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Nice catch. You are correct.
You are also spot on with the final answer as well. On my scratch paper near my computer I have 2936.6. I have no idea how or why I typed 2935.8.
It's good to know the community is covering my ass. I would have felt bad if somebody has 2936 health and dropped the Behemoth Heart thinking it would give them more regen. Could have been a disaster.
=)
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Oh no 1 HP difference!
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
Which of the following item compositions will give a level 7 behemoth (level 4 enrage level three stats) the highest damage per second? 1) Level 4 rifshards 2) 2 sets of level 2 riftshards 3) 4 sets of level 1 rifshards. Enrage is used whenever not on cooldown, target has 0 armour.
How many level 3 puppet master ultimates would it take to one shot max {sixty minutes}Kongor? Each ultimate must be tied to the one before it to create a chain. Damage dealt to the outermost puppet is 1, no splash.
Last edited by BigBoss00; 10-19-2011 at 06:17 PM.
Can you even cast puppet on another puppet?
If so...
Overkill damage is not amplified when transferred to the next target. Because of this, at some point each additional Puppet will only increases the magic damage by 800 damage (180%x1000).
Kongor has 13500 health and 75% magic resistance at 60 minutes. He can sustain 54000 magic damage.
Puppet n: takes 1 damage
Puppet n-1: takes 1*1.8 = 1.8 damage
Puppet n-2: takes 1.8*1.8 = 3.24 damage
Puppet n-3: takes 3.24*1.8 = 5.832 damage
Puppet n-4: takes 5.832*1.8 = 10.4976 damage
Puppet n-5: takes 10.4976*1.8 = 18.8957 damage
...
Puppet n-11: takes 357.0467*1.8 = 642.6841 damage
Puppet n-12: takes 642.6841*1.8 = 1156.8314 damage
Puppet n-13: takes 1800+(1156.8314-1000) = 1956.8314 damage
Puppet n-14: takes 1800+(1956.8314-1000) = 2756.8314 damage
...
Puppet n-m: takes 800m-8443.1686 damage
...
Puppet 2: takes > 52400 damage
Puppet 1: takes > 53200 damage
Kongor: takes > 54000 damage
When n-m = 0, 800m-8443.1686 > 54000
n > 78.05
You would need a minimum of 79 puppets.
Last edited by MacroHard; 10-20-2011 at 06:03 PM.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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You can cast puppet on another puppet
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
Didnt they add some sort of limitation to the damage amplification? I cant check it now but Im pretty sure it wont let you deal silly amounts of damage.
I randomed Magmus 4 times in a row the other day. This is probably an easy one but what are the odds of randoming the same hero 4 games in a row in an all pick with no other heroes already picked?
You get the 180% bonus from the 1000 health. All overkill damage is transferred directly without amplification. I included this in the above.
92 heroes.
92^3 = 778688. 1 in 778688 chance.
The reason for it being to the power of 3 and not 4 is that you have a 100% chance to get any hero when you random. However, your next three randoms are constrained to match that arbitrary hero.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Answering my own question here:
Firstly need a general form for total damage done by Flaming Hammer (i.e., damage done at any level).
After this it was necessary to find all possible permutations of skill builds that were possible at any level. I could have drawn a nice flow chart for this but was too lazy. Basically, at any level there is a given number of possible skill build combinations possible. I put these into a hash of arrays of arrays: the key is Blacksmith's level, whose value is an array of possible skill combinations; each skill combination is an array of three numbers representing the level of Fireball, Flaming Hammer and Chaotic Flames respectively.
Then I just tried every permutation on every level and found whichever dealt the most damage with the combo.
http://pastebin.com/f0HKyb8M
Output (prints whichever skill combo deals most damage at each level):
The output was the same regardless of how much magic armour the target had. So the best skill build for purely maximised damage is 2,1,2,1,2,1,1,2,4. This seems pretty reasonable as a practical build since the weaknesses of a DoT are not as present in laning. (However I would still advise getting the stun at level 1 -- they differ by only 1.5 damage and a stun is more useful than a weak slow.) The mana cost difference slightly favours Fireball, however Flaming Hammer gets a ~25 damage lead at every level before 4, so that's really negligible. More levels in Flaming Hammer in are also better because it means allies will do more damage and there's more disable (the snare scales with levels but the stun doesn't). The fourth level in Fireball however gives a much larger jump in damage, beating the fourth rank in Flaming Hammer.Code:1 -- [0,1,0] 2 -- [1,1,0] 3 -- [1,2,0] 4 -- [2,2,0] 5 -- [2,3,0] 6 -- [3,3,0] 7 -- [4,3,0] 8 -- [4,4,0] 9 -- [4,4,1]
Chaotic Flames never wins because it only increases the damage by 25% of Fireball's total -- only ~69 damage at max rank. It also has the steepest mana cost increase of +30 mana. The chance based aspect is also generally considered a bad thing, but I guess if you're feeling lucky...
Last edited by Octavia; 10-24-2011 at 04:34 AM.
I'd sing you a song, but
I'm just a little hoarse.
Can you define all the variables in that Flaming Hammer integration, Octavia?
Also, why 10*k?
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
What is the minimum amount of snotters (the small ones) that can completely block off all ramps of a base?
Legion/Hellbourne, one is enough![]()
There's no "I" in team. There's a "me" though, if you jumble it up.
Im assuming that each snotter is 36 units wide (really hard to tell which thing is their collision size, but that seems like it) and that mid ramp is 910 units wide and sidelanes are 770 (measured and rounded those using nav grid).
So for mid its 910 / 36 = 25,27 and sidelanes 770 / 36 = 21,38. Since no unit is thinner than 27% of a snotter we can pretty much ignore the decimals, so the result is 25 + 21 + 21 = 67 snotters.