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How does block work against Crit?

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Forum » General Discussion » How does block work against Crit? 8 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Kyfoid » May 27, 2015 1:34pm | Report
I know they say that the counter to critical hits is evasion but if you block a crit then shouldn't the blocked damage be a percentage anywhere from 33 - 50% of the crit amount?

I'm kind of concerned about the power of solar crest especially in team fights at the moment and how critical damage could function with negative armor...

Block is suppose to be something gotten on squishy heroes, especially the melee ones... why? Because they don't go for damage reduction since they don't have the life pool for it...

And people always think to get block on life pool tanks? Strange...

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Permalink | Quote | PM | +Rep by KEEP CALM AND FEED » May 27, 2015 2:48pm | Report
What is the definition of block vis a vis damage reduction?

While block is a value, reduction is percentage based.

You aeguement is really valid that life pool heroes should get reduction instead of block. Sadly they need to make impact early game where damage block, being an absolute value, is more favorable.

Solution to this would be solar crest and crimson guard. Because lifepool is purely defensive in nature you need to philosophize what actually a hero needs to truly arrive at the most viable item choices.

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Permalink | Quote | PM | +Rep by Kyfoid » May 27, 2015 2:58pm | Report
So...

If a crit is for 200 % damage then you should block 200 % more raw damage

if you block 20 damage, you should block 60 if the crit is for 200%

What you block should be dependent upon the crit percentage

there... no % reduction problem

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Permalink | Quote | PM | +Rep by KEEP CALM AND FEED » May 27, 2015 3:04pm | Report
Exactly.
If only damage block was made percentage based..... Most of the idiotic narrations say that they block 67 damage or 50 damage and other *****.
I also think there might be an arguement that if it was made like that, then it would directly compete with armor and then it might disrupted the game gold economics as there will be a viable substitute to armor.

Also, why is there no spell block as in, you block 100 damage or why no spell crit? Goven the meta is moving to int carries? What with octarine core and glimmer cape(idiotic idea), why no spell crit?
Spell evasion anyone??

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Permalink | Quote | PM | +Rep by Kyfoid » May 27, 2015 3:20pm | Report
Let's say they keep magic damage the same though...

Imagine rubic focusing his % magic reduction aura combined with 4 life pool tanks

Now that Pipe gives additional % magic damage reduction it stacks somewhat on his aura

This team composition counters the enemy team if they are leaning too heavy on magic nuke damage...

Since magic damage seems to be over powered early game and the early game is important for moral, especially on the lower leagues, then you should see people putting rubic at mid and rushing a pipe but if he runs in to any problems you would rotate your team carry in to middle...

This would be true philosophy of "defense of the ancients"

Carries are nothing with out their supports

Supports are practically nothing with out their carries because if you die then your carry must get a kill x2 or 3....

Durables though? they are ok alone.... better with support, but a supported tank does not mean kills and you could die in vein supporting a tank unless the tank outputs enough offense (or is axe) to bring the attention to him.


Long story short... if rubic can stack % magic resistance reduction of his skill with pipe (to some degree)

Then what the game is missing is a hero to cast magic damage block or shield perhaps in the same way that pipe does and be able to stack the shields of the item and the skill...

This way, clinkz can get a shield of magic damage from pipe and some hero that would put another shield on him so that he becomes viable against ultimate skills that disintegrate him hopelessly...

Either that is the problem, or he must farm sange and yasha backwards by getting sange first and then sticking around rubic rushing pipe....

Clinkz' ultimate increases life pool after all....

The question is whether the game is broken or not because of this.... but glimmer cape suggests that there was a problem...

Glimmer cape is odd though... such high percent magic damage reduction seems to suggest that it could be used on any hero and would be op on life pool heroes.

Where's the magic damage block?

Bad game design is bad.

or

Bad meta is bad.

I'm suspecting both.

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Permalink | Quote | PM | +Rep by KEEP CALM AND FEED » May 27, 2015 3:31pm | Report
Haha...
Game design is skewed towards agility still. Those guys get arm9r and damage. No one else gets it.
No spell resist progression coz the game is bad. I think int heroes should get spell resist with int points. In contrast they gave it to pudge. He doesnt need it, when will they learn of that.
Pugna could benefit of it though.


So yea. We can complain of tyese facts but then they are significant game design issues that need to be incorporated over the years. Look at spell lifesteal in its watered down version.
Terrible.

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Permalink | Quote | PM | +Rep by Romark14 » May 27, 2015 3:38pm | Report
If Phantom Assassin hits for 150 damage, but gets a crits for 230% the total damage dealt will be 495.

The person you are hitting has a Vanguard. Therefore you block 40 of the damage. The remaining 455 will then be subject to armour reduction.

This is how i understand it. Each additional 100% of damage is not a fresh damage instance, and is therefore not subject to multiple damage blocks.
Dimonychan wrote:

Split-puhing <- when you do it.
Rat doto <- when enemy does it.

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Permalink | Quote | PM | +Rep by Kyfoid » May 27, 2015 3:56pm | Report

Haha...
Game design is skewed towards agility still. Those guys get arm9r and damage. No one else gets it.
No spell resist progression coz the game is bad. I think int heroes should get spell resist with int points. In contrast they gave it to pudge. He doesnt need it, when will they learn of that.
Pugna could benefit of it though.


So yea. We can complain of tyese facts but then they are significant game design issues that need to be incorporated over the years. Look at spell lifesteal in its watered down version.
Terrible.


I think you end up thinking too much like Blizzard when you increase magic % resistance with intel

I like this game because it still values the holy trinity (apparently) with life being defensive, agility being both defensive and offensive, and intel being offensive utility

There needs to be a reliable way for intelligence to have a defensive form while still remaining offensive. I felt like reflect damage represents this perfectly which is why blade mail should burn mana over time as you keep it activated as long as you have the mana....

You don't want to see a mana shield item comparable to medussa that burns mana, that is too boring and not establishing the uniqueness of intel enough, which is suppose to be offensive.

The issue with intelligence is that with higher intelligence, you should be getting your mana back faster perhaps because of the greater mana pool.

Either that factor is missing or some item comparable to heart but as the mana version so that you could eventually reach the potential of an infinite blade mail...

Probably the combination of blood stone and blade mail would suffice, but blade mail still isn't there.


You could be right about the op of agility

maybe strength should yield life regen (along with increased pool)

intel should yield mana regen (along with increased pool)

And the plus 1 damage should be given to all heroes who get agility (no bonus damage from strength or intel anymore)



Maybe you are right though, intel should generally be countering agility, but not necessarily intel but the game could become boring if similar heroes stalemate each other

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If I was going to try to see the game from how you are looking at it though....

Strength heroes would get life and % magic resistance

Agility heroes would get their armor and with increased attack speed get life back faster on life steal( as they do)

And Intel heroes would naturally get raw block since they are the squishiest and don't get much from life steal

Block would be re-worked to block a raw amount of damage that is enhanced along side the % crit damage it is being hit by... remember, you have to block upon a crit to get it to activate in the first place so I find it to be fair...

And block would also block a raw set amount of magic damage... who knows what the right raw amount would be...

That's how you interpret the game properly if you are trying to capture what their aim is.... or your aim

It ends up supporting a general rock paper scissors concept though... Strength > Intel > Agility > Strength

Agility especially counters strength when you consider the function of solar crest

but is that the intention of the design?

We really don't know what their aim or intention is but I highly doubt they are unselfish enough to realize that they could solve their own thought problems by looking at perspectives such as this in the community.

Kyfoid


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