Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account






Or

Reliability vs Consistency of Block with Shield

Please review our General Rules & Guidelines before posting or commenting anywhere on DOTAFire.

Forum » General Discussion » Reliability vs Consistency of Block with Shield 5 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Kyfoid » May 1, 2018 5:54am | Report
The current block from shield, because it is 50/50 chance, makes it Consistent sure but it does not make it Reliable and 200 gold was invested in to it.

Ranged heroes should really not be taking half as much damage because most ranged heroes are squishy and block is the ideal defense for for lesser life pools.

A step in the right direction would be to cut the chance of block down to 25 percent on ranged heroes but keep the block amount the same (18), but then block would be both unreliable and inconsistent for the 200 gold invested in to it...

The issue here is probably more likely one of direction facing... not whether one is ranged or melee. Facing at the enemy, even as ranged, should yield the full block amount, but facing away? No.

But maybe even better then direction facing... It might even be a movement based issue... like if a ranged hero is not moving it gets the full effect of block, but while moving it is reduced down to 9. But on melee heroes it could be the inverse, while moving they get the full effect of block 18 but while not moving it is reduced to 9.

But even as I was saying from the start of this thread, block may be consistent but at a 50/50 chance it is not reliable.

In terms of a simple solution, to make the shield better all around in the first place would be to make it reliable.

.05 percent of 18 = .9 (1)

So a 55% chance to block 17 damage would make block RELIABLE for melee heroes

And .10 percent of 18 = 1.8 (2)

So a 35 percent chance to block 16 damage would at least make block CONSISTENT for ranged heroes

Even though this would be a step in the right direction it still doesn't factor the movement idea. That if a ranged hero is not moving it would get the 55% chance to block 17 damage and if it is moving it would go back to 35% chance to block 16.

Inverted on melee heroes, while not moving a 35% chance to block 16 and while moving a 55% chance to block 17.

This addresses a difference of risk between diving as a melee hero and flee harassment as a ranged hero


Going up to vanguard

.06 x 70 = 4.2 (4)

.11 x 70 = 7.7 (8)

56 % chance to block 66 damage (melee) (legitimate reliability)

36 % chance to block 62 damage (ranged) (retained consistency)

And or movement situational aforementioned

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Kyfoid » May 1, 2018 6:15am | Report
Quick double while this is still at the top...

I understand that crimson guard is 100% chance to block an amount of damage because it is an ability

But then the realism suffers there...

Should just be a pool of activation duration to activate and deactivate from at will, and then when that pool runs out it triggers the cooldown.

And when they do fix this ****, prepare for the era of finally a 1 star carry visage.

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Kyfoid » May 1, 2018 8:42am | Report
After thought for block after this thread

For the sake of realism a ranged hero hitting a melee hero at point blank would have an apparent advantage with these block functions so there should be a nerf to the damage of a ranged hero hitting a melee hero at point blank (standing still obviously)

Just say, 25%

Realistic enough if you ask me

why even fire a projectile? Just kick em or head butt

Kidding but not...

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Kyfoid » May 1, 2018 11:35am | Report
My only question at this point is whether I did the math right

Whether the amount blocked reduced my a percentage means an increase of the same percentage for block chance of that percentage itself or just an additional percentage to the block chance

In order to retain proportional balance of how it currently is

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Kyfoid » May 2, 2018 2:50pm | Report
Another point is, why have these *starred heroes at the select screen who start with mangos etc

A shield is a 50/50 chance item... these *starred heroes may as well be heroes that start with a shield... not something that is such a reliable advantage

Kyfoid


Notable (9)
Posts: 625

Quick Reply

Please log in or sign up to post!

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved