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Dota 2 Beta Thread 3: Gunnar Optiks Required [Faster Loading]

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Best way is to just copy the replay ID and find it in-game, and download it through that.
 
No, THIS is carry tide.

1f9.png
 
Also getting ready to upload this soon. Textures done just gonna set it up for ingameness.

Anuxi, I just have to say how blown away I am by all your submissions. Not only are all five of them incredibly high quality but you just seem to spit them out in absolutely no time at all.

My friend desperately wants you to do a Lina one, by the by.

As for patch speculation - I'm super hyped for my bug fixes!
 
They all look pretty far off, but at least Medusa has particle effects and voicework done.

Troll Warlord/Goblin Shredder - I'd be shocked to see either before 2013.
 
If (when) Medusa doesn't come out tonight, I think it's probably something like, they haven't gotten the voicework done for her, and that's all that missing. Kind of like when Slark had a finished portrait in and everything, yet he didn't come out until a week later.
 
Critical: Stacks with diminishing returns. Every time you attack, the game will attempt to make it a critical for each critical passive your hero has from items or skills. For example, with two Daedeluses, your attacks will have a 25% (from Daedelus 1) + 25% * 75% (from Daedelus 2 if Daedelus 1 doesn't trigger) chance to critical.

Does the critical strike damage stack, or does it give you the %270 from which ever Daedelus that crit ?
 
Does the critical strike damage stack, or does it give you the %270 from which ever Daedelus that crit ?

iirc the highest crit value is calculated first: coup de grace > Chaos Knight's crit > Daedylus > Jugg crit > Crystalys (probably forgot a crit or two haha)

But ye, if you're like a PA with a daedylus and crystalys, what'll happen should be:
1) your team flames you and calls you RU
2) it calculates the passive crit first
3) if 2 fails, it rolls for Daedylus crit
4) if 3 fails, it rolls for Crystalys crit
 
VISUALS
- Updated Broodmother's model
- Added sound and FX for hand of Midas

UI
- Clicking on a hero row in the Heroes Played tab on the profile now shows a match history filtered by that hero.
- Greevil Egg contents are now displayed correctly in the Steam trading UI.

GAMEPLAY
- Pseudo Random chances are now enabled for these abilities: Coup de Grace, Slardar's Bash, Time Lock, Drunken Brawler's Crit, Headshot, Blade Dance, Chaos Knight's Crit, Lycan's Crit and Skeleton King's Crit.

DOTA 2 BOTS
- Lich Bot will no longer Dark Ritual an ally's dominated creep (heh).
- Fixed bug that was causing bots to never try to avoid linear projectiles.
- Bots will now try to avoid Illuminate (both during the channel and when the projectile is released).
- Bots will now buy invisibility-detection items for an enemy Weaver.
- Bots who are the targets of Life Drain and Mana Drain will now try to break the channel by outranging it.
- Lich bot will no longer stop to cast Frost Armor when frantically attacking or retreating.
- Bots will no longer pick up a droppable item if it would require them to drop an item.
- For new players, the default coop bot difficulty level is now Easy.
- Bots will now drop muted items that they've picked up in the fountain.
FUCKING FINALLY MIDAS EFFECTS
 
STILL. NO. HERO.

In other news, fuck solo queue as usual, yet I can't stop doing it when nobody in the group I play with is online. Everyone calls each other bad for whatever reason, and tells each other to delete Dota 2. Every. Other. Fucking. Game.
 
Lower chance than actually stated the first hit then rising probability with every hit not proccing

I wonder what the time frame inbetween hits is needed to reset this scaling effect. Maybe its based on getting so far away, or changing targets. Probably a combination.
 
I wonder what the time frame inbetween hits is needed to reset this scaling effect. Maybe its based on getting so far away, or changing targets. Probably a combination.

I don't think there is a reset. You just increase your chance till you proc. Then it's reseted.
 
In other news, fuck solo queue as usual, yet I can't stop doing it when nobody in the group I play with is online. Everyone calls each other bad for whatever reason, and tells each other to delete Dota 2. Every. Other. Fucking. Game.

Hm... I'm not sure if I see the difference between your solo queuing and our group outings. :P
 
Do you know the specific numbers?


Essentially, for each instance which could trigger the effect but doesn't, the PRD augments the probability of the effect happening for the next instance by a certain constant. This constant (which is also the initial probability) is usually quite low compared to the stated probability of the effect it is shadowing. This probability counter resets every time an instance of the effect occurs. Over a moderately large period of time, the expected probability for each instance is almost exactly the listed probability (but see the note below), and since the probability increases steadily for each time the effect doesn't happen (and resets when it does happen), the effect occurs more consistently.

For example, Daedalus has a 25% probability to critical strike for 2.7x damage. On the first attack, however, it will only have an ~8.5% probability to crit; this is its hidden PRD constant. Each subsequent attack without a crit increases this probability by 8.5%. So on the second attack, the chance is 17%, on the third it is 25.5%, etc. After a crit procs, the probability resets to 8.5% for the next attack. These probabilities average out so that, over a moderate period of time, Daedalus will crit very nearly 25% of the time.

The important gameplay and balance effect of PRD is that effects based on it rarely occur many times in a row, or go a long time without happening. In the case of Daedalus, a critical strike will occur very nearly every four attacks, will rarely occur twice in a row, and will always happen within 11 attacks. This makes the game far less luck based and adds a great deal of consistency to many probability based abilities in Dota 2.
http://www.dota2wiki.com/wiki/Pseudo-random_distribution
 
Worst thing about Dota 2 is all the arbitrary number for shit and all the stupid rules that exist without a reason. That Daedalus critical hit info is just retarded.
 
Worst thing about Dota 2 is all the arbitrary number for shit and all the stupid rules that exist without a reason. That Daedalus critical hit info is just retarded.

I love this kind of stuff, because it changes nothing for most of the playerbase, but can be used by professional players to increase their chances.

This is what is important about a competitive game. Being able to always improve, even if it's just such a tiny thing, having the edge over another player, raising the skill ceiling... I love it.
 
No TW :(

That change for crit chance seems interesting. Dry periods are annoying but lucky streaks are fun as well.

IIRC its the same way in dota 1, so strict parity must still be their goal. Wonder if they'll change double midas on sylla and a host of other differences.
 
No TW :(

That change for crit chance seems interesting. Dry periods are annoying but lucky streaks are fun as well.

IIRC its the same way in dota 1, so strict parity must still be their goal. Wonder if they'll change double midas on sylla and a host of other differences.

Actually it's kind of better for bash heroes like slardar if you have a lot of attackspeed. Because while he's stunned, the chances of an overlapping stun are now pretty low, but increase constantly, so real chainstuns are probably even more likely. Also Syllabears spirit bear should now be able to entangle more often if he has high attack speed.
 
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