Thread: The Ultimate Mechanics Thread!

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    The Ultimate Mechanics Thread!

    In-Game Information
    ____________________________________________

    Table of Contents:


    1.0 – Introduction
    2.0 - Attributes
    2.1 - Basic Stats
    3.0 - Gold
    3.1 - Gold Gains
    3.2 - Gold Losses
    4.0 - Experience
    5.0 - Death Time
    6.0 - Side Notes
    7.0 - FAQ




    To find a section, hold Ctrl+F and type the section you are looking for.




    1.0 - Introduction:

    This guide will list all the basic and advanced numbers within a game. Including stats and what they do, gold gains/losses, experience, death timers and more. I know there is already some information about some of the above contents, but I feel this is a more collective thread and easier reading.
    Note that this guide will be long and I doubt readable in one session, however it will be divided into sections that can be found using the Find Function of your internet browser. In addition, if you feel I am missing something, or disagree with the content, leave a comment below the article.

    ____________________________________________



    2.0 - Attributes:

    Attributes directly affect your hero's advanced data, such as attack speed or armor.



    2.1 - Basic Stats:

    Primary Attribute:
    • +1 Attack Damage


    Strength:
    • +19 health
    • +0.03hp/sec regeneration


    Example: 25 Strength is equivelant to 475 health and 0.75 hp/second.

    Intelligence:
    • +13 mana
    • 0.04mana/sec regeneration


    Example: 25 Intelligence is equivelant to 325 mana and 1 mana/second.

    Agility:
    • 1 attack speed
    • 0.14 armor


    Example: 25 Agility is equivelant to 25 attack speed and 3.5 armor.



    ____________________________________________



    3.0 - Gold

    Gold is gained in many ways, and is used to purchase items or prematurely return your hero from the grave.



    3.1 - Gold Gains
    Lane Units
    Melee Creep: 38-47 gold.
    Melee Super Creep: 17-25 gold.
    Ranged Creep: 38-47 gold.
    Ranged Super Creep: 17-25 gold.
    Catapult: 56-80 gold.
    Tier 1 Tower: 452-470 gold, 200 gold to team or 315 gold if creeps get the kill.
    Tier 2 Tower: 502-520 gold, 240 gold to team or 350 gold if creeps get the kill.
    Tier 3 Tower: 552-570 gold, 280 gold to team or 385 gold if creeps get the kill.
    Tier 4 Tower: 602-620 gold, 320 gold to team or 420 gold if creeps get the kill.
    Barracks: 100 gold, 100 gold to team.
    Extra Buildings: 102-120 gold.

    Buildings denied grant 100g to the opposing team.

    Neutral Units
    Antling: 22-26 gold.
    Antlore Healer: 21-25 gold.
    Catman: 60-70 gold.
    Catman Champion: 76-88 gold.
    Dragon: 44-56 gold.
    Dragon Master: 164-234 gold.
    Earthoc: 20-23 gold.
    Ebula: 21-29 gold.
    Goatar: 20-24 gold.
    Wild Hunter: 58-58 gold.
    Minotaur: 66-78 gold.
    Ogre Magi: 43-61 gold.
    Ogre: 23-47 gold.
    Predasaur: 70-90 gold.
    Predasaur Crusher: 86-98 gold.
    Screacher: 15-20 gold.
    Skeleton: 26-33 gold.
    Skeleton King: 54-62 gold.
    Snotter: 10-12 gold.
    Snotter Boss: 23-29 gold.
    Sporespitter: 30-40 gold.
    Vagabond: 27-33 gold.
    Vagabond Assassin: 15-17 gold.
    Vagabond Leader: 97-111 gold.
    Vulture Lord:67-87 gold.
    Werebeast: 20-23 gold.
    Werebeast Enchanter: 30-40 gold.
    Wolf: 22-26 gold.
    Wolf Commander: 37-45 gold.
    Gadgets
    Arachna's Spiderling: 60-70
    Balphagore's Minions (Level 1): 10-10 gold.
    Balphagore's Minions (Level 2): 13-13 gold.
    Balphagore's Minions (Level 3): 18-18 gold.
    Balphagore's Minions (Level 4): 20-20 gold.
    Puzzlebox Mauler: 100-100 gold.
    Puzzlebox Wizard: 100-100 gold.
    Engineer's Ultimate: 8-12 gold.
    Tremble's Mound: 25-25 gold.
    Tremble's Shudder: 75-75 gold.
    Tundra's Call of Winter Flying (Level 1): 30-30 gold.
    Tundra's Call of Winter Flying (Level 2): 30-30 gold.
    Tundra's Call of Winter Flying (Level 3): 40-40 gold.
    Tundra's Call of Winter Flying (Level 4): 40-40 gold.
    Tundra's Call of Winter Ranged: 26-38 gold.
    Tempest's Elementals: 36-42 gold.
    Beardulon: 100-100 gold.
    War Beast's Wolves (Level 1): 21-21 gold.
    War Beast's Wolves (Level 2): 26-26 gold.
    War Beast's Wolves (Level 3): 36-36 gold.
    War Beast's Wolves (Level 4): 41-41 gold.
    Slither's Toxin Wards: 10-15 gold.
    Malphas (Level 1): 100-100 gold.
    Malphas (Level 2): 150-150 gold.
    Malphas (Level 3): 200-200 gold.
    Forsaken Archer's Skeletons: 5-5 gold.
    Scout's Electric Eyes: 15-21 gold.
    Pollywog Priest's Voodoo Wards: 23-28 gold.

    Bosses
    Kongor: 300-400 gold, 200 gold to team.
    Transmutenstein: 53-300 gold, 100 gold to team.
    Zorgath: 53-300 gold, 100 gold to team.
    Heroes:
    Hero Kill: 200g + (Level x 5)
    Streak Ending*: (200g + Level) + (Streak Number x 50)
    Bloodlust: 200g
    Assist Gold: 50% of the gold is evenly split up between assisters. Note that this does not reduce the Killer's gold.
    Extra Gold: 30 + Hero Level x 5 for being within 1000 range when an enemy hero dies.

    Notes:
    *Only applies to streaks of 3 or higher, maximum bonus of 500g.
    *With these calculations, the maximum gold you can get from killing a Hero is 750.

    3.2 - Gold Losses
    Death:
    Normal Mode: Level x 30
    Casual Mode: None

    Buy Back:

    t < 0, (100 + Level x Level) x 1.5
    t > 0, 100 + Level + (Level * Level * 1.5) + (60*[Min] + [Sec]) / 4

    ____________________________________________



    4.0 - Experience

    This section provides all the experience gains from killing or being near anything killed.


    Experience required to level up:
    Level 1: 200 (200)
    Level 2: 300 (500)
    Level 3: 400 (900)
    Level 4: 500 (1400)
    Level 5: 600 (2000)
    Level 6: 700 (2700)
    Level 7: 800 (3500)
    Level 8: 900 (4400)
    Level 9: 1000 (5400)
    Level 10: 1100 (6500)
    Level 11: 1200 (7700)
    Level 12: 1300 (9000)
    Level 13: 1400 (10400)
    Level 14: 1500 (11900)
    Level 15: 1600 (13500)
    Level 16: 1700 (15200)
    Level 17: 1800 (17000)
    Level 18: 1900 (18900)
    Level 19: 2000 (20900)
    Level 20: 2100 (23000)
    Level 21: 2200 (25200)
    Level 22: 2300 (27500)
    Level 23: 2400 (29900)
    Level 24: 2500 (32400)
    Lane Units
    Melee Creep 62.
    Melee Super Creep: 41.
    Ranged Creep: 41.
    Ranged Super Creep: 25.
    Catapult: 88.
    Tier 1 Tower: N/A
    Tier 2 Tower: N/A
    Tier 3 Tower: N/A
    Tier 4 Tower: N/A
    Neutral Units
    Antling: 41
    Antlore Healer: 41
    Catman: 88
    Catman Champion: 119
    Dragon: 62
    Dragon Master: 155
    Earthoc: 41
    Ebula: 41
    Goatar: 41
    Wild Hunter: 119
    Minotaur: 119
    Ogre Magi: 62
    Ogre: 41
    Predasaur: 70
    Predasaur Crusher: 119
    Screacher: 25
    Skeleton: 62
    Skeleton King: 155
    Snotter: 25
    Snotter Boss: 41
    Sporespitter: 62
    Vagabond: 88
    Vagabond Assassin: 41
    Vagabond Leader: 155
    Vulture Lord: 119
    Werebeast: 41
    Werebeast Enchanter: 62
    Wolf: 62
    Wolf Commander: 88
    Bosses
    Kongor: 1789.
    Transmutenstein: 1073.
    Zorgath: 715.


    ____________________________________________



    5.0 - Death timers

    Upon dying, the time it takes for you to respawn scales depending on your level. Higher levels take longer to respawn.
    Normal Mode: 4 seconds per level.
    Level 25 would have a death time of 100 seconds, or 1 minute 40.

    Casual Mode: 3 seconds per level.
    Level 25 would have a death time of 75 seconds, or 1 minute 15.

    ____________________________________________



    6.0 - Side Notes

    These side notes are on topic, but are difficult to categorise in the above article.
    Combat:
    Physical Damage Reduction per point of Armor: 6% diminishing. (Cannot reach 100%)
    Magic Damage Reduction per point of Magic Armor: 6% diminishing. (Cannot Reach 100%)
    Percent chance to miss while attacking uphill: 25%

    Effective Hit Points (EHP):
    Effective Hit Points are your hero's current hit points increased by his armor. ElementUser has provided a formula that calculates your effective hit points based on your armor or magic armor. Note that having a large amount of effective hit points only applies to the armor type you got it from, stacking armor will not change your EHP against Magic Damage.

    PHP Code:
    EHP (General Formula): HP DamageFactor
    EHP 
    (for Positive Armor): MHP 0.06(Armor)(MHP) = MHP (0.06*Armor)
    ArmorHP cost efficiency balance point (approximation): 4(MHP 400 ExpectedSpellDamage) / 100 iea 1400 hp hero who expects to take 400 magic damage would, if he has less than 24 armorgain more survivability per gold spent by buying armor than by buying HP. If he has more than 24 armorHP would be the more cost efficient choice


    Game Rules:
    Starting Gold: 603g
    Repick Cost: 350g
    Random Increase: 250g
    Gold/tick: 1 gold every 0.875 seconds.


    Shop:
    Sell Threshold: 50%
    Sell Grace Time: 15 seconds.

    Experience:
    Experience Range (Normal): 1000
    Experience Range (Casual): 1300

    Assists:
    Assist Damage Threshold: 10%
    Assist Time Threshold: 20 seconds.

    Kill Streaks:
    Kill Streak Time Threshold: 18 seconds.

    Movement:
    Max Movement Speed: 522
    Min Movement Speed: 100

    Movement Slow Calculations:

    Movement Slowing effects first add in to account any bonus movement speed you have over 522, if you have over the maximum movement speed, then the slow will take into account any spill-over and slow you accordingly. This is why slows becomes more powerful against faster units.

    Denying:
    Health Required to Deny Tower: 10%
    Health Required to Deny Heroes: 10% (Requires a Damage Over Time effect that allows for hero denies.)
    Health Required to Deny Creeps: 50%

    Creeps:
    Creep Wave Interval: 30 Seconds
    Creep Upgrade Interval: 420 Seconds
    Maximum Number of Creep Upgrades: 30
    Catapult Spawn Interval: 150 seconds or every 5 waves

    Neutrals:
    Neutral First Spawn: 30 Seconds into game.
    Neutral Spawn Interval: 60 seconds.
    Neutral Max No. of Stacks: 3
    Range of creep camp: 500
    Creeps will not spawn if a unit or gadget is within 500 range of the camp. Gadgets include Engineer's Mines and Emerald Warden's Traps.

    Runes:
    First Rune Spawn: 2:00, then every 2:00 after that (2:00, 4:00, 6:00 etc)
    Runes are generated randomly, there is no way to know which rune will spawn next.

    Fog Of War:
    The Fog of War updates every 0.4 seconds.

    Game Votes:
    Maximum Number of Pauses: 3
    To call a concede vote, the game must have progressed a minimum of 15:00 minutes, and all 5/5 players must pass the vote. Each consecutive 15:00 minutes reduces the player threshold by 1 vote. So at 30:00 you require 4/5, 45:00 you require 3/5. Note that this remains static throughout the current remaining players on your team. So it propagates to 3/4, 2/3 etc.


    7.0 - Frequently Asked Questions
    Note: There is a primary FAQ in the Mechanics forum already, I will be simply adding on to what's there. You can find it here.

    [Q]: What is a Stun/Slow/Silence/Perplex/Disarm?
    [A]: These are negative effects applied to a unit through the use of items or abilities. Stun prevents all actions, slow reduces movement/attack/casting speed, Silence prevents the use of spells, Perplex prevents item use, and Disarm prevents attacking.

    [Q]: What does Purge/Dispel mean?
    [A]: A dispel effect is used via certain spells or items to remove buffs or debuffs from enemies.

    [Q]: What is True Sight?
    [A]: True Sight is a Warcraft III term and essentially refers to being able to see invisible units, or units normally undetectable. It is provided by wards, dust, bound eye and certain spells.

    [Q]: What is Clearvision/Clear Vision?
    [A]: Clearvision is unhindered sight provided by abilities, items or objects that fly above ground level. Flying Couriers, Valkyrie's Javelin of Light and Frostfield Plate are examples of Clearvision.

    [Q]: Why did X spell hit me when it shouldn't have?
    [A]: Certain spells have larger affectors than their visual appearance shows, meaning they hit outside their spell effect. You can use "d_drawareaaffectors 1" in the console (Ctrl + F8) while in Practice Mode to see the real affectors.

    [Q]: What is RNG? And how does it work?
    [A]: RNG stands for Random-Number-Generator/Generated, in Heroes of Newerth we use the Mersenne Twister for RNG.

    [Q]: How do I use the old shop?
    [A]: cg_usenewshop2 false

    [Q]: Does critical strike add in bonuses such as Savage Mace?
    [A]: No, Critical Strike from any source only calculates your attack damage without additional procs such as Savage Mace or Thunderclaw. This also applies to Life Steal.

    [Q]: What's better? X item or Y item?
    [A]: Use the search function and check out Guides and Lists, there are many dedicated threads calculating which benefits you more.

    [Q]: How does X spell work?
    [A]: I've compiled a list of common spell and item mechanics that will be updated regularly here.
    Last edited by ElementUser; 03-17-2014 at 06:23 PM.
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  2. #2
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    Quote Originally Posted by Nytemair View Post
    Health Required to Deny Heroes: 10% (Must have a lethal Damage-over-time effect.)
    Whether a DoT is lethal or not has no relevance to whether it allows denies or not, it's a code line in the state deniable=true which allows a hero to be denied.

    Voodoo jesters cursed ground is an example of a lethal DoT which doesn't allow denies.

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  3. #3
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    Quote Originally Posted by Vahn View Post
    Whether a DoT is lethal or not has no relevance to whether it allows denies or not, it's a code line in the state deniable=true which allows a hero to be denied.

    Voodoo jesters cursed ground is an example of a lethal DoT which doesn't allow denies.
    Interesting, will fix.

    Does this mean that in future releases non-lethal DoT effects, for example Slither's ultimate, will be deniable?

    Could be quite a problem, haha.
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  4. #4
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    It's entirely upto the designers/balance team, they can make any DoT deniable or not deniable just as they can make it lethal or not.
    Lethality is determined by if nonlethal="true" is in the damage tag. If it isn't defined then it is default to false.
    Deniablity is determined by if deniable="true is in the state tag. If it isn't defined then it is default to false.

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  5. #5
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    Does this apply to any debuff, or only DoTs? I'm too tired to swim through some more .s2z files =].
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  6. #6
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    Since the deniable one is in the state tag it should work on any state, buff or debuff.
    The lethal can be done in anything that does damage.

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  7. #7
    For gold gained when killing a hero, is the variable either 'hero killed's level' or 'your hero level'? Explain when a hero is eligible for the 'Extra Gold' amount.

    Where are the XP gains from killing heroes?

  8. #8
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    Quote Originally Posted by Nytemair View Post
    Hero Kill: (200g + Level) x 5
    Should be 200g + (Level x 5)

    Quote Originally Posted by NoMarcy View Post
    For gold gained when killing a hero, is the variable either 'hero killed's level' or 'your hero level'? Explain when a hero is eligible for the 'Extra Gold' amount.

    Where are the XP gains from killing heroes?
    It's the hero who was killed levels.

    12 times the dying heros level is split between all heroes within 1000 units of the dead hero.

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  9. #9
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    Right sorry for that oversight, and thanks Vahn for fixing that bit up.
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  10. #10
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    Hmm most of this is in the FAQ but your formatting is better

    1% attack speed
    Should be 1 attackspeed since 1% is a much bigger difference & would give way more benefits than 1 attackspeed

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  11. #11
    Gold/second: 1
    this true in hon?
    not sure but wasn't it like 1 golde / 0.875 sec ind dota?

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    It is 1 gold per 0.875 seconds.

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  13. #13
    in other words 68.57 gpm without any creepkills ingame

  14. #14
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    Quote Originally Posted by ElementUser View Post
    Hmm most of this is in the FAQ but your formatting is better



    Should be 1 attackspeed since 1% is a much bigger difference & would give way more benefits than 1 attackspeed
    Yeh I totally noticed that only after writing this... :/.

    Will add in the attack speed and gold/min changes. Thanks
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  15. #15
    Creeps:
    Creep Wave Interval: 30 Seconds
    Creep Upgrade Interval: 42 Seconds
    Maximum Number of Creep Upgrades: 30
    maybe add catapult spawn interval?

    Physical Damage Reduction per point of Armor: 6% diminishing. (Cannot reach 100%)
    Magic Damage Reduction per point of Magic Armor: 6% diminishing. (Cannot Reach 100%)
    I always liked the point of view with hp -> ehp and 1 Armor = 6% ehp more.
    I think its easier to understand (at least for me) and moreover with this its also much easier to calculate whats better ingame, more hp or more more armor.
    I dont say change it but maybe add it.

    Edit: oh something else
    Transmutenstein: 53-300 gold, 100 gold to team.
    Is this the 3vs3 map Kongor? Never heared about this guy...
    Also you have Kongor in your gold section but not in the exp section.
    Last edited by mog; 05-04-2011 at 10:08 AM.

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    Transmutenstein was the Darkwood Vale Kongor, together with someone else.
    The Game. You just lost it.

  17. #17
    Quote Originally Posted by Dragnmn View Post
    Transmutenstein was the Darkwood Vale Kongor, together with someone else.
    nope, transmutenstein and zorgath are on watchtower. darkwood vale has the "normal" kongor.

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    Will add in the siege spawn interval (5 waves, 150 seconds).

    Will also add in EHP to armor/magic armor.

    And yes, Transmutenstein is in the Watchtower Map, I couldn't find any information on Zorgath, can someone help me out? :]
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  19. #19
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  20. #20
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    Gah! I spent all this time reading through each units .entity files... oh dear :s
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