Wednesday, September 10, 2014
Mirana SnowStorm final High poly
12:30 AM
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Here is a render of the final highpoly model for my Mirana Snow Storm set! Complete with fluffy bow :)
Ear morphling final render
12:29 AM
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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
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:
#1Clock, 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
#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
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.
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:
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)
b) may be able to get kills 1v1 with no level advantage
c) have strong harass and/or strong escape
These heroes have some of the traits above, or some of the following:
Typical Mids:
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
See also: List of Solo Offlaners (also called Suicide Laners)
Strong Solo Laners:
a) are unlikely to die 1v1b) 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
These heroes have some of the traits above, or some of the following:
- Health Regen (passive or active)
- Speed boost abilities that aren't outright escapes (e.g. Slardar Sprint)
- Spammable abilities (with which to get CS, harass, or potentially get a kill)
- One or more dangerous nukes
- Ability to control the lane (superior right-click, long attack range, etc)
- 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
Mid Heroes:
- 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














