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The "GG EZ" Paradox

Posted 05-25-2013 at 02:38 AM by KuroNeko

If you stomp a noob (gg ez) then is that an achievement? No, not really, anyone can stomp a noob. If you stomp a noob for all we know you might be a noob yourself, but slightly less nooby than the guys you beat.

If you stomp a pro then is that an achievement? Yes, obviously, since that shows a lot about how high your skill level is. You'd have to be either really lucky or at the very least pretty damn good.

Since MMing attempts to pair you with guys at or about your skill level, then guess what: if you're fighting noobs then you are at noob-tier, and if you're fighting pros then you're at pro-tier.
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Old

Halloween! Avatar (!)

Posted 10-27-2012 at 08:28 PM by KuroNeko

Old (default):



New (halloween):



Props to you if you get what the hat represents. No, it isn't arbitrary. Yes, it's MLP-related.
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Old

Spring Cleaning, v2

Posted 08-05-2012 at 11:20 PM by KuroNeko
Updated 08-06-2012 at 02:06 AM by KuroNeko

My third avatar change ever on playdota. I'm very happy with this one though since I edited it myself. I found an awesome picture of human Twilight, meticulously removed the pink-purple background, did some pondering, and came up with the idea to use the D2 Invoke icon for the backdrop. Touch it up, resize to 100x100, and done.

Old:




New:


Posting this <here> more for myself for future reference than for blog readers, ha. I'd just like to say that it's very liberating to use an avatar that you yourself had a hand in creating, compared to one pulled off of google images or a gif you found on the internets. Try it.

This avatar means a lot to me since I resonate a lot with both Twilight Sparkle (from MLP) and Invoker (the hero).
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Old

[Math] 3) Maledict Damage

Posted 08-03-2012 at 07:20 PM by KuroNeko



I've been meaning to do this one for quite some time.


Step 1) The DPS
Quote:
Maledict deals dps every second, but heroes have natural regeneration. So the net dps of maledict is (dps-r), health regen of the target subtracted by the damage per sec of maledict (5/10/15/20 magic damage).

tick dmg = (dps-r)

Heroes also have magic resistance; I'll use the default 25% (so remember that numbers will be different if the enemy has a hood or something).

tick dmg = (.75dps-r)

Therefore, in a four second interval, maledict will deal four times that, or (3dps-4r). Because there are three of these intervals, the total damage dealt by the dps comes out to (9dps-12r).

net dps dmg = (9dps-12r)
Quote:
Therefore, the dps portion of maledict will yield the following damage:

lvl1: 45 - 12r
lvl2: 90 - 12r
lvl3: 135 - 12r
lvl4: 180 - 12r

...but these numbers don't mean much. You'll see why later.

Step 2) Intervals
Quote:
Now's the time to don your thinking cap.

There are three intervals of maledict, interval 0-4, interval 4-8, and Interval 8-12. I will call these intervals intervals A B and C.

The amount of hp missing from a target is determined by two things: the damage you and your team deal to the target (from attacks, dagon, whatever), and then the dps portion of maledict.

At 0 seconds, maledict is cast.

Yada yada.

At 4 seconds, damage dealt in Interval A is "amplified" 40%. At 8 seconds, that damage is amplified another 40%. At 12 seconds, another 40%.

Damage dealt in Interval B is amplified 40%. And another 40% at 12 seconds.

Damage dealt in Interval C is amplified 40% once at 12 seconds.
Quote:
Which yields the following:
Net Damage = A(1.4^3) + B(1.4^2) + C(1.4)

But heroes have spell resistance, again 25%, so the formula is more like:

Net Damage = A(1.3^3) + B (1.3^2) + C(1.3)

Step 3) Adding Them Together
Quote:
Because the dps portion of maledict is also amplified, the next step would be to factor that in to the net damage formula.

Net = A(1.3^3) + B(1.3^2) + C(1.3)
Net = A(1.3^3) + B(1.3^2) + C(1.3) + (3dps-4r)(1.3^3) + (3dps-4r)(1.3^2) + (3dps-4r)(1.3)
Net = A(1.3^3) + B(1.3^2) + C(1.3) + (3dps-4r)

And now to simplify. This is also where the numbers get longer and less pretty. For those of you scared of numbers, avert your eyes.

Net = A(2.197) + B(1.69) + C(1.3) + (2.197+1.69+1.3)(3dps-4r)
Net = A(2.197) + B(1.69) + C(1.3) + (2.197+1.69+1.3)(3dps-4r)
Net = A(2.197) + B(1.69) + C(1.3) + 5.187(3dps-4r)
Net = A(2.197) + B(1.69) + C(1.3) + 15.561dps - 20.748r
Quote:
The level 4 maledict formula comes out to be the following:

lvl4 = A(2.197) + B (1.69) + C(1.3) + 311.22 - 20.748r
Quote:
Please note that because of the way I factored in spell resistance, it's less of how much "damage" the spell deals, and more of how much hp the target will be missing after maledict is done.
Step 4) Plugging In Numbers
Quote:
Technically I'm done here but let's plug in some reference points anyway. Note that, if you want to plug in a magic damage spell e.g. dagon, you will still have to calculate damage after magic resistance. So instead of inputting 400, you input 300.

I'll assume the target has 1.5 hp regen, which is ~37 str or ~850hp by the time you would get a dagon.

lvl4 = A(2.197) + B (1.69) + C(1.3) + 311.22 - 20.748r
lvl4 = (300)(2.197) + 311.22 - 20.748(1.5)
lvl4 = (300)(2.197) + 311.22 - 20.748(1.5)
lvl4 = 659.1 + 311.22 - 31.122
lvl4 = 939.198
Quote:
Therefore, a lvl4 maledict + dagon will leave the target around 940 hp less than they were prior.

*940 hp less, at ~37 str
*930 hp less, at ~50 str
*920 hp less, at ~64 str
Quote:
Here's a quick estimate formula for maledagon.

HP Removed = 970 - 20x - 20y
x = (every 25str they have e.g. 75str is 3)
y = (every 1 hp regen e.g. RoR is 2)

Even someone with 100str and vanguard regen would take a net loss of 770 hp from maledagon, so these numbers are still fairly high.
Quote:
If you can manage to cask them and get two hits in for around 50 after armor reductions each, it'll "hit" for:

hp removed = (100+300)(2.197) + 311.22 - 31.122
hp removed = (400)(2.197) + 311.22 - 31.122
hp removed = 878.8 + 311.22 - 31.122
hp removed = about 1158.90 hp

Conclusion: those extra hits really help too :3
Quote:
By itself without any added damage, maledict lvl4 will kill anyone under (311.22 - 20.75r) hp.

Conclusion: This is what you should take home with you. Maledict can deal a hell of a lot, but be sure to mind the hp regen of the target. Maledict lvl4 is actually equivalent to a 219.7% damage amplification spell in Interval A; 169% in Interval B; 130% in Interval C. This is, of course, dependent on the following though!: that the target doesn't get more magic resistance, that the target doesn't heal itself, that the target doesn't go invul, that the target doesn't teleport back to the fountain, etc.

Thank you for reading, and have fun playing Witch Doctor
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Old

[Script] Holding "H" Toggles Auto-Attack (handy)

Posted 07-22-2012 at 10:05 PM by KuroNeko

You might appreciate this script I made.

http://dev.dota2.com/showthread.php?t=43330

Hitting "H" holds your hero normally.

Holding "H" down keeps your auto-attack off until you release the key. And then it turns it back on.

Notes: this is for dota2
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