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#1 |
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Join Date: Jun 2009
Posts: 42
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| Last edited by Adra; 07-20-2009 at 11:00 PM. | |
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#2 |
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Join Date: Jun 2009
Location: Singapore
Posts: 877
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Nice, we can finally have something to direct people to rather than re-explain prd everytime someone posts a topic about it. IMO we should have this in the index on the mechanics page, or at least have it in the advanced mechanics guides section.
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#3 |
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Join Date: Jun 2009
Posts: 264
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This guide is amazing to be honest it helped me a lot!!
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#4 |
Member
Join Date: Jun 2009
Location: .de
Posts: 272
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That article was missing here, already loved it on DA.
Very helpfull if some people go like "omg entangle luck, perma entangle wtfbbq". One link and it's clear, this time the thread looks even better. |
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#5 |
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Moved to Advanced Mechanics Guides.
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Hero/Item Database and Mechanics Feedback
Advanced Mechanics PlayDotA Wiki ![]() ![]() GONNA SPEW RED GOO ALL OVER YOUR SHOES |
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#6 |
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Join Date: Jun 2009
Posts: 1,211
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Is it possible that you could summarize the guide near the end? I'm not very good with numbers and it's a long read for my old n' gray eyes
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#7 |
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Join Date: Jun 2009
Posts: 42
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Uh...the Overview at the very beginning summarizes pretty much everything that the casual gamer will care about. I'd at least recommend reading the "Critical Strike Example" to get the gist of it, the rest is math jumbo and specific mechanics.
But yea, sure, I'll add a tl;dr disclaimer near the top. |
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#8 | |
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Join Date: Jul 2009
Posts: 1,132
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Quote:
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#9 |
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Join Date: Jun 2009
Posts: 42
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No. But we're still working out the kinks in Orb of Slow, it's pretty screwy.
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#10 |
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Join Date: Jun 2009
Location: Boston, Toronto, L.A.
Posts: 282
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PA's Blur evasion works the same way?
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#11 |
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Join Date: Jun 2009
Location: Stockholm, Sweden
Posts: 858
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No, only six base abilities are known to behave in accordance to this pattern. These are;
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#12 |
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Join Date: Jun 2009
Location: Switzerland.
Posts: 1,167
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I find this everiwhere, but I'm still too lazy to understand it.
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#13 |
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Join Date: Jul 2009
Location: Kraków, Poland
Posts: 4,132
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Even though I'm credited (thanks!) here for this:
I still quite don't get how to obtain these values using mathematical methods (this table is generated with a program I wrote, but it obtains the values with recursive function ran thousands of time - that's pretty retarded). These are two posts I don't get - by 3DM@rk and ICallBotSolo (unfortunately he's not active here). Could somebody define what exactly does the term numerical methods mean? Greets Cáno |
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| Last edited by Cáno; 09-16-2009 at 12:53 PM. | |
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#14 |
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Join Date: Jun 2009
Posts: 42
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They mean numerical analysis, which is exactly what you did - approximating the actual value of C by recursively solving over a huge number of iterations. ICallBotSolo proposed that linear formula, then created a huge-ass excel sheet to do the actual work (though I might be remembering his results sheet instead, as I recall he worked with MATLAB a lot).
As for 3DM@rk's post, I'm sure he would do a much better job explaining this, so bear with my longwinded explanation: At high percentages, N is low, so we know exactly how many attacks are possible. For P(E) = 100% (trivial case), we can construct the formula: Code:
P(E) = 1 critical / (1 attack) Code:
P(E) = 1 / (1 + (1 - C)) P(E) = 1 / (2 - C) 1 / P(E) = 2 - C C = 2 - 1 / P(E) Code:
P(E) = 1 / (1 + (1 - C) + (1 - C)*(1 - 2C)) Code:
P(E) = 1 / (2*C^2 - 4*C + 3) |
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| Last edited by Adra; 09-16-2009 at 06:21 PM. | |
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#15 | |
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Join Date: Jun 2009
Location: CZ
Posts: 676
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Quote:
It's just applied theory of probability. P(E) expresses the average number of critical strikes per one attack. Let's examine the probabilities here:
If C>=0.5, option (b) means that the second attack was a Critical strike. In point (a), we made one attack to score a critical strike (with probability C), in point (b), we had to make two attacks to score a critical strike (with probability 1-C). We have covered the whole sample space (for C>=0.5), so we can make a weighted mean to obtain 1/P(E), aka the average number of attacks per one Critical Strike: Code:
1/P(E) = C*1 + (1-C)*2 1/P(E) = C + 2 - 2*C 1/P(E) = 2 - C Code:
C = 2 - 1/P(E) For C<0.5, we need to add more summands to the weighted mean, making the equation more complicated (and of higher degree in C).
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#16 |
Member
Join Date: Jul 2009
Location: Kraków, Poland
Posts: 4,132
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Thanks to both of you. It looks so logical when explained.
The language is the greatest barrier in understanding maths related problems. Even these which shouldn't raise any doubts. Greets Cáno |
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#17 |
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Join Date: Sep 2009
Posts: 88
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Is javelin affected by PRD?
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#18 |
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Join Date: Jun 2009
Posts: 42
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Nope, Javelin's bonus damage is not based on any of the base abilities that follow PRD. Javelin's 20% chance to deal 40 bonus damage is completely triggered, and roughly goes like this: Whenever a unit is attacked, check the attacker's inventory for Javelin. For each Javelin found, generate a random integer from 1 to 100; if the integer is less than or equal to 20, then have the attacker deal 40 damage to the target. Note that this means Javelin actually triggers at the start of an attack (whereas PRD-affected skills all act at damage point Edit: To clarify, PRD skills are actually checked and the counter incremented/reset at the start of attacks, but the effect doesn't happen until damage point).
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| Last edited by Adra; 12-07-2009 at 04:28 AM. | |
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#19 |
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Nice article. I remember numerous threads where people complained where people had 20/20 or 0/20 multicasts in agame so I totally see the point why blizzard implemented it.
It gives some possibilities to abuse it in dota, e.g. let's say I was attacking creeps with mortred and didn't get any criticals for some 10 hits so.. I should land a blink strike on enemy because I would have increased chance to proc a crit then.
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#20 | |
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Join Date: Jun 2009
Posts: 3,002
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Quote:
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