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DotA Dota Allstars 6.41 V2, General Discussion

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^old^news^paper^
post Mar 18 2006, 05:24 PM

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hi, how to check the moeny that ur team mate have? tq
Treepex
post Mar 18 2006, 05:56 PM

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QUOTE(mangoman @ Mar 18 2006, 01:02 PM)
Then wht's the difference? if u active his ulti, his hp wont fall below 400 and if u dun, his hp also wont fall below 400 also. LOL.
*
if you dont understand his ulti, i have no point to explain

QUOTE(^old^news^paper^ @ Mar 18 2006, 05:24 PM)
hi, how to check the moeny that ur team mate have? tq
*
check out thier circles of power, (those circles with color and name)
(anyway, you have 1 item slot there, at your own circle of power.
you can temp put your item there if you wish to, incase teammate sell/steal your item)
Sesshoumaru
post Mar 18 2006, 06:09 PM

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Typo on Treepex's case, he means that you can activate it even with HP above 400. If you leave off, it will enter the same mode as the previous versions. and I don't understand Yukito at all. What is with ' computer decides your damage and last hit thingy '.

This post has been edited by Sesshoumaru: Mar 18 2006, 06:10 PM
mangoman
post Mar 19 2006, 12:29 AM

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I just wonder how come nowadays so many ppl spamming in the forum. Everytime they want to know the builds and how to use a certain, they will start a new thread... sigh...
minizian
post Mar 19 2006, 04:23 PM

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hello guys i just stat playing dota currently playing at CC and AI in home to biasakan diri.... and also :tuuuu:
me0wSter
post Mar 19 2006, 04:35 PM

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QUOTE(mangoman @ Mar 19 2006, 12:29 AM)
I just wonder how come nowadays so many ppl spamming in the forum. Everytime they want to know the builds and how to use a certain, they will start a new thread... sigh...
*
I still think its ok.. You cant have 1 thread for all the dota heros rite.. Just imagine going through 10 over pages or more to look for just 1 hero's build
walabies
post Mar 23 2006, 04:07 PM

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QUOTE(Yukito @ Mar 18 2006, 09:10 AM)
Its not random at all. Just like the dmg you deal as a hero in DotA. Lets say u are Chaos Knight with 30-70 dmg. The computer decides your dmg in a way that you have to do the last hit to get the creep kill, whiich shows that although the dmg was meant to be random, its not
*
That's also call random dude... What if the computer decides not to let you have the last hit to get the creep kill while it only has 31 hp? Rofl. "The computer will randomly decides whether to let you kill the creep or not" is my conclusion.
sanjikun
post Mar 27 2006, 08:23 AM

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you know i noticed something really really wrong in v6.29b... and yes, it's a rant...

too often i have found myself stunning an ult stunner(tidehunter). i was using lina. i stunned tidehunter 1st before he casted his Ravage... and you know what happened? ME AND HIM BOTH STUNNED AT THE SAME TIME, WITH ME STUNNING HIM FIRST!!! wtf man ?! it did not work like that in previous v6 and v5s...... shakehead.gif

i can understand this in the case of pugna, but this... this is just tooo damn farking fake!
vmad.gif mad.gif
walabies
post Mar 27 2006, 12:45 PM

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QUOTE(sanjikun @ Mar 27 2006, 08:23 AM)
you know i noticed something really really wrong in v6.29b... and yes, it's a rant...

too often i have found myself stunning an ult stunner(tidehunter). i was using lina. i stunned tidehunter 1st before he casted his Ravage... and you know what happened? ME AND HIM BOTH STUNNED AT THE SAME TIME, WITH ME STUNNING HIM FIRST!!! wtf man ?! it did not work like that in previous v6 and v5s...... shakehead.gif

i can understand this in the case of pugna, but this... this is just tooo damn farking fake!
vmad.gif mad.gif
*
Cos both of the skill needs some 'casting time' before it's activated. Especially lina's. Ravage also needs some lag time beforehand... Like tidehunter swinging his hand. rclxub.gif


This post has been edited by walabies: Mar 28 2006, 03:50 PM
sanjikun
post Mar 27 2006, 10:53 PM

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what if i say 'both us are casting at the same time' leh?
it really did happen to me.... 4 times.... 4 bloody times!!!
sandking oso the same: i stunned him while he's digging holes to burrowstrike me... both of us got stunned.... at the same bloody time!!!

btw i stunned tidehunter in this time interval: he was stunned at the moment he started swinging his hands up high(the highest in the air before he dropped it down to unleash AOE stun spikes...)...
walabies
post Mar 28 2006, 03:51 PM

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I dunno how exactly it happens unless a replays shows me it's a bug. Anyhow, battle net has lags which will cause something to be 'weird'.
TSYukito
post Mar 29 2006, 12:33 PM

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Heh looks like sanjikun is the only one that graps the concept tongue.gif

Anyway here is how it goes guys, if the dmg dealt by your hero to an enemy unit is really random, do you think you still need to go for the last hit? Imagine, as a Centaur with a dmg of 53-63, you have to fight last hit with a range unit that has a dmg of 22-29. Go figure. Other examples of random stuffs that are not really random at all: Greater Bash as sanjikun mentioned, chances of critical etc. You can go do a statistical analysis if you want.

As for the stunning stuff, it really depends on the mechanics of DotA. Lets say that the ulti of Tidehunter actually creates a unit that causes the stun, then as long as he has produced the unit, even if u have stunned him, he can still stun you. Although I do not fully understand the mechanics of DotA. According to the scenario descriped this would be a more probably explaination rather than the "lag" issue

This post has been edited by Yukito: Mar 29 2006, 12:35 PM
tienhou18
post Mar 29 2006, 04:07 PM

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QUOTE(Yukito @ Mar 29 2006, 12:33 PM)
Heh looks like sanjikun is the only one that graps the concept tongue.gif

Anyway here is how it goes guys, if the dmg dealt by your hero to an enemy unit is really random, do you think you still need to go for the last hit? Imagine, as a Centaur with a dmg of 53-63, you have to fight last hit with a range unit that has a dmg of 22-29. Go figure. Other examples of random stuffs that are not really random at all: Greater Bash as sanjikun mentioned, chances of critical etc. You can go do a statistical analysis if you want.
*
i still don't understand what you're saying

you say it's not random, how is it so? centaur with damage of 53-63 means when he hits a unit, the damage he deals will be anywhere in between 53 and 63, how is it not random? unless you're saying it's fixed at a certain number say 58, but i'm sure it's not thus it's random
and i don't really get your point of saying "if the damage dealt is really random, there's no need of timing last hit", random or not you always have to time your last hit to make the last hit

and how is greater bash not random? it's 16% chance(don't remember the figure), i.e. for each hit there's a 16% chance of scoring a bash, unless you're saying out of 100 hits there WILL be 16 bashes then it might not be truly random, even so there's still randomness as you don't know which 16 hits will bash, unless of course if it's fixed that the 6th hit will score a bash and so on

basically you're not explaining your claim of things not being random

This post has been edited by tienhou18: Mar 29 2006, 04:17 PM
TheNameX
post Mar 29 2006, 08:25 PM

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I also found a bug in v6.29b where I was nether-strike (ulti) by sb while I was in the mid of teleporting back to fountain using town portal scroll. And to my suprise, I brought the sb home LOL~ I think it's a bug, not likely to happen always because sb's nether strike is a fast one and it just I manage to tele back when he striked me. LOL
Sesshoumaru
post Mar 29 2006, 11:02 PM

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I agree with tienhou18. Sorry man, unless I am really missing something, I just don't agree with your 'not random' thing.
So Centaur has 55-65 damage. A creep now has 60 life left ( assuming no armor ). So if the centaur hits for 55, or 58, it won't kill it for that hit.
If it his for 61, or 63, it shall kill it.
Yes I think that I still will have to go for the last hit if my damage is random. Its not like my damage range is between 1-200. It is 55-65. So I gotta make sure the creep's life at most 55 to guarantee a sure kill wiht one hit.
Statistical analysis? Try extrapolating. It is approximately at the given value after a certain amount of n.
If you have played D&D, the system is the same. Roll dices to determine damage.
Ah WanG
post Mar 30 2006, 02:37 AM

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talking bout last hit
which hero to u all is the hardest to get last hit at the early game?
to me is chaos knight... his damage range is too wide.. 50 different... i dunno how 2 estimate tongue.gif
Sesshoumaru
post Mar 30 2006, 03:03 AM

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N'aix or troll.
TSYukito
post Mar 30 2006, 09:47 AM

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QUOTE
Statistical analysis? Try extrapolating. It is approximately at the given value after a certain amount of n.
Basically in statistical analysis, extrapolating is always an estimate and not accurate at best.

QUOTE
for each hit there's a 16% chance of scoring a bash, unless you're saying out of 100 hits there WILL be 16 bashes then it might not be truly random, even so there's still randomness as you don't know which 16 hits will bash, unless of course if it's fixed that the 6th hit will score a bash and so on

Yes it is true you do not know which 16 hits will bash. But if a large enough sample size is taken, approximately 16% of your hits consists of Greater Bash, if it is truly random. Plus minus some percentage. The larger your sample size, the smaller you deviation from the ideal figure would be.

QUOTE
basically you're not explaining your claim of things not being random

Yes I agree. Sorry for not doing so but here I go smile.gif

Background
Actually back when me and my friends were crazy about DotA (well now we really lost all our enthusiasm), we did many many tests on it. One of it was the random-ness of the dmg dealth by a certain hero.

Hero of choice
Chaos Knight, at lvl 1 he has a dmg range of 33-73 (as according to 5.67), which was the largest range around among the DotA heroes, and seemed the most ideal candidate for a random-ness test by measuring his damage over time.

Experiment Design
The sample involves 50 level 1 melee creeps. We had a team of 10 people and each of us would note down the HP of the creep before and after the damage was dealt, which after mathematical processing would show the damage dealt. Regen of the creep was considered negliegeble. If the Chaos Knight should level up, the game would be restarted and the experiment continue. Any waves of creeps that are suspected to be relatively close to the tower would not be calculated in fear that should the creeps come close to the tower for any reason it would make the calculation difficult. Another 4 heroes was selected and placed in the same lane as chaos knight to delay its leveling up time.

Results were mainly separated into 2 sections. Mainly, the dmg dealt before the creeps HP is above 200 (Table 1) and below (Table 2). Note that the creep had approximately 800 HP as its maximum HP thus our hypothesis was that the dmg dealt would be different as the creep's HP hits below 25% and therefore be shown not random as all. The figure 25% was selected simply because this number being relatively significant as according to our opinions. The same judgement was made for the sample size chosen.

Results
A graph of score against damage dealth was plotted. The score represents the number of times a certain dmg has been dealt. According to the graoh, table 1 results yielded an almost perfect bell-shape curve (Figure 1) whereas for table 2 a graph that was unequally skewed to both lefft and right was yielded (Figure 2). A shape that is in sharp contrast to the former.

Discussion
According to figure 1, the yielding of an almost perfect bell-shape curve, in contrast to figure 2, an unequally skewed graph, shows a sharp contrast in the scores between the tables. The results obtained was in accordance to the hypothesis. If the dmg dealt was random, there should not be a significant difference between the 2 graphs. The sample size chosen was believed to be large enough to accomodate such a conclusion.

Conclusion
In conclusion, the damage dealt by a DotA hero, is assumed to not be random, with Chaos Knight as a reference.

Although not much explanation is done right here, I believe the data would be enough.

This post has been edited by Yukito: Mar 30 2006, 09:55 AM
walabies
post Mar 30 2006, 01:52 PM

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QUOTE(Yukito @ Mar 30 2006, 09:47 AM)
Basically in statistical analysis, extrapolating is always an estimate and not accurate at best.
Yes it is true you do not know which 16 hits will bash. But if a large enough sample size is taken, approximately 16% of your hits consists of Greater Bash, if it is truly random. Plus minus some percentage. The larger your sample size, the smaller you deviation from the ideal figure would be.
Yes I agree. Sorry for not doing so but here I go smile.gif

Background
Actually back when me and my friends were crazy about DotA (well now we really lost all our enthusiasm), we did many many tests on it. One of it was the random-ness of the dmg dealth by a certain hero.

Hero of choice
Chaos Knight, at lvl 1 he has a dmg range of 33-73 (as according to 5.67), which was the largest range around among the DotA heroes, and seemed the most ideal candidate for a random-ness test by measuring his damage over time.

Experiment Design
The sample involves 50 level 1 melee creeps. We had a team of 10 people and each of us would note down the HP of the creep before and after the damage was dealt, which after mathematical processing would show the damage dealt. Regen of the creep was considered negliegeble. If the Chaos Knight should level up, the game would be restarted and the experiment continue. Any waves of creeps that are suspected to be relatively close to the tower would not be calculated in fear that should the creeps come close to the tower for any reason it would make the calculation difficult. Another 4 heroes was selected and placed in the same lane as chaos knight to delay its leveling up time.

Results were mainly separated into 2 sections. Mainly, the dmg dealt before the creeps HP is above 200 (Table 1) and below (Table 2). Note that the creep had approximately 800 HP as its maximum HP thus our hypothesis was that the dmg dealt would be different as the creep's HP hits below 25% and therefore be shown not random as all. The figure 25% was selected simply because this number being relatively significant as according to our opinions. The same judgement was made for the sample size chosen.

Results
A graph of score against damage dealth was plotted. The score represents the number of times a certain dmg has been dealt. According to the graoh, table 1 results yielded an almost perfect bell-shape curve (Figure 1) whereas for table 2 a graph that was unequally skewed to both lefft and right was yielded (Figure 2). A shape that is in sharp contrast to the former.

Discussion
According to figure 1, the yielding of an almost perfect bell-shape curve, in contrast to figure 2, an unequally skewed graph, shows a sharp contrast in the scores between the tables. The results obtained was in accordance to the hypothesis. If the dmg dealt was random, there should not be a significant difference between the 2 graphs. The sample size chosen was believed to be large enough to accomodate such a conclusion.

Conclusion
In conclusion, the damage dealt by a DotA hero, is assumed to not be random, with Chaos Knight as a reference.

Although not much explanation is done right here, I believe the data would be enough.
*
Hello... don't bring the biotech or science stuff inside. And I believe you won't be have time to do all those "The sample involves 50 level 1 melee creeps. We had a team of 10 people and each of us would note down the HP of the creep before and after the damage was dealt, which after mathematical processing would show the damage dealt." That seems a big joke to me yukito. rclxm9.gif rclxm9.gif rclxm9.gif Did you really do that? rclxm9.gif
How do you note down the hp of the creeps when the fighting between creeps are so intense? rclxub.gif rclxub.gif rclxub.gif Their HP dropped so fast and it WON'T NOT BE REPRESENTATIVE. (He wants to talk science stuff here I add in somemore).
Furthermore, the sample size is not big enough, 50? The randomness is depending on percentage, 100% is full, and one creep hp represent 2% of the data? Hell no.
I think most of us will not agree of "what for we timed for the last hit of the creep" statement.
AiRBooM
post Mar 30 2006, 02:01 PM

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QUOTE(sanjikun @ Mar 27 2006, 11:23 AM)
you know i noticed something really really wrong in v6.29b... and yes, it's a rant...

too often i have found myself stunning an ult stunner(tidehunter). i was using lina. i stunned tidehunter 1st before he casted his Ravage... and you know what happened? ME AND HIM BOTH STUNNED AT THE SAME TIME, WITH ME STUNNING HIM FIRST!!! wtf man ?! it did not work like that in previous v6 and v5s...... shakehead.gif

i can understand this in the case of pugna, but this... this is just tooo damn farking fake!
vmad.gif mad.gif
*
if tidehunter with his second skill , it can cancel out your stun 1st .. but it's randomly cancel... so not everytime also can do that tongue.gif

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