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What is the lowest armor you can get?
And if someone has 100 dmg,
How much dmg would it do?
Last edited by Alfawarlord; 03-20-2012 at 01:01 PM.
With me playing on a low MMR-rating, and a silly fetish with wood-farming-heroes, I naturally ended up playin' a whole lot of.
Now, with his spin being based on an "chance on hit - % based" mechanic, stopping at 12, what is the most likely hit to get a spin off on ?*
As an example: A hero with no stun, crit or other effect on his / her auto-attack, hits me. Will I most likely spin on 1 attack, 3 attacks, 5 attacks or the whole way up 12 attacks ?
* It might be best to ignore the 100% spin-chance at 12 stacks. Not sure to be honest...
It's on macro's sig's post for god's sake!
"Greenman101, spittin opinions like they're facts since '11 yo" -ZipperBear 2013
How does an iron buckler compare to a simple ring of protection (+2 armor ring)?
Assuming laning level of auto-attack damage, so around 50-60.
Say like you are a voodoo jester and you were facing Kongor, he is not attacking you. He is a 60 minute Kongor, your Mojo spell has no CD and your only item are spellshards to level 3. your Mojo is level 4, and you have unlimited Mana. How many times would you have to use Mojo on Kongor so that Mojo lasts on it and never turns off and so that Kongor dies?
Edit: Idk if Mojo, or Spellshards work on Kongor, but assume they do.
Last edited by EternlAnubis; 03-24-2012 at 10:01 PM.
:'(
As of date 11/15/2012, I have been very sick.
Update: Date 11/25/2012, I have recovered without knowing what I even had.
So after today's game with Witch Slayer, I've been wondering about 2 questions:
1) Assuming the enemy target is stationary and you are at a far distance (let's say, 1500 units from the enemy), would using Graveyard (Q) or Miniaturization (W) disable the enemy faster? (I can probably do this calculation myself, but I want to test MacroHard's script reading skills!)
2) Assume the enemy has an arbitrary movespeed from 100 to 522 & running away from you in a straight line and you're 1000 distance away from the enemy. Suppose your movement speed is 290+60 = 350 (Steamboots). At what enemy movement speeds would using Q be better than using W?
This question is my serious question.
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This is very interesting. Let's first look at the abilities:
Miniaturize
0 ms cast action time
500 cast range
0 travel time (instant)
Graveyard
300 ms cast action time
800 range (1600 projectile speed over 500 ms)
500 ms travel time
Variables:
D = distance between self and target
Mw = movespeed of witchslayer
Mt = movespeed of target
Time to Disable with Miniaturize = (D - 500) / (Mw - Mt)
This is straightforward. It's simply how long does it take to get within 500 distance of target, since cast time is instant and there is no projectile.
Time to Disable with Graveyard = {D - [800 - Mt*(0.3 + 0.5)]}/(Mw - Mt) + (0.3 + 0.8)
The [800 - Mt*(0.3 + 0.5)] in the numerator is the maximum cast range to still disable, as the max range is 800 and the delay is the cast time + travel time.
The 0.3 + 0.8 is added again because once you get within maximum cast range, the projectile still has to travel.
If you set these equations equal to each other, everything drops out except Mw!
For Miniaturize to be faster than Graveyard...
D - 500 < D - 800 + 0.8Mt + 0.8Mw - 0.8Mt
300 < 0.8Mw
Mw > 375
What this means is that if Witchslayer has an MS faster than 375 then using Miniaturize is the fastest way to disable an enemy that is running away, regardless of enemy movespeed!
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Oh, so it doesn't matter with the enemy movespeed. That's interesting.
Thanks Macro![]()
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I have the most ridiculuous and rigorous question of them all. In what circumstances will Flint steroid, mini-stuns, do more damage than other hero steroids say Valkyrie E, Madman's Gash, Swiftblade Crit, Arachna's E, Moon Queen's E etc.
Of course for Madman, Swiftblade etc you will be looking at improving their attack speed, and with Arachna and Moon Queen you will be looking at improving their base attack damage (which also increases their attack speed too, since it is agility). Regardless, under what circumstances, can a full-geared Flint deal more damage than any other steroid based full-geared carry.
You also need to consider the damage mini-stuns mitigate because it resets the opponents attack.
So do:
Flint v Valk
Flint v Arachna
Flint v Moon Queen
Flint v Swiftblade
Flint v Madman
Flint v FA with 6 Skeletons
Flint v Blah blah blah
You're doing this for your Flint Beastwood balance thread, aren't you...:O
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How much chuck could a chuckwood wood if pebbles could chuck scout (how fast would you need to move to out run a pebbles throw?)?
"Greenman101, spittin opinions like they're facts since '11 yo" -ZipperBear 2013
You cant outrun the throw. The toss always happens over one secound and the projectile speed is adjusted if target moves to match flight time.
Why is Elder + 75?
Elder doesn't go away if you activate then drop, so you have a higher theoretical AS cap.
Elder Parasite gives +100 AS.
The script says 1.00 but the actual convention that we're using is (# in script)*100.Code:<?xml version="1.0" encoding="UTF-8"?> <state name="State_ElderParasite" icon="icon.tga" passiveeffect="cast.effect" attackspeed="1.00" movespeedmultiplier="0.2" incomingdamagemultiplier="0.15" effecttype="StatusBuff" > <onattackimpact> <playeffect effect="state.effect" source="source_entity" target="target_entity"/> </onattackimpact> </state>
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Tech Support and Customer Support: https://www.heroesofnewerth.com/support/
Look for my highlighted text (important information) and grey text (interesting but not required information).