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This deserves it's own thread:
http://forums.heroesofnewerth.com/sh...php?p=14813929
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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How big must your normal creepwave be to infinitely push a super creep wave? mega creep wave?
That is to say, how large must your creepwave be to reliably kill the super creep wave such that the normal creep wave reinforcements will be enough to kill the next super creep wave with the same or fewer losses?
I HAVE A QUESTION! I won't check this thread so please do PM me if you answer it.
A guy asked in a thread "What is maximal GPM". I though unlimited. Not true. (Unless ofc you get 1 kill pre-game-start and leave, that would make it undefined).
But some hero, let's say Flint, with perfect dmg build and a Charged hammer that does (because it's hypothetical) hit every time and his crit procs every time, against lvl 1's of the most squishy hero without respawn timer. Loads of those for the Charged Hammer kills.
Would you please do the math and find out what the GPM would be. You don't have to count in the bloodlust and all, just the money from every kill (requires you to find his attack-speed) +60 (each second a gold is granted, obviously).
Text me.
ty Macrohard
Lodestone is balanced. period.
Assuming Arcane Ring means Ring of Sorcery, the mana regen on the wielding hero from the activation effect (not taking the +6 int into acount) would be a maximum of ~2.88 regen.
The amount of regeneration needed would be different for every hero (or at least for every hero with a different amount of int). As the minimum amount of regen without additional stats you can buy is 50% (Scarab), the minimum amount on a level 7 Midas with no additional stats would be 4 scarabs for 3.22 extra regen, or 3 scarabs for 2.41 extra regen. As far as I know, because of the aforementioned minimum of 50% per scarab it would not be possible to match the exact amount of regeneration with only percentage regen.
Last edited by Persi; 01-25-2012 at 09:51 AM.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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I have a good question, I think anyways. Can we get some kind of info on what gets better damage mitigation: a hotbl vs buckler. How likely am I going to find myself wishing I had a buckler and not a hotbl?
The block is 30 now instead of 40. Old block was 40*.6 = 24 average block.
So the question really should be...
"What is attack speed such that hotbl retains block for 24/30 = 80% of the time?"
At 80% upkeep new HotBL will be essentially equivalent to old HotBL. I'll make a new thread for this one (probably next week) and link to it from here.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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^ I am going to do a thread dedicated to the efficiency of the "new" HotBL. Please reserve all questions about HotBL until that is completed.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Which of all the boots type would reduce the (previous to their purchase) overall stats required to solo kongor (Is EHP or attackspeed/damage better vs a target such as kongor, if the above is too small of a difference)? (I'm not sure how complex that question is)