Pacth Update game Play

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Tuesday, September 30, 2014

Drafting Analysis: Good Draft, Stupid Lanes

Foreword

I didn't draft this game, but I was watching it.  I thought "yeah, that's a decent draft", and then the guy totally messed up the lanes. Thus, I thought it would be a good example to explain why the lanes wouldn't (likely) work, even though the draft itself is fine.

The Draft:

http://dota2draft.the-cluster.org/show?fp=d&pick=S1Zk0zb1Y2Zy1ZY4t4ZR2r0b1&ban=ZfZdMZmLzgZCKOze

Analysis:

The way these lanes sit, all Dire lanes will lose, even though I think they have a more balanced draft with better hero synergies.

Morph against Razor:  Razor has a longer attack range, can steal Morph's damage, and harass Morph a lot.  Yes, the roamers that the draft proposed COULD shift the balance, but only if the Razor was bad at denying and the lane stayed pushed out, or the Razor played badly when the supports were missing.

Meanwhile, Centaur isn't going to do well against Tide's Anchor Smash.  Tide can spam it, meaning that Centaur will find it hard to get CS.  Tide is also VERY tough, and hard to burst down.  Again, the roaming supports could make a difference, but the way the lane stands, it will lose.  Tide will get Blink before Centaur, and team fights will swing the way of Radiant.

Sven isn't up against a lot of disables in his lane, so he actually might survive, although with that much healing, the enemy tri-lane isn't going to worry about diving the tower.  Also, Necrophos' Heartstopper aura might drive Sven out of lane all by itself, even without much aggression from Rubick and Abaddon.  Sven won't be able to contest pulls, and Warcry isn't a huge movement buff for escaping.  Unlike using Centaur as a solo offlaner, Sven doesn't really get a game-changing ultimate at Level 6, and needs a lot more farm than just a Blink Dagger.

While I think the Radiant lineup lacks damage, push, and is healing-heavy, the lanes are quite strong.  Furthermore, after Sven is driven off or at a level disadvantage, Rubick and Abaddon can also roam, probably just to keep Razor safe and to annoy Morphling further.

In summary, I like the idea of Venge + Sky roaming (or pulling), and the Centaur solo.  Morph might do okay if the roamers get kills, but Sven cannot handle suicide lane - he's only got enough mana for 1 stun, and he MIGHT escape with Warcry, but he can't spam it.  Likely, he's going to be driven off lane, or feed.  He can't catch up easily by doing ancients early, unlike Tidehunter.

I would have laned Dire like this:
Mid:  Skywrath (vs. Razor) - Skywrath has long attack range, and can harass with nukes.  Instead of early-game roaming, he can go ganking once he gets level 6 (and might even kill Razor in lane).

Bottom:  Morph + Sven + Venge (vs. Tidehunter)  - supports could probably roam, or pull, or stay and drive Tidehunter away or even possibly kill him with Storm Hammer + Magic Missile + Waveform/Adaptive Strike.

Offlane:  Centaur (vs. Def trilane) - Centaur isn't going to get much farm, but his Level 6 ultimate is game-changing, and all he really needs is a Blink Dagger, and going early Tranquil Boots to help him survive this lane doesn't hurt his build or effectiveness.

Alternate Laning Strategy for Dire:
Mid:  Sven + Skywrath (vs. Razor) - Sven's farm is secured with the help of Skywrath's harass.  Could probably get a kill early on Razor, especially with a rotation from Venge.  Skywrath could also help with (top) rune control, while Venge secures bottom rune.

Bottom:  Morph + Venge (vs. Tidehunter) -  Morph isn't likely to get ganked and could probably solo this lane adequately against Tidehunter, but denying Tidehunter an early Blink Dagger is probably a good reason to keep Venge near this lane.  A haste rune from Skywrath could enable a gank on Tide.

Offlane:  Centaur (vs. tri-lane):  given the defensive tri-lane, this isn't a bad choice, for the same reasons mentioned above.


Thursday, September 25, 2014

Composite Damage

Composite damage was a mechanic where damage could be both physical and magical, and both armor, damage block and magic resistance applied to it, but it could damage magic-immune target, but does not affect ethereal units.

Composite damage will be removed in Dota2 patch 6.82.  The heroes that had composite damage abilities prior to that patch included:

Leshrac - Diabolic Edict (changing to Physical)
Beastmaster - Wild Axes (changing to Physical)
Alchemist - Acid Spray (changing to Physical)
Techies - Land Mine (changing to Physical)
Lone Druid - Backlash upon death of Bear (changing to HP Removal)

... and HP Removal is no longer a "Damage Type", but a side-effect of using certain hero abilities (e.g. Huskar Burning Spears).

From the dota2 wiki:
** Composite damage is calculated by multiplying the initial damage by the target's magic resistance and armor. For example, if you had 25% magic resistance, 50% physical damage resistance, and stepped on a full damage Level 4 Land Mine, the equation would be 600 x 0.75 x 0.50 = 225 actual damage. (Magic resistance and physical damage resistance percentages are subtracted from 100%.)

Tuesday, September 23, 2014

A Breakdown of Initiators

Types of Initiators:

  • AOE damage (direct or over time)
  • AOE lockdown (slows, stuns, movement restrictions, positioning)
  • AOE debuffs (silences and debuffs)
  • Isolation (separates a hero from their team for a pick-off)

Examples of Initiator by Type

AOE Damage:

  • Earthshaker (Echo Slam)
  • Sand King (Epicenter)
  • Elder Titan (Earthsplitter)

AOE Lockdown:

  • Enigma (Black Hole)
  • Disruptor (Static Storm + Kinetic Field)
  • Warlock (Chaotic Offering + Upheaval)
  • Puck (Dream Coil)
  • Medusa (Stone Gaze)
  • Naga (Song)
  • Faceless Void (Chronosphere)
  • Magnus (Reverse Polarity)

AOE Slows

  • Beastmaster (Roar)
  • Brewmaster (Thunder Clap)
  • Crystal Maiden (Nova, Blizzard)
  • Wraith King (Ressurection)
  • Gyrocopter (Call Down)
  • Omniknight (aura)
  • Invoker (Ice Wall, Ghost Walk)
  • Lich (Frost Blast - small AOE)
  • Medusa (Stone Gaze)
  • Riki (Smoke Screen)
  • Sand King (Epi)
  • Timbersaw (Chakram)
  • Tusk (Ward)
  • Warlock (Upheaval)
  • Ursa (Earthshock)
  • Venomancer (Venomous Gale)

AOE Debuffs

  • Dazzle (Weave)
  • Warlock (Fatal Bonds)
  • Elder Titan (Natural Order aura)

Isolation:

  • Vengeful Spirit (Nether Swap)
  • Batrider (Lasso)
  • Magnus (Blink + Skewer)
  • Clockwerk (Hook + Cogs = Isolate 1 hero, split enemy team around Cogs)

    Wednesday, September 10, 2014

    Started on a winter enchantress set for pro player 1437

    I've been wnating to make this set for a while and approached Theeban if he would like this set. He agrreed so I get to make him a cute and fluffy ench set all ready for winter :D

    Here is the basic zbrush blockout and concept art!





    Finished my Mirana SnowStorm set!


    Finally ccompleted this set! Here is a full res version of the loading screen perfect for a widescreen 1920x1080 res monitor.
    It's now up on the workshop so please feel free to hop on over and give it a vote! I'd really appreciate it!
    http://steamcommunity.com/workshop/filedetails/?id=309453782

    Some in game pictures:





    Finished the texture on my Mirana Snow Storm set!

    I even gave the mount two colour styles as I really love both styles.

    Mirana SnowStorm final High poly

    Here is a render of the final highpoly model for my Mirana Snow Storm set! Complete with fluffy bow :)

    Ear morphling final render

    I rendered this image here in marmoset toolbag to then send of to Danidem who made it look amazing.

    And here is an animated giff of the set in the games loadout!


    Sunday, September 7, 2014

    Team Ideas: Global Pain!

    Just for fun, I thought up some viable teams with global-effect spells or positioning.

    Heroes of Choice:  Clockwerk, Gyro (Aghs), AA, Zeus, NP, Spectre, Invoker (Exhort), and Wisp.
    Also "Global":  Spiritbreaker,  Tinker, Centaur, Troll, Drow, Crystal Maiden

    Team Ideas:

    #1
    Clock, Gyro (Aghs), AA, Zeus, NP

    Clock solo offlane
    NP jungle
    Zeus mid (early Refresher)
    Gyro + AA safelane

    #2:
    Zeus, Silencer (Aghs), NP, Spectre, AA

    NP + Zeus offlane
    Spectre + AA safelane
    Silencer mid

    #3:
    Clock solo offlane
    Invoker mid
    NP jungle
    Gyro + AA/Zeus safelane

    #4:
    Tiny, Io, NP, Gyro, AA

    Tiny+Io mid
    NP solo safelane
    Gyro + AA dual offlane*
    * depends heavily on enemy team laning and draft

    The Math on Axe

    There's been an idea that taking a double-stout shield on Axe is actually more effective for damage mitigation than other alternatives.

    Now, double-Stout Shield doesn't completely stack.  However, you get a 60% chance to block 20 of the damage that gets through the first 60% chance, meaning your net block chance is 84% to block 20 damage.

    There's been some controversy about the usefulness of double-stout shield on Axe as early items.  I did the math, and here's the result:

    https://drive.google.com/file/d/0B4HHV8LhGPUuSUxFS1VpT0ZjNUU/edit?usp=sharing

    Summary of Double-Stout on Axe:

    Yes, double-stout IS actually quite effective for damage mitigation.

    It's only once attack damage passes 60 per hit that the RoP + single shield option overtakes the double-Stout choice.  Thus, for almost all camps and neutrals (except Rosh), you actually mitigate more damage by using two Stout shields.

    The Math on Ogre Magi

    Here's a spreadsheet of the math on Ogre's Magi's Fireblast-versus-Ignite damage scaling:

    As of patch 6.81:
    https://docs.google.com/spreadsheets/d/14qwcEPuv6nckulk4z2ZnvjQ1iotvasxWKwzhm7AH6sk/edit?usp=sharing

    As of patch 6.82b:

    Fireblast has a fixed damage scaling of 65 additional damage / level after L1.

    Ignite, on the other hand, increases in damage faster than Fireblast, and each subsequent level adds more damage than the previous level-up.

    Ignite is also more efficient damage per mana, at all levels.

    This leads to the idea that maximizing Ignite first actually boosts your damage slightly.

    As of patch 6.85:


    Fireblast has a fixed damage scaling of 55 additional damage / level after L1.

    Ignite, on the other hand, increases in damage faster than Fireblast, and each subsequent level adds more damage than the previous level-up.

    Ignite is also more efficient damage per mana, at all levels.

    This leads to the idea that maximizing Ignite first actually boosts your damage slightly.

    If you look at the damage including Multicast, you get the following average damage:

    Tuesday, September 2, 2014

    Strong 1v1 Lane Heroes

    The following heroes are strong solo-lane against another hero 1v1.

    See also:  List of Solo Offlaners (also called Suicide Laners)

    Strong Solo Laners:

    a) are unlikely to die 1v1
    b) may be able to get kills 1v1 with no level advantage
    c) have strong harass and/or strong escape
    • Batrider
    • Beastmaster
    • Bloodseeker
    • Brewmaster
    • Clinkz
    • Clockwerk
    • Dragon Knight
    • Ember Spirit
    • Invoker
    • Mirana
    • Nature's Prophet
    • Nightstalker
    • Obsidian Destroyer
    • Phoenix
    • Puck
    • Queen of Pain
    • Razor
    • Slark
    • Templar Assassin
    • Timbersaw
    • Viper
    • Weaver
    The following heroes are SOMEWHAT good against other heroes 1v1, and could be put against another such hero 1v1.

    These heroes have some of the traits above, or some of the following:
    1. Health Regen (passive or active)
    2. Speed boost abilities that aren't outright escapes (e.g. Slardar Sprint)
    3. Spammable abilities (with which to get CS, harass, or potentially get a kill)
    4. One or more dangerous nukes
    5. Ability to control the lane (superior right-click, long attack range, etc)
    6. Ability to zone out an opponent (Plague Wards, for example)
    • Ancient Apparition
    • Bane
    • Beastmaster
    • Bounty Hunter
    • Broodmother
    • Centaur
    • Dazzle
    • Death Prophet
    • Doom
    • Enigma
    • Huskar
    • Jakiro
    • Juggernaut
    • Kunkka
    • Lich
    • Lina
    • Lion
    • Lone Druid
    • Luna
    • Lyncan
    • Magnus
    • Naga Siren
    • Necrophos
    • Nyx
    • Ogre Magi
    • Phantom Assassin
    • Pudge
    • Rubick
    • Shadow Demon
    • Skywrath Mage
    • Slardar
    • Sniper
    • Storm Spirit
    • Tinker
    • Venomancer
    • Warlock
    • Windranger
    • Zeus
        Note that some of the "typical" mids have fallen out of favor in one patch or another, but are usually still considered "mid heroes".  In pubs and in unusual drafts, they may still take on other roles.

        Mid Heroes:

        Typical Mids:
        • Brewmaster
        • Death Prophet
        • Dragon Knight
        • Drow Ranger
        • Ember Spirit
        • Invoker
        • Magnus
        • Night Stalker
        • Outworld Destroyer
        • Puck
        • Pudge
        • Queen of Pain (QoP)
        • Razor
        • Shadowfiend
        • Storm Spirit
        • Tinker
        • Viper

        Unusual Mids:

        Carries:  Kunkka, Sven, Phantom Assassin, Faceless Void, Luna

        Gankers/Semi-Carries:  Vengeful Spirit, Shadow Demon, Venomancer

        Nukers: Skywrath Mage, Lion, Lina, Nyx, Zeus

        Big L6 Ults:  Tidehunter, Lich, Beastmaster, Enigma, Magnus, Shadow Shaman, Io

        Pushers:  Jakiro, Pugna, Venomancer, Leshrac