This thread has now run the gambit from bad math, all the way to pointless trolling. I will now add that Foreshadowed is not in fact unlike Hitler. With Godwin's law in effect, this ends the argument.
Zechnophobe
So, you are quoting reply 9, but didn't notice me correcting the person in reply 10? With the chance of getting one or other effect being 32% at full value it would still take 6 shots (1-.68^6) to get to 90% chance of slowing. Even at maximum of two shots a second, that would still require 3 seconds to get to. Given that the max range the crossbow is 21, and all units but rook have base of 6 units of movement per second, you could only get this to work on someone with unmodified speed,
[quote who="DeadMG" reply="11" id="2265495"]Zechnophobe: Take Blood and Monks, rush and cap the HP flag, you can win 2v1.[/quote] Yeah, been there, especially against DG's like Beast. He'll use his tried and true 'spit and run' tactics, to almost no effect. Monks + latent healing works quite well against that, As for Leinadon's arguments: HP stacking is much more effective with a healer, and % based heals. It is more mana efficient by far, and also en
Well, I see what you are getting at, but if the current % proc isn't enough, how do you know that 12% more proc is what would tip the scales? That doesn't Prove anything, since there isn't any actual data there. That's like saying that if I wasn't full after eating one cheetoh, than I absolutely would after eating another one (Because the first didn't do the job). Also, I'm not sure where on earth you are pulling your percentages out of. Slow over 50% of the time? With a 20% cha
Well, my logic is that the priest minions heal based on a percentage of your maximum health. So I can gain a comparatively large passive healing amount, for myself, simply by having good priests and a high HP total. Then, I can focus my mana, and the money that would go into getting more of it, on more aggressive or utilitarian means. Following from that, if I am getting more benefit from myself by having priests about, I might as well make my priests good ones (healing wind 2) so as
Yeah, man, I owned soo many Single player matches with this build, it MUST be a good one. (/sarcasm)
Heals greater than one very quickly taper off in effectiveness. I think it is important to be able to do a burst heal effect on a teammate, but not worth the points to get 50%, then 33% boosts to that effect. I won't ignore the healing, but I think you get more bang for your buck as a character who can fight back. As for silence, I did list it as a con of the build, and perhaps should sacrifice a point in pounce for it. I'll be completely honest that I just don't use silence wel
I don't agree that 'melee fighters would never get close to the ranged charachters ever'. That's just too far into hyperbole, and I've PLAYED a slow based reg enough to know it isn't true even with substantially more than just the dagger and the handguards. But anyway, we aren't really talking about that balance, just whether or not it makes sense to have the tooltip being misleading.
I appreciate what you are trying to do here, but I think a handy-dandy link to a web resource is in order: http://www.demigoddb.com/
Yeah, I really don't agree with this. If you did 90% of the damage to someone, and they get away, should you still get a kill? Obviously not, they didn't DIE. The person getting the final shot should get the kill... you cannot just assume the target would have died anyway. Further more, this is a game about team play, why bother begrudging a teammate something that was done for the entire team. Does that 'voice of god' guy that says "GODLIKE!" mean that much to you?
Yup, and creeps. Though, the real benefit is getting Healing Wind II, and increasing the effectiveness of your priest minions. Obviously 24 HPs per second is a good perk, but the benefit of +10% HP per heal is significantly better.
Yeah, if the lane is clear, blow it away! Also, you can 'intercept' opposing creeps behind the lines. Remember your creep waves are a mirror of the enemies, so wherever your creeps are, so are theirs. Shoot a bit early and you can clear your lane without your units being even close to combat.
Well, warlords punisher is 400 mana every 30 seconds, which is a net plug of -13mps. If you use it religiously, especially before she can get a heart, you are going to do a fair bit of hurt. That is about as much negative MPS as a vlemish faceguard. I've used the punisher to be much more effective against most DG's. They don't really appreciate the -400 mana until it keeps hitting them over and over again. (Tower rook, for instance, is surprisingly well gimped by it).
[quote who="Vesuvius" reply="22" id="2264190"] Quoting Zechnophobe, reply 17Same percentage, vesuvius, but different raw amounts. The actual total DPS lowered by Ooze is greater on the DPS build, which is why it was unfair. The auto-attack based lifespans each increase by the same amount as a result of the percentage being the same. I showed the equation for this in my post but I suppose I should also show the development of that equation. The life
So, experience is divided amongst all recipients. You become a recipient either by getting the kill, or being in range. Say you are on cataract, 2v2. If you always wrath the lane you are not covering, you are basically stealing half of your allies XP and giving it to yourself. Think of each lane as having L amount of experience. Normally in a 2v2 scenario each person is getting that L amount every wave. With one person wrathing the other lane, that person
Warlords Punisher? Deals damage to Minions, eats 400 mana a shot, and targeted damage, and increases your autoshot? Win the war by attrition, and suck her mana supply dry.
Or you play Zikarut, or you don't spend your first thousand... you can do it. Whether you SHOULD is a much bigger questions :P.
I'm seeing it as ~20% proc per shot with both on regulus. (1-.92*.87) = 19.996 which is much much lower than 32% (1-.85*.8). In fact, this makes me understand a bit better why early game I didn't see as much from wyrmskin + dagger as expected (But I figured confirmation bias).
Yeah, damage makes sense... proc rates don't. I mean, should +dmg items also give less damage to ranged DG's? And the fact it is undocumented is absolute crap.
[quote who="Demonic Spoon" reply="12" id="2263927"] Quoting Haree78, reply 11That's awesome-sauce. I feel clear-headed with my new-found knowledge. "Newfound" is already a word, though you were correct in the previous usage. Your sarcasm has failed. [/quote] GrammarPolice is my favourite DG becoz he can maek peeple do silly things. And lets be realistic... Newfound is only a word already because it was used so long.
I do not at all like this idea. It would quickly degenerate the game into rock/paper/scissors style gameplay. If DG A has an ability that is strongly countered by DG B, if B has a specific skill.. B can ALWAYS have that specific skill, even if they did not build for it. Furthermore, the opportunity costs of abilities that are strong in the early game, but weak in the late game gets whiped away. Regulus easily gets snipe until level 6, and then switches to mines at level 7.
Rawrawrwrwarwraw. Heal 1 Pounce 1 Healing Wind 1 Pounce 2 Healing Wind 2 Inner Grace 1 Pounce 3 Inner Grace 2 Inner Grace 3 Pounce 4 Blood of the Fallen, Monk Idol Item list is pretty much just hit point/armor stacking + a vlemish faceguard at some point. Note that I only pick up the first point of heal, but I do get the Monk idol out the door. This build does have healing, but relie
Hmm, I see we've broken out the code here. (How do you do that anyway?) 10 every 3 yards is 50 every 15, so looks like our guess is correct. And yeah, there is no cap so moving away will increase the damage dealt. Oh, and it is completely worth it to snipe someone who is teleporting away. Even if they get the teleport off... humans do not always teleport directly to the crystal, and even then, the healing crystal may not heal them enough.
Haven's Wrath, steal experience from your allies, and make them really angry!
I would bet it's a speed issue. If dying persons' speed greater than killers, than a burst damage ability will more likely kill them. Other way around, you will finish the 'runner' with auto attacks. Even then though I'm not convinced. Burst damage is just that, and tends to overkill a little bit due to the damage chunk size. Anyhow, none of this really has to do with the original post.