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Old 11-16-2006, 02:42 AM   #1 (permalink)
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Some Finer Detail Questions...

Aite, I had some questions that I couldn't really find out...


1) DPS, how do you calculate it?

2) What spells are "<insert spell name>able"? For example, I Purged an Ensared unit and nothing happened, but a Dryad can Abolish it (?).

3) What can Destroyers Devour?

4) Resistant Skin gives a unit Hero resistance. Spell Immunity gives a unit immunity to spells. What's the point of having both? (i.e. Phoenix, Avatar of Vengence)

5) How much does Agility really affect attack rate?

6) How do Orbs work with Spell Immune units? I recall seeing an enemy Blademaster attack my Destroyer and stun it.

7) Critical Strike, is it affected by Claws of Attack or similar items?

8) How is damage calculated? (Armor first or Armor type first)

9) How is experience really shared? (It seems like 2 heros would share the experience. i.e. if a 100xp unit is killed, it'll give 50-50 instead of 100) but that doesnt seem to be the case as the Total Experience Gained seems to be higher if you have 2 or 3 heroes.

That's all I can think of now...anyone got more questions (or more preferably, answers :wavey )
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Old 11-17-2006, 07:57 PM   #2 (permalink)
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1) No idea of an exact formula, but I know it is damage dealt per unit time, depending on several factors.

2) ... Grammatically, any spell... Holy Lightable, Death Coilable, Frost "Novarable", Slow Poisonable, Buildable, Detonatable...

3) All negative and positive buffs, I believe.

4) Hero damage <> Spell damage.

5) Something like for every 1 agility, attack speed increases by 1%.

6) It shouldn't've worked... Unless things have changed.

7) I think so.

8) Doesn't really matter, as a times b times c equals a times c times b.

9) Yes, I think is splits slightly higher. However, for most creeping, this is bad for the individual heroes since the rate of increase in difficulty for levelling up has a very detrimental effect on shared Experience over time.*
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Old 11-24-2006, 04:33 PM   #3 (permalink)
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for 1, I'm pretty sure it's Average damage divided by attack cooldown time.
6. No Orb gives Bash.
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Old 11-27-2006, 08:40 AM   #4 (permalink)
 
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for 1, I'm pretty sure it's Average damage divided by attack cooldown time.
6. No Orb gives Bash.
You can make a custom item that causes bash. Using our friend, the orb of slow. That way, you can also make a skill that fires an orb that can cause bash. Also, it's Orb of Lightning. The purge effect still works on it, and it pretty much acts like a stun for 2-3 seconds before the unit regains speed.

But in Melee, there is no way that exists.

Quote:
Originally Posted by X42
3) All negative and positive buffs, I believe.
Any buff/debuff, summon or Huntress Sentinel can be devoured. However, only negative buffs to allies, positive and summon from enemies and enemy Sentinels will offer the Destroyer mana.

Quote:
Originally Posted by Dark
What spells are "<insert spell name>able"? For example, I Purged an Ensared unit and nothing happened, but a Dryad can Abolish it (?).
Why are you still playing RoC where that was allowed? Besides, Gameplay Constants can allow you to dispell nets and webs.
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Old 12-03-2006, 05:15 PM   #5 (permalink)
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Huntress Sentinels...can be devoured????!?!? wtf...
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Old 12-04-2006, 06:25 AM   #6 (permalink)
 
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Yeah they can, as of patch 1.17-1.18. But they will no grant the player mana.

Its a castable buff used on a tree.
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Old 01-15-2007, 04:48 AM   #7 (permalink)
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Alright, here's a hypothetical question...

Theres a...

1) Keeper of the Grove (Lvl 1 Thorn's Aura) with 100 HP.
2) Blademaster (Lvl 3 Critical Strike) does 50 damage.

So when the Blademaster attacks the Keeper he gets a Critical Strike, doing 200 damage (base 50 X 4)

The Thorns Aura returns 10% of melee attacks.

So will the Blademaster take 20 damage (since he did 200 damage)
or will he...
take 10 damage (because he technically did 100 damage)
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Old 01-15-2007, 05:05 AM   #8 (permalink)
 
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He will take return damage with teh crit. So if he does 200 and the DR is 10%, he takes 20 to himself.
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Old 01-15-2007, 06:25 AM   #9 (permalink)
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hmmm yeah i agree with chris
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Old 01-16-2007, 05:18 AM   #10 (permalink)
 
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However, you are factoring in life. So he takes 10 damage. But you also need to take into consideration they dont have any armor.
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Old 01-17-2007, 11:13 PM   #11 (permalink)
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Thorns and return % damage doesn't calculate critical strike damage.
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Old 01-18-2007, 12:15 AM   #12 (permalink)
 
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I would actually need to test the theory out in Editor and track all damage output.
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Old 04-24-2007, 09:26 PM   #13 (permalink)
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Strength

Strength is the measure of the physical power of the Hero.



Hit Points: 1 point of Strength = 25 increase in hit points. Total HP is calculated from the formula 100 + 25 * Hero's STR



Hit Point Regeneration: 1 point of Strength = .05 hit points regenerated per a second



Intelligence

Intellect relates to how well the Hero can control magical forces.



Mana Capacity: 1 point of Intelligence = 15 increase in Mana. Total Mana Capacity is calculated from the formula 15 * Hero's INT.



Mana Regeneration: 1 point of Intelligence = .05 points of Mana regenerated per second.





Agility

Agility defines a Hero's ability to avoid attacks and attack more quickly.



Defense: 1 point of Agility = 0.3 increase in armor

Total Armor = -2 (Base Armor) + 0.3 * Hero's AGI



Attack Rate: 1 point of Agility = 2% increase in Attack Rate



More Information



Heroes all begin with 100 hit points before strength bonus is added. Human, Orc, and other non-Undead Neutral Heroes begin with 0.25 hit points per second regeneration before strength bonuses are added. Night Elf heroes begin with 0.5 hit point regeneration before strength bonuses, but they only regenerate during night. Undead heroes have a base of 2.0 hit point regeneration and only regenerate while on blight.

--------------------------------------------------------------------------

Formula for final hit point regeneration is as follows:



Final HP regeneration per second = ((Base)** + (0.05 * STR) + (Item Bonuses)) * Ability Bonuses



**Insert 0.25 for non-undead Neutral, Human, and Orc heroes. Insert 0.5 for Night Elf heroes and 2.0 for Undead heroes.

--------------------------------------------------------------------------

Formula for final mana regeneration is as follows:



Final mana regeneration per second = 0.01 + (0.05 * INT) + (Ability Bonuses) + (Item Bonuses * (0.01 + (0.05 + INT)))



Heroes all begin with 0.01 mana regeneration per second.

--------------------------------------------------------------------------

All heroes start with -2 armor and their own base cooldown. Every point of Agility adds 0.3 armor. This value is in white and is rounded up. Also, every Agility point decreases the cooldown by 2%. The cooldown is defined as the time between two attacks.



Formula for final armor value is as follows: Final Armor = -2 + (0.3 * AGI) + (0.3 * AGI Bonuses) + (Item Bonuses) + (Ability Bonuses)



Formula for final cooldown is as follows: Final Cooldown = (Base Cooldown) / (1 + (*0.02* * AGI) + (Item Bonuses) + (Ability Bonuses))

--------------------------------------------------------------------------
Devour Magic-

Consumes all positive and negative buffs from all units in an area. Each unit that is devoured of magic gives back the Destroyer 50 hit points and 75 mana. Deals 180 damage to summoned units

Devour Magic does not give health or mana when a player devours friendly buffs. Devour Magic dispels the owl summoned by Sentinel, but does not give mana to the Destroyer.
--------------------------------------------------------------------------
Critical Strike-

Critical Strike does not receive damage from the Keeper of the Grove's Thorns Aura. However, the Blademaster's base attack associated with a Critical Strike still interacts with Thorns appropriately.
--------------------------------------------------------------------------
Buildings-

Buildings under construction take full damage. This is mainly to make offensive towering strategies easier to defend against.

Repair-

1) Repair cost to take a mechanical unit or a building from 1 HP to full is 35% of the original cost to build the unit or building.

2) Repairing an upgrading building uses the repair time and the cost of the original building.

3) Repair time to take a mechanical unit or a building from 1 HP to full is 150% of the original time to build the unit or building.

4) Base repair cost (before 35% ratio is applied) for upgraded buildings is the sum of costs of initial building and its upgrades.

5) Base repair time (before 150% ratio is applied) for upgraded buildings is within 15% of the time required for last building upgrade.

Refunds-

The following lists returned resources for canceled buildings and upgrades:
Canceled Building Construction: 75% returned
Canceled Research: 100% returned
Canceled Upgrades (structure upgrades) : 75% returned
Canceled Units: 100% returned
Canceled Hero Revival: 100% returned


Thats all I could find for now!


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