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1  Defense of the Ancient / Web Dota / Re: INT is most favored class as compared to AGI and STR on: August 27, 2015, 10:21:00 PM
Intel hero now has been buffed, so just wait and see how does it good in the round, i do hope agi hero can make a come back since the real game, agi hero really does come back with big item. or may be we can suggest it to get 7 turns per cycle to cover it up, and starting stats for early agi is 2t/c.
2  Defense of the Ancient / Web Dota / Re: [Sticky] Game Suggestion on: July 20, 2015, 10:01:27 PM

for the game balance,

i still need to ensure that the ranking system to be fair in precise, suggestion would be making kill consider earn when it is fully being pawned by a single owner, if added assist to kill a target it will not be consider as a kill, because the ranking system is base on honour towards the kill, death and assist list, it should not be making people getting rank 1 by assist killing to gain so much, so i do hopefully change the ranking system.

because assist kill is occur when the damage base exp was introduce, what if we change the ranking system, we can issue back the kill bonus exp insist of using the damage base experience gain. as you can see, right now each and every round almost and nearly are intel all of the time, so i would like to make it fair and make it clean for multies not to ultilise the benefit of using this damage base experience system for the rank making, insist of different method to approach it. 
3  Defense of the Ancient / Web Dota / Re: [Info] Question & Clarification on: April 26, 2011, 08:17:14 PM
Question if i hawe 3 BURize my chance to crit will be 90% OR 63,6% Huh
And what about 3 hoods same as with burizas?  Huh

cynxu i totaly agree with u make gold hunger in war only!

they mention before, burize is a non stackable item, 3 burize will have 90% chances to deal double damage; and hood is stackable item, try to use the calculation that LoD provide in the games description.
4  Defense of the Ancient / Web Dota / Re: [Info] Question & Clarification on: April 26, 2011, 08:13:47 PM
well, not you are the only one who had gold hunger before. You need to ask youth clan, how do they suffer the same situation. The fun part of this game is you can still hide your identity, and try not to expose too much of yourself in the ranking or even constantly killing someone. The word revenge might be suitable as for your current situation.  It is not to say gold hunger is not a good skill, it exist every since long time ago. Some player might say need to remove that skill as that skill is not appropriate to the game, but as you can say, it is like a balancing between 3 characteristic hero. For a better example, i would like to use agi hero as carry hero in the entire game, who else would want an carry hero fat and dominate their late game? Try to think about it. Best of advice, please do not expose your identity out, as people really like to pawn specific people in the game.

5  Defense of the Ancient / Web Dota / Re: [Info] Question & Clarification on: April 15, 2011, 04:56:30 AM
What is the function that describes the army loss? I mean if you have no food or gold problem and if you have no clan bonus what is the army lose ratio? Pls answer. LoD you are the script writer. I think only you knoow the exact info Tongue  Kiss  Kiss


i can only say that LoD will not comment on this equation as you need to realise it in the game by yourself. People that have obtain information by forming clan themselves and figure out themselves to balance the loss of army with the regeneration of army. If you still dont know about that after reading the description which LoD had written in the guide, please do a search in the old post relating to clan management, or else, you can just ask your friends about the management. ^^ good luck.
6  Defense of the Ancient / Web Dota / Re: [Sticky] Game Suggestion on: March 05, 2011, 08:07:40 AM

which means you can gain more than 4 honour from 1 target? YES. But its given to other people. To benefit would then be to have your whole clan hitting the same target...If you could do that, shouldn't everyone benefit for the teamwork? However, anyone player at most can get 4 honour, which is the same as the current system. The main purpose is the reduce the honour gained by Last hitters so that alot more work is required to gain honour. At the same time, with assistors gaining more honour, they will not be in the DRR regions of weaker players even if they don't kill. Make sense?

i reckon like conclude the damage at 25%,50%, 75% for the damage to the target which delegate the cap honour(4 honour points) within the damage ratio. which it will encourage people to do more solo kill than last hit.  Imagine spending the last 6 turns DC on someone with BKB, dealing only 22% damage then some AGI attacks consecutively for 7 turns and kills your target. Based on your suggestion, you get nothing, the AGI player gets everything. I don't think that's very nice. haha (with my suggestion, at least you get 1 honour plus Assist)

To even the playing field even more -

Dealt damage to anyone who died within the same cycle with DRR > 20% = -1 honour
Dealt damage to anyone who died within the same cycle with DRR > 30% = -1 honour


as for this, let it be remain as -3 honour as people can be hitting towards 50% DRR as a protection for that specific target. if you are still letting people dead so constantly and it still remain as 20% DRR, imagine that how many death until people will not touch you?  Tongue
 - I'm not sure I understand you. At the moment there is no -ve bonus for killing, only for dying. My proposal is to reduce the honour obtained when they kill target way below their ranks (because their assistors reduce the HP significantly) Hopefully this will discourage rank chasers from picking targets 'half' their size. In any case, mind explaining what you mean? Smiley

now i get your point, it is good for those people to not aiming for drr 20%, 30% and 50%. that will cause a -1 honour points. yup, brilliant idea. but if we are to make the honour changes a bit different, we should try to buff some streaks killer hero, as we all now, killing streaks is not a hard method to gain by the help of others.

yeah, i think you got a point there about my damage ratio to delegate honour point, but there is no one that will do DC on a target with 22% damage only. besides, i was thinking that it should be good like categorise the damage under the damage limit.,like
10%<damage < 25% = 1 honour point
25%<damage<50% = 2 honour point
50%< damage<75% = 3 honour point
full damage = 4 honour point

Note 1 : if LoD is to change the honour point system, i dont mind making the damage ratio to 1:5 which is 20%, 40% 60%, 80%.

Note 2: Was this something similar to your honour system?

Note3: why starting from 10%? because of the assist system.

Besides that, if the system is to implement, please consider sunder as an assist too, as their potential ability is to decrease a target to 15% remaining hp, so it is more likely that the sunder spell will gain like 3 honour point.


7  Defense of the Ancient / Web Dota / Re: [Sticky] Game Suggestion on: March 02, 2011, 05:11:52 PM

Dealt damage to anyone who died within the same cycle = +1 honour; (everyone will gain this)
Dealt the Last Hit (kill) = +1 honour; +1 Kill Stat (only the Last Hitter should get this)
Dealt damage to anyone who died within the same cycle but did not deal Last Hit = +1 Assist Stat (everyone else but the Last Hitter should get this)
Dealt the most damage to anyone who died within the same cycle = +1 honour (only 1 attacker should get this)
Dealt more than 90% (of target's HP) of damage to anyone who died within the same cycle = +1 honour (theoretically, more than 1 attacker may gain this with healing)


which means you can gain more than 4 honour from 1 target? imagine 3 assistor( gaining 1 honour per assist) (3 honours) + last hit(1 honour) + dealing most damage(1 honour) + deal 90% more damage and die in that cycle( 1 honour point). there is not so many honour points to give away for 1 death.  Smiley

i reckon like conclude the damage at 25%,50%, 75% for the damage to the target which delegate the cap honour(4 honour points) within the damage ratio. which it will encourage people to do more solo kill than last hit.


To even the playing field even more -

Dealt damage to anyone who died within the same cycle with DRR > 20% = -1 honour
Dealt damage to anyone who died within the same cycle with DRR > 30% = -1 honour


as for this, let it be remain as -3 honour as people can be hitting towards 50% DRR as a protection for that specific target. if you are still letting people dead so constantly and it still remain as 20% DRR, imagine that how many death until people will not touch you?  Tongue


In addition, I wonder if LoD could implement another stat, to counter the assist stat? I call it -

Handicapped - Anytime you die with more than 1 attacker dealing you damage within a cycle, +1 Handicap Stat

This stat will show how many times someone is killed as a result of being attacked by more than 1 attacker within a cycle.

All tracking to determine honour and stat provision should refresh each death/cycle, whichever comes first.


Well, i like this concept. Good job Sir Ben.
8  Defense of the Ancient / Web Dota / Re: [Info] Question & Clarification on: March 02, 2011, 05:02:24 PM
ohh okayh LOD ...
i already understood now  Smiley
but one more i want to know , if there got effect for hero
if we buy 3 hood .
bcoz 1 hod = 40% spell resistance
if 3 hod = 120% spell resistance
its mean that the magic spell will not be ineffective , right Huh

use the fractional calculation
9  Defense of the Ancient / Web Dota / Re: [Info] Question & Clarification on: March 02, 2011, 04:11:28 PM
If for viper,
you mean if Viper managic resistance is 40%, then magical reduction is at 70%? 
For viper,
The spell damage is 100, it should deal 70 damage on you (30% magic resistance for agi hero)

But due to your uniqueness, if your armor is full, it will give you another 40% extra magic resistance..

Thus,
70 damage *(1-0.4)= 42 damage

only if your armor is the same or more than 40%, the magic spell resistance is base on your armor percentage. ^^ ok.  something like a hood if you have armor percentage more than 40%
10  Defense of the Ancient / Web Dota / Re: [Info] Question & Clarification on: March 02, 2011, 02:22:35 PM
For agi, its base magic resistance is 30% (except AM have extra 20% magic resistance)

For phyiscal damage resistance, it will be your (armor/full HP)*1000 %

If you play agi hero with 5.6k hp and 100 armor, your armor effectiveness will be 17.85%
When you receive full 100 points of physical damage, it is only  82 damage points after deduction.
When you receive full 100 points of magic damage, it is only 70 damage points after deduction.

If you use AM,
When you receive full 100 points of magic damage, it is only 50 damage points after deduction.



you mean if Viper managic resistance is 40%, then magical reduction is at 70%? 
11  Defense of the Ancient / Web Dota / Re: [Sticky] Game Suggestion on: March 02, 2011, 02:21:10 PM
No idea.. hahaha.. They wanted to declare that you are the one who start all this mess Cheesy

i have introduce something interesting to LoD which may make no different between last hit and the real killer. Cheesy what do you think?
12  Defense of the Ancient / Web Dota / Re: [Sticky] Game Suggestion on: March 02, 2011, 02:15:05 PM
hmm, why do you all still remember that issue.

well i could say is the current agi DR drop rate, turns cap, and damage is fair enough. you need to be active in order to prevent feeding and please do not help to much intel to speed level up because level gap might make you shout heal at the general chat.

Fair enough, but what if LoD to implement MJ at 5 damage per agi, that should spice things up a bit. Let some imbalance damage come back once again.

what do you think of guisoon? like making it a chances to bash people with spell damage. ^^ stats is 40 int, 10 agi, 10 str with a mana regeneration of 1000 mp.
13  General / New Member Introduce Yourself / Re: How did you stumble upon web dota? on: November 13, 2010, 03:17:58 PM
it was thru crazypriest who kept pasting  "You just pawned (#xxxx) xxxx's head !! " on msn in a grp chat between me, him & jacq. it went on for days.. being curious, jacq registered herself on wd to try.. i tagged along too but after trying, i told them wd's a lame game.. they only played for 2-3 rounds.. i continued playing for 2 yrs Smiley i guess it wasn't a lame game after all. but now i've realli quitted.. it's way too addictive

hey, what are you doing now?

by right, if you are the one who let people keep on killing you non stop, then you might think this is a bore game, the game is addicted because you are able to kill others player and get revenge. well so far for a game like this, we are able to meet new people and gather together. Smiley

14  Lifestyle / My Storyboard / Re: Joke: Why I Fired My Secretary on: November 10, 2010, 05:48:02 PM
now i do saw a video clip which related to this joke. hmmm...
15  Lifestyle / My Storyboard / Re: The Webdota Story Project on: October 11, 2010, 10:59:13 PM
can assign me as hero / good character ? Grin Grin

mode: -ap , dont go and random and pick your best hero. Cheesy

i guess you get a story line which is something related to WoW right? i did saw some WoW video clip. they seems a bit funny.
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