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Forum » General Discussion » New update incoming! 32 posts - page 3 of 4
Permalink | Quote | PM | +Rep by Unscathed » September 24, 2014 3:15am | Report
Wait, i domt get the new rune. I thiught its like a midas.

Some genius come here i need some explanations.
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Permalink | Quote | PM | +Rep by Hamstertamer » September 24, 2014 3:26am | Report
Is counterpicking abuse finally over in ranked all pick?

Spoiler: Click to view


If that's the case it's the best thing that ever happened to doto. All pick becomes a viable competitive mode guys!
Strategy guide : Anti-pubstomper guide.
Hero guides : Spectre , Windranger and Clinkz
== Broodmother guide out! ==

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Permalink | Quote | PM | +Rep by Faust87 » September 24, 2014 4:52am | Report
To all that are wondering about the Dark Seer change... hover with your mouse on the text, and see how valve likes to troll us.

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Permalink | Quote | PM | +Rep by Peppo_oPaccio » September 24, 2014 4:54am | Report
I have a feeling Sven will become a top tier support with the new Aghanim's Scepter upgrade.

What else?
  • I have no idea how Bloodseeker will change with the new rework, but he finally has a secondary nuke at least.
  • Same for Earth Spirit: I think the Agh's upgrade will change the way he's played, but I don't know its potential at the moment.
  • Icefrog is still messing around with Broodmother, apparently.
  • Big nerfs to top tier Heroes like Void, Razor, Skywrath, Doom and Lycan.
  • FINALLY I CAN USE TRAVEL BOOTS ON MEEPO WITHOUT CHANGING MY HOTKEYS.
  • Nothing to say about the new PL and Riki: I think that they got nerfed but I may be proven wrong.
  • A pretty good buff to Undying which could bring him into competitive play occasionally.
  • Now there are only three types of damage: magical, physical and pure. It'll take some time to re-learn the damge type of certain skills.
  • A new rune: finally taking the wrong way to the rune won't make you lose money and experience!
  • Various map changes including a new Roshan's pit.
  • And lastly, a good substitution to the Mekansm on Heroes like Razor, Viper and Doom: the Crimson Guard. I actually think it will become a standard pickup on Bristleback and Axe, but even the ones above will benefit from it.

I'm 100% sure I've missed something, but these are the most important changes for me at the moment.

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Permalink | Quote | PM | +Rep by Unscathed » September 24, 2014 4:56am | Report
Faust87 wrote:

To all that are wondering about the Dark Seer change... hover with your mouse on the text, and see how valve likes to troll us.

Impossible with this iPad.
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Permalink | Quote | PM | +Rep by voodoodoll » September 24, 2014 5:21am | Report
Unscathed wrote:

Wait, i domt get the new rune. I thiught its like a midas.

Some genius come here i need some explanations.


It gives +50 Gold and XP on use, and another +2 Gold/min and +5 XP/min. This could mean either a permanent Gold/XP trickle (unlikely) or the rune buff has a longer duration than we're used to from the old ones.

The bigger thing to me is the fact that you will now have a much bigger chance of refilling your Bottle every 2 minutes as a mid hero. Being a Puck aficionado, I can only approve of this change. :p

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Permalink | Quote | PM | +Rep by Hamstertamer » September 24, 2014 5:37am | Report
Unscathed wrote:

Wait, i domt get the new rune. I thiught its like a midas.



It gives you a bit of cash and XP when you use it, but most importantly it refils your Bottle.

Essentially every support will make Bottle and there's going to be a lot more roaming.

Trilane mid versus trilane mid with everyone fighting for the runes ^^
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Permalink | Quote | PM | +Rep by voodoodoll » September 24, 2014 6:29am | Report
Since I'm bored at work, some math on the new AoE-XP/Gold mechanics.

Quoted:

This change only affects the extra XP given if within an area after a kill.
It does not affect the natural XP you get for killing a hero of a certain Level.

Old:
==============
VictimLevel = Level of the Victim

1 Hero: XP = 120 + 20 * VictimLevel
2 Heroes: XP = 90 + 15 * VictimLevel
3 Heroes: XP = 30 + 7 * VictimLevel
4 Heroes: XP = 20 + 5 * VictimLevel
5 Heroes: XP = 15 + 4 * VictimLevel


New:
==============
VictimLevel = Level of the Victim
VictimXP = Total XP of the Victim
EnemyTeamXP = Enemy team's total XP
AlliedTeamXP = Your team's total XP
XPDifference = ( EnemyTeamXP - AlliedTeamXP )/ ( EnemyTeamXP + AlliedTeamXP ) (minimum 0)
XPFactor = XPDifference * VictimXP

1 Hero: XP = 20 * VictimLevel + XPFactor * 0.5
2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.35
3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.25
4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.2
5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.15


So, let's assume two different situations:

1. Everyone in the game has just hit level 15
2a. Everyone on Radiant is level 15, everyone on Dire is level 10 and Radiant makes a kill
2b. Same situation, but Dire makes a kill


Situation 1 - Everyone in the game has just hit level 15

The old math was pretty simple:

1 Hero: XP = 120 + 20 * 15 = 420 (total AoE-XP: 420)
2 Heroes: XP = 90 + 15 * 15 = 315 (total AoE-XP: 630)
3 Heroes: XP = 30 + 7 * 15 = 135 (total AoE-XP: 405)
4 Heroes: XP = 20 + 5 * 15 = 95 (total AoE-XP: 380)
5 Heroes: XP = 15 + 4 * 15 = 75 (total AoE-XP: 375)

The new math is easy as well. Since everyone has the same XP, the value of XPDifference is 0, and thus the value of XPFactor is 0 as well. This leaves us with the following equations:

1 Hero: XP = 20 * 15 = 300 (total AoE-XP: 300)
2 Heroes: XP = 15 * 15 = (total AoE-XP: 450)
3 Heroes: XP = 10 * 15 = 150 (total AoE-XP: 450)
4 Heroes: XP = 7 * 15 = 105 (total AoE-XP: 420)
5 Heroes: XP = 5 * 15 = 75 (total AoE-XP: 375)

Conclusion: XP for kills between evenly matched teams has changed in some ways - a huge nerf for kills made with 1-2 heroes getting XP, a nerf for kills made with 3 heroes getting XP and a slight buff for kills made with 4 heroes getting XP.


Situation 2a - Everyone on Radiant is level 15, everyone on Dire is level 10 and Radiant makes a kill

For the old math, only the Victim's level was relevant, so we get these numbers:

1 Hero: XP = 120 + 20 * 10 = 320 (total AoE-XP: 320)
2 Heroes: XP = 90 + 15 * 10 = 240 (total AoE-XP: 480)
3 Heroes: XP = 30 + 7 * 10 = 100 (total AoE-XP: 300)
4 Heroes: XP = 20 + 5 * 10 = 70 (total AoE-XP: 280)
5 Heroes: XP = 15 + 4 * 10 = 55 (total AoE-XP: 275)

The new math is also, again, very easy, because XPDifference would here be a negative value (since AlliedTeamXP is > EnemyTeamXP) and is therefore set to 0:

1 Hero: XP = 20 * 10 = 200 (total AoE-XP: 200)
2 Heroes: XP = 15 * 10 = 150 (total AoE-XP: 300)
3 Heroes: XP = 10 * 10 = 100 (total AoE-XP: 300)
4 Heroes: XP = 7 * 10 = 70 (total AoE-XP: 280)
5 Heroes: XP = 5 * 10 = 50 (total AoE-XP: 250)

Conclusion: XP for kills made by teams that are way ahead has been changed in a similar way as XP for kills made by evenly matched games.


Situation 2b - Everyone on Radiant is level 15, everyone on Dire is level 10 and Dire makes a kill

XP values after the old math are exactly the same as in Situation 1, since the level of the victim is the only variable.

The new math is now more complicated. Some values first:

(XP numbers from here)

VictimLevel = Level of the Victim = 15
VictimXP = Total XP of the Victim = 11,900
EnemyTeamXP = Enemy team's total XP = 59,500
AlliedTeamXP = Your team's total XP = 27,000
XPDifference = ( EnemyTeamXP - AlliedTeamXP ) / ( EnemyTeamXP + AlliedTeamXP ) = 0.376 (rounded, I've calculated precisely with Excel)
XPFactor = XPDifference * VictimXP = 4,471.1 (rounded)

This leaves us with the following results (everything rounded):

1 Hero: XP = 2,536 (total AoE-XP: 2,536)
2 Heroes: XP = 1,790 (total AoE-XP: 3,580)
3 Heroes: XP = 1,268 (total AoE-XP: 3,803)
4 Heroes: XP = 999 (total AoE-XP: 3,997)
5 Heroes: XP = 746 (total AoE-XP: 3,728)

Conclusion: Holy ****! Radiant should really have stayed together and pushed some towers!

Obviously, this is an extreme example - a gap of 5 levels team-wide is rare even in the hardest of pubstomps. But imo it shows two things: First, farming will become a bit more important since the XP from kills will be reduced. Second, comebacks will be much, much easier.

I might format this to increase readability and I will do the same with Gold later. All mistakes are obviously my own and I'm happy for corrections.

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Permalink | Quote | PM | +Rep by voodoodoll » September 24, 2014 7:59am | Report
Gold

Quoted:

This change only affects the extra Gold given if within an area after a kill.
It does not affect the natural Gold received for killing a hero of a certain Level/Streak.

Old:
==============
VictimLevel = Level of the Victim

1 Assist: Gold = 125 + 12 * VictimLevel
2 Assist: Gold = 40 + 10 * VictimLevel
3 Assist: Gold = 10 + 6 * VictimLevel
4+ Assist: Gold = 6 + 6 * VictimLevel


New:
==============
The player that got the last hit now also gets the area of effect bounty.

VictimLevel = Level of the Victim
VictimNW = The victim's Net Worth
EnemyTeamNW = Enemy team's total Net Worth
AlliedTeamNW = Your team's total Net Worth
NWDifference = ( EnemyTeamNW - AlliedTeamNW )/ ( EnemyTeamNW + AlliedTeamNW ) (minimum 0)
NWFactor = NWDifference * VictimNW

1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.5
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.35
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.25
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.2
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.15


I've shortened this because the formulas work according to the same principles. For more explanation see the post above.


Situation 1 - Everyone in the game has just hit level 15

Old math:

1 Assist: Gold = 305 (total: 305)
2 Assist: Gold = 190 (total: 380)
3 Assist: Gold = 100 (total: 300)
4+ Assist: Gold = 96 (total: 384/480)

New math:

1 Hero: Gold = 145 (total: 145)
2 Heroes: Gold = 120 (total: 240)
3 Heroes: Gold = 95 (total: 285)
4 Heroes: Gold = 70 (total: 280)
5 Heroes: Gold = 70 (total: 350)

Conclusion: Overall nerf to assist Gold in this situation.


Situation 2a - Everyone on Radiant is level 15, everyone on Dire is level 10 and Radiant makes a kill

Old math:

1 Assist: Gold = 245 (total: 245)
2 Assist: Gold = 140 (total: 280)
3 Assist: Gold = 70 (total: 210)
4+ Assist: Gold = 66 (total: 264/330)

New math:

1 Hero: Gold = 110 (total: 110
2 Heroes: Gold = 90 (total: 180)
3 Heroes: Gold = 70 (total: 210)
4 Heroes: Gold = 50 (total: 200)
5 Heroes: Gold = 50 (total: 250)

Conclusion: Overall nerf to assist Gold in this situation.


Situation 2b - Victim is level 15, Radiant is way ahead and Dire makes a kill

The Gold calculation in this scenario is mainly dependent on the net worth of the teams and the victim. To make this only as complicated as it has to be, I'm assuming the following:
  • Radiant team has a net worth of 125,000
  • Dire team has a net worth of 110,000
  • The victim has a net worth of 25,000

Values (again, everything rounded):

VictimLevel = Level of the Victim = 15
VictimNW = The victim's Net Worth = 25,000
EnemyTeamNW = Enemy team's total Net Worth = 125,000
AlliedTeamNW = Your team's total Net Worth = 110,000
NWDifference = ( EnemyTeamNW - AlliedTeamNW )/ ( EnemyTeamNW + AlliedTeamNW ) = 0.064
NWFactor = NWDifference * VictimNW = 1,595.7

1 Hero: Gold = 943 (total: 943) in addition to the normal hero bounty!
2 Heroes: Gold = 679 (total: 1,357)
3 Heroes: Gold = 494 (total: 1,482)
4 Heroes: Gold = 389 (total: 1,557)
5 Heroes: Gold = 309 (total: 1,547)

Conclusion: Radiant should have finished this long ago.

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Permalink | Quote | PM | +Rep by voodoodoll » September 24, 2014 8:03am | Report
TL;DR

1. If teams are head to head in terms of XP/Net worth:

Assist XP slightly nerfed
Assist Gold heavily nerfed


2. If one team is way ahead of the other and makes a kill:

Same as 1.


3. If one team is way behind the other and makes a kill:

Assist XP very heavily increased
Assist Gold very heavily increased

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