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In-Game Information
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Table of Contents:
1.0 – Introduction
2.0 - Attributes
2.1 - Basic Stats3.0 - Gold
3.1 - Gold Gains4.0 - Experience
3.2 - Gold Losses
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.
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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.
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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
Neutral Units
Gadgets
Bosses
Heroes:
3.2 - Gold Losses
Death:
Normal Mode: Level x 30
Casual Mode: None
Buy Back: (100 + Level x Level) x 1.5 + (Current Game Time {Minutes} x 15)
Example:
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4.0 - Experience
This section provides all the experience gains from killing or being near anything killed.
Experience required to level up:
Lane Units
Neutral Units
Bosses
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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.
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6.0 - Side Notes
These side notes are on topic, but are difficult to categorise in the above article.
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 Nytemair; 01-24-2012 at 11:07 PM.
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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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Does this apply to any debuff, or only DoTs? I'm too tired to swim through some more .s2z files =].
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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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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?
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Right sorry for that oversight, and thanks Vahn for fixing that bit up.
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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 attackspeed1% attack speed
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Look for my highlighted text (important information) and grey text (interesting but not required information).
this true in hon?Gold/second: 1
not sure but wasn't it like 1 golde / 0.875 sec ind dota?
It is 1 gold per 0.875 seconds.
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maybe add catapult spawn interval?Creeps:
Creep Wave Interval: 30 Seconds
Creep Upgrade Interval: 42 Seconds
Maximum Number of Creep Upgrades: 30
I always liked the point of view with hp -> ehp and 1 Armor = 6% ehp more.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 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
Is this the 3vs3 map Kongor? Never heared about this guy...Transmutenstein: 53-300 gold, 100 gold to team.
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.
Transmutenstein was the Darkwood Vale Kongor, together with someone else.
The Game. You just lost it.
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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http://forums.heroesofnewerth.com/wiki/index.php/Gold
and
http://forums.heroesofnewerth.com/wi...php/Experience
Also this may be helpful for any other mechanics info
http://forums.heroesofnewerth.com/wi...gory:Mechanics
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Gah! I spent all this time reading through each units .entity files... oh dear :s
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