regenerates a percentage of your HP.
tl;dr: Stack (Magic) Armor and +HP Regeneration to be extra tanky.
Edit: I did some spread sheetin' and found out that the +15 Armor armors are about equal to Behemoth's Heart (for Str Heroes only) in added survivability.
Last edited by Sadhe; 11-04-2009 at 05:00 PM.
In short, just balance physical EHP and magical EHP (aka, pure HP and your armor) and you'll do fine. For example, Legionnaire already has a +20 armor boost for 3 seconds during Taunt (that and physical damage isn't so prevalent until late game), which is why I do not advocate getting additional armor until after some of your core items.
Last edited by ElementUser; 11-05-2009 at 07:23 AM.
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I've been playing for a little while now and I'm a tad confused about the term backdooring. I've been told its a situation in which a hero will ignore enemy creeps in a lane and go directly after a tower, and then I've heard its where a hero will purposely attack a building behind enemy towers. Can anyone help clear some of it up for me please?
A lot of people use different viewpoints to backdooring, so you'll naturally get a lot of varied responses.
Basically (and in most simple terms), it's when you attack a tower/building without any creep support nearby. But this is not the main place to discuss it; post a thread in General or Strategy if you wish.
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Question: do we get gold for scoring an assist ?
You get gold if you are within 1000 units of a dying enemy hero. Assists do not give gold.
"* Players within a 1000 radius of an enemy hero kill will receive 12 * Enemy Level in experience and 30 + 5* Enemy Level in gold"
I'll add that to the FAQ. Note that the statement above isn't restricted to heroes with assists, but even a hero that did nothing & is in the 1000 AoE range will get these benefits.
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how is Kratio came up . what math formula was used for me for example to have 1:1:1
I'm
Kills:203Deaths:190
Assists:231
It's simply a ratio, so the formula is very simple.
Just divide all of the terms by the lowest term of the set.
So it becomes:
203/190 : 190/190 : 231/190, which gives:
1.06842 : 1 : 1.21579
Rounded to the first decimal place gives 1.1 : 1 : 1.2
For your curiosity, your average KDA per game is just K or D or A divided by the # of games, rounded to the 1st decimal place.
So to use you as an example, you played 37 games.
203/37 : 190/37: 231/37
Which gives 5.48649 : 5.13514: 6.24324. Rounds to 5.5 : 5.1 : 6.2
Last edited by ElementUser; 01-18-2010 at 09:32 PM.
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Added appendix to Guides & Lists (alphabetical order)
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