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New graph:
Old stuff:
Last edited by ElementUser; 12-02-2011 at 11:23 AM.
I certainly hope integration was involved in this probability density graph lol. Nicely done
Moved to Guides & Lists
Last edited by ElementUser; 03-23-2010 at 03:54 PM.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
If someone wants to do the real math, they're welcome to. I don't have the patience to create a 6+ piece function with 2d integrals to calculate the precise expected value and variance. I just verified the uniform distribution of bursts in-game with 320000 impacts and then accumulated 10000 casts worth of trials overnight in MATLAB.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
Just a heads up, I made another plot except for impacts vs. angle. There is a pronounced increase in impacts at 0,90,180, and 270 degrees. The affectors follow your hero's facing, so this is straight ahead, behind, left, and right. It's about 1.9 times as many impacts as at 45, 135, 225, 315. This is averaged over all distances, so it probably won't amount to nearly as much in practice. I'm not sure why it didn't show up in the heatmap.
(edit: Disregard the previous, it must be due to some sort of rounding error. I plotted curves for various angles and distances and couldn't verify this effect.)
I'll redo pre- and post-patch graphs with 100000 trials each after the next patch. My code got 8x faster and I can get that done in just under 5 hours now.
Last edited by edxs; 03-24-2010 at 02:15 PM.
Q_Q4Glacius
- Reverted Ult to be around him
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I take no credit for most of the following information;
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How to find the probability that a given location will be hit by a frost nova:
Let p(x) be the function:
An approximation for the probability P(x,y) that any one frost nova will hit the location (x,y) is given by the formula:
P(x,y) = 36100 * pi * p(x) * p(y)
Example: the probability that each explosion will hit a unit standing 300 units directly to the right of the Glacius is approximately:
P(300,0) = 36100 * pi * p(300) * p(0) = (36100)(3.14)(0.000862)(.00101) = 9.92%
so units standing 300 units directly to the right of the Glacius will be hit by approximately 9.92% of the explosions from Glacial Downpour.
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The formula P(x,y) = 36100 * pi * p(x) * p(y) is only an approximation, though it should get fairly close to the right probability in most cases.
The exact probability that the point (x,y) will be hit by a given nova is described by the formula:
where the function p is defined in the same way as in my last post. However, this formula is unreasonable to calculate without math software, and it is much less accessible to most people than the simpler approximation I listed above (which anyone can use by simply entering numbers into a calculator, even if they don't understand the math).
To give you an idea of the difference between the approximation and the actual number: using the approximation at the point (0,300) we got a probability of 9.97%. The actual probability is 11.5%.
Note that this is the probability that a given point will be hit. To find the probability that a hero standing at (x,y) will be hit, apply the same formula but replace the 190 by 214 in the outermost integral.
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These show how many times, ON AVERAGE that a hero will get hit who is standing still at a given location during a single Glacial Downpour. Note that it is possible to be hit by as many as 30, or as few as 0, regardless of your location (unless you're in a zero region of the graph, in which case you have a 0% chance to be hit, always).
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resources0.s2z \ heroes \ frosty \ ability_04 \ state.entity
Glacius' ultimate slows movement speed by 30%, and attack speed by 20%.Code:<state name="State_Frosty_Ability4" icon="icon.tga" passiveeffect="state.effect" movespeedslow="0.3" attackspeed="-0.2" > </state>
Former member of Off-Topic
August 5th, 2009
to
October 27th, 2011
^
You should know that in DotA, Freezing Field's quadrants were square; in HoN, it's circular, so those diagrams are slightly off than the one edsx made.
Also, since the introduction of a Frost Nova hitting in the 4 quadrants (each one is separated by 90 degrees), the probability is distributed more evenly in a smaller time interval (ie, the 4 seconds of channeling rather than a full night of simulations). While it is still possible to get hit with all 40 Frost Novas, you'd have to be standing in the right place & you must have terrible luck.
You could've stated where you got the info from as well: http://forums.dota-allstars.com/inde...howtopic=73652
Last edited by ElementUser; 03-24-2010 at 01:12 PM.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
Except, I got it from multiple sources.
I should have posted all the sources, though.
I realize that most of the information is from DotA, hence it could be incorrect - like the graphs. It's easy to notice, that they differ. I basically just wanted to post the information and the formula.
In HoN, it seems like you are only capable of being hit by 10 shards, though. If you look at the .entity file, it spawns a shard every 400 ms (as stated), and it does this for 4000 ms.
Is this because it spawns multiple shards, at once?
Former member of Off-Topic
August 5th, 2009
to
October 27th, 2011
Glacius' ultimate has 4 affectors that determine where a Frost Nova is going to land.
Each 1 of them has an impactinterval of 400ms. However, there is an offset of 100ms between each of the affectors.
affector_1 has no impactdelay, affector_2 has impactdelay="100", affector_3 has impactdelay="200" and affector_4 has impactdelay="300"
And yes it seems I was a bit inaccurate, it should be 40 Frost Novas and not 30 because they also changed the spell duration from 3s to 4s a long time ago in DotA.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
Oh yeah. That's right.
I was uncertain of how these extra affector entities worked out. Thanks for clarifying :)
Edit: Just a quick question. I can't test it right now, so can you confirm whether Glacial Downpour freezes in the area, or around the shards?
Former member of Off-Topic
August 5th, 2009
to
October 27th, 2011
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).
Welcome back! <3
They also increased the inner radius offset from 125 to 350:
I am assuming you covered for that though, seeing as how the damage distribution at ~0 distance are really low. Also it looks a lot more like a normal curve after the change!Code:radius="635" innerradiusoffset="350"![]()
Last edited by ElementUser; 12-01-2011 at 10:59 PM.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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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).