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Request: Help Gathering Some Statistics

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  • Request: Help Gathering Some Statistics

    DotA 1 uses a system to generate random damage variance and random bounty variance where it has a base value which is base damage+main attribute or base bounty. It then adds the value of a "dice roll" to give you your damage or bounty. However, you can specify the number of dice and number of sides. With more than one die, the random numbers trend towards the middle of the range.

    Someone might want to test out the bounties for rigor, but I bet they're broken. The results of the damage tests are in this thread and in the thread in the main Gameplay Bugs forum.

    Brewmaster's Storm, Earth, and Fire are listed using the names given in my copy of units.txt and in-game in DotA 1 with actual level in parentheses if necessary. Heroes that are multiply listed have transformations. Units preceeded by two slashes are almost definitely not used. Units that can be confused for each other are clarified in parentheses.

    If anyone needs these lists formatted better or in a different way, let me know. If you want me to double-check a specific value, let me know (most of these I just did one pass-over).

    You can ignore me making fun of the unit ids.

    Multiple Damage Dice
    Number of unique heroes this affects directly: 54
    Heroes not affected but have crucial affected units (not counting Charmed Neutrals): 2 (Brewmaster, Lone Druid)
    2 Damage Dice
    Hblm Keeper of the Light
    hwat Lesser Eidolon (hwat is up with this id :33)
    hwt2 Eidolon
    hwt3 Greater Eidolon
    Ofar Tidehunter
    Otch Earthshaker
    Edem Anti-Mage
    Emoo Enchantress (emoooooooo)
    Ucrl Stone Giant
    Udea Lord of Avernus
    Nfir Shadow Fiend
    npn1 Fire (Level 1)
    npn2 Storm Level 1
    npn3 Earth (Level 1)
    njga Elder Jungle Stalker
    njg1 Jungle Stalker
    Emns Prophet
    Harf Omniknight (harf harf harf)
    Hjai Crystal Maiden
    Hlgr Dragon Knight
    Hvwd Vengeful Spirit
    Ogrh Phantom Lancer
    Ubal Nerubian Weaver
    Uktl Enigma
    Usyl Dwarven Sniper
    Naka Bounty Hunter (naka naka naka)
    N017 Troll Warlord (Berserker's Call - Melee)
    U00K Sand King
    N016 Troll Warlord (Berserker's Call - Ranged)
    UC42 Doom Bringer
    H00E Dragon Knight (Arc Honist the Red Elder Dragon)
    U006 Broodmother
    H00G Dragon Knight (Arc Honist the Blue Elder Dragon)
    // U007 Lifestealer (Old Lifestealer, obsolete (has Old Feast, Anabolic Frenzy, Poison Sting, Rage))
    HC92 Stealth Assassin
    h006 Dire Eidolon
    n004 Spirit Bear (level 1)
    H000 Centaur Warchief
    H00F Dragon Knight (Arc Honist the Green Elder Dragon) (why couldnt H00F have been centaur)
    O00J Spiritbreaker (whoa this is a typo in dota 2)
    n01C Spirit Bear (level 3)
    n01G Spirit Bear (level 4)
    n018 Spirit Bear (level 2)
    n00D Ancient Hydra (i believe this is the one used for -supercreeps?)
    E005 Moon Rider
    H008 Bristleback
    H00V Gorgon
    N01A Silencer
    H004 Slayer
    U00F Butcher
    H00A Holy Knight
    E01A Witch Doctor
    H00D Beastmaster
    E01C Warlock
    N01W Shadow Priest
    N02B Troll Warlord (wait, three times? somethings wrong maybe) (ohh this is how the level 4 movespeed is implemented) (Berserker's Call level 4 - Melee)
    N00R Pit Lord
    H00R Undying
    n020 Living Dead
    H005 Storm Spirit
    U00C Lifestealer (Live Lifestealer)
    H00U Invoker
    // h03Z Vengeful Spirit (almost definitely not used)
    // h040 Zeus (this is a dummy? why does it have five abilities?)
    // h041 Enchantress (oh wait it needs to add ghost locust invul and whatever they cast my bad)
    // h042 Morphling (im wasting my time listing dummy units okay ill skip from now on)
    n0F9 Living Dead
    H07I Flesh Golem (dirge)
    O015 Tauren Chieftain
    H084 Gorgon (Split Shot level 3)
    H08B Gorgon (Split Shot level 4)
    H08C Gorgon (Split Shot level 2)
    H08D Gorgon (Split Shot level 1)
    E02F Phoenix
    E02H Shadow Demon
    E02I Tuskarr
    E02J Disruptor
    E02K Legion Commander
    // E02M Anti-Mage (wait, name="fire panda"? this is a dummy isnt it)
    E02N Gyrocopter
    E02O Gyrocopter (Flak Cannon)
    E032 Goblin Shredder
    U01X Stone Giant

    ...mon dieu theres a lot of units that go on this first list

    3 Damage Dice
    npn4 Fire (Level 2)
    npn5 Storm Level 2
    npn6 Earth (Level 2)
    nbwm Black Dragon
    o00F Lycanthropy Wolf (level 4)
    o007 Lycanthropy Wolf (level 3)
    U00A Chaos Knight
    o006 Lycanthropy Wolf (level 2)
    n01M Quilbeast
    n01R Greater Hawk (uhh probably doesn't count, no attack)
    n01S Greater Quilbeast
    H00Q Sacred Warrior
    e00S Ancient Protector - level 3
    u00N Spirit Tower - level 3
    u00T Spirit Tower - level 4
    e019 Ancient Protector - level 4

    4 Damage Dice
    n011 Fire (Level 3)
    n010 Earth Level 3
    n012 Storm Level 3
    E00P Twin Head Dragon
    // n0GN Dark Level 2 (...?) (definitely not used but lol) (it uses the brewmaster model lol)
    // n0GO Dark Level 1
    // n0GP Dark Level 3 (might as well complete the set)
    n0GZ Earth Level 4
    n0H0 Fire (Level 4)
    n0H1 Storm Level 4

    Not on the list: Dragonus, Skywrath Mage (FIXED HERO FIXED FIXED FIXED)
    n005 Lycanthropy Wolf (level 1) uses one 2-sided die.

    Multiple Bounty Dice
    Based on PlayDotA's Unit Statistics page, which may be outdated.
    Units using multiple one-sided dice (??? Icefrog what) are excluded.
    2 Bounty Dice
    ncen Centaur Outrunner
    ngns Gnoll Assassin
    nwlg Giant Wolf
    n00S Alpha Wolf
    nftb Forest Troll Berserker
    nfsh Forest Troll High Priest
    njg1 Jungle Stalker
    njga Elder Jungle Stalker
    efon Treant (Force of Nature/Nature's Call)
    npn3 Earth (level 1)
    npn6 Earth (level 2)
    n010 Earth Level 3
    n0GZ Earth Level 4
    npn2 Storm Level 1
    npn5 Storm Level 2
    n012 Storm Level 3
    n0H1 Storm Level 4
    npn1 Fire (Level 1)
    npn4 Fire (Level 2)
    n011 Fire (Level 3)
    n0H0 Fire (Level 4)
    u01K Beetle - Level 1
    u01H Beetle - Level 2
    u01J Beetle - Level 3
    u01L Beetle - Level 4
    u00M Spirit Tower - level 1
    u00D Spirit Tower - level 2
    u00N Spirit Tower - level 3
    u00T Spirit Tower - level 4
    e00R Ancient Protector - level 1
    e011 Ancient Protector - level 2
    e00S Ancient Protector - level 3
    e019 Ancient Protector - level 4
    eaoe Ancient of Lore
    eaom Ancient of War
    eaow Ancient of Wind
    edob Hunter's Hall
    emow Moon Well
    utod Temple of the Damned
    usep Crypt
    usap Sacrificial Pit
    ubon Boneyard
    uzig Ziggurat

    3 Bounty Dice
    nkol Kobold Taskmaster
    nomg Ogre Magi
    nstl Satyr Soulstealer
    n0HW Harpy Scout
    n0HX Harpy Storm
    uske Skeleton Warrior (Dark Troll Warlord Raise Dead)

    4 Bounty Dice
    n026 Mud Golem
    ndtw Dark Troll Warlord
    nowe Enraged Wildkin
    nbdk Black Drake
    nbwm Black Dragon
    nbds Blue Dragonspawn Sorcerer
    ngst Rock Golem
    n0LC Thunder Lizard (big)
    n0LD Thunder Lizard (small)

    5 Bounty Dice

    nfpc Polar Furbolg Champion
    n00L Roshan

    6 Bounty Dice
    n003 Siege Golem
    ncnk Centaur Khan
    nfpu Polar Furbolg Ursa Warrior
    nogm Ogre Mauler
    nbdo Blue Dragonspawn Overseer
    osp4 Serpent Ward (level 1)
    o008 Serpent Ward (level 2)
    o009 Serpent Ward (level 3)
    o01C Serpent Ward (level 1 Aghanim's)
    o01D Serpent Ward (level 2 Aghanim's)
    o01E Serpent Ward (level 3 Aghanim's)
    n01M Quilbeast
    n01S Greater Quilbeast
    u012 Scarab
    u013 Scarab (burrowed)

    7 Bounty Dice
    nsth Satyr Hellcaller
    nggr Emerald Golem
    hwat Lesser Eidolon
    hwt2 Eidolon
    hwt3 Greater Eidolon
    h006 Dire Eidolon
    n027 Forged Spirit

    8 Bounty Dice
    n00E Scary Fish

    11 Bounty Dice
    n00D Ancient Hydra
    Last edited by imxtrabored; 04-30-2013, 01:51 PM.

  • #2
    What's going on in this thread..? What's the purpose? Wtf?

    Comment


    • #3
      hi thoappelsin :33 howwer you today?

      Comment


      • #4
        I think I may like this idea... using the gameplay bugs as a public chat interface
        fine, was testing some stuff on W3, learned the functions of this Widgetizer thing of PizerMike, have edited some data as I wish... strange stuff, the Queen of Pain has no Missilespeed= key under her UnitFunc.txt data, yet her missile does not travel with infinite speed, nor really slow, it somehow just travels with a speed between 1000 and 2000... how does that happen? who knows...

        Sup with you?

        Comment


        • #5
          Man, I have so much schoolworkproject I ought to be doing, yet I'm here listing units instead. Somehow, this is more fun to me than programming stuff.

          Don't tell anyone, but I totally have no idea how wc3 works. I've never used JASS and don't know how to read it; I just know how to read code in general.
          Last edited by imxtrabored; 04-24-2013, 12:04 PM.

          Comment


          • #6
            Honestly: this is not a chat. If you're not sure about bugs, post a thread in the brainstorm section and actually TELL people whats wrong. This is not a blog
            If you think I've closed or deleted a post unjustified, feel free to PM me and I'll explain it to you/discuss it with you further.

            Comment


            • #7
              I know, it's almost definitely a bug, I just need someone to confirm it.

              Quick question: Pugna has weapsOn=1, meaning he only uses his first attack type, right? Why does grabbing Orb of Corruption or Orb of Slow allow him to use his second attack?
              Towers have weapsOn=2, meaning they use the second attack listed, right? Why is that?

              Comment


              • #8
                Originally posted by imxtrabored View Post
                Man, I have so much schoolworkproject I ought to be doing, yet I'm here listing units instead. Somehow, this is more fun to me than programming stuff.

                Don't tell anyone, but I totally have no idea how wc3 works. I've never used JASS and don't know how to read it; I just know how to read code in general.
                Well, I know neither, I just know how to read... I tried to read it, then tried some more, and a little more. In the end, managed to understand how Snowball works, that was my first jass-check. After some weeks of occasional reading, and some more, and then a month or so, I am now able to read everything, and even create my own map script from scratch

                So, this list of yours... what's that about?

                Comment


                • #9
                  Oh, I was going to give out a common item maybe if someone managed to guess it, but if someone managed to guess it the difficulty would be at least mythical-worthy and I don't have any of those I'm willing to part with.

                  DotA 1 uses a system to generate random damage variance and random bounty variance where it has a base value which is base damage+main attribute or base bounty. It then adds the value of a "dice roll" to give you your damage or bounty. However, you can specify the number of dice and number of sides. With more than one die, the random numbers trend towards the middle of the range.
                  The lists are currently a list of non-towers that use 2, 3, and 4 dice respectively. I needed someone to grab a lot of instances of damage or bounty and check out the probability distribution to confirm.

                  Do you know how the weapsOn question I asked above works?

                  Comment


                  • #10
                    Originally posted by imxtrabored View Post
                    I know, it's almost definitely a bug, I just need someone to confirm it.

                    Quick question: Pugna has weapsOn=1, meaning he only uses his first attack type, right? Why does grabbing Orb of Corruption or Orb of Slow allow him to use his second attack?
                    Towers have weapsOn=2, meaning they use the second attack listed, right? Why is that?

                    man, just tell me what's going on, I couldn't understand a single shit from your original post

                    About your quick question; those orbs you've mentioned have the function to enable the second attack index. If you have played W3 campaign, you may remember that grabbing some orbs was allowing you to hit flying units while you weren't able to before. It was happening because heroes mostly do not have "air" inside their targ1, and have their weapsOn set to 1. An orb allowed them to use the second one, which has "air" inside targ2.
                    For the Pugna case; atkType2=magic does the thing.
                    Every hero has atkType1=hero for their primary attack, and weapsOn set to 1. Those orbs allow them to use their second attack index. Excluding Pugna, all the heroes have atkType2=hero, so they still cannot attack to ethereal units, but Pugna can, because "magic"

                    Ancient Protector unit uses its second attack index while enrooted, no matter what.
                    - set weapsOn=0 (none), it still will attack with the second attack index while enrooted
                    - set weapsOn=1 (only 1), it still will attack with the second attack index while enrooted
                    - set weapsOn=2 (only 2), it still will attack with the second attack index while enrooted
                    - set weapsOn=3 (both), it still will attack with the second attack index while enrooted
                    ... and it will use the first attack index while uprooted, no matter what.

                    This is not true for the Spirit Tower, it uses the attack index you set. If you set it to 3 (both), it will first try to acquire the target with the first one, and if it cannot, it will use the second.
                    Since the Ancient Protector has to use the second attack index, Ice might have wanted to make Spirit Tower also use the second attack index, so that their data will be aligned for a better view




                    Edit is your list about the bounty dices or damage dices?
                    Last edited by ThoAppelsin; 04-24-2013, 12:25 PM.

                    Comment


                    • #11
                      Interesting. I guess forcibly using both attacks depending on transformation status is a property of Root/Uproot? And do all other transformation spells work like this, or is it dependent on which transformation spell?

                      Actually, I still don't get a lot of things about transformation spells in general, but I haven't looked into them much.

                      I think you're not updating with my most recent posts :33

                      Currently the list is damage dice. I'm doing bounty next.

                      Comment


                      • #12
                        Transformation spells normally have a secondary unit ID data to specify the unit that you will transform into. Root/Uproot (Aroo) is different, it just uses a single unit and manages to do them all. I have never tried giving it to a regular unit, but I think it would just work. There will be some problems though... AncientProtector.mdx has several animations in it for both rooted and uprooted versions. Rooted versions are called "xxx alternate" and the uprooted ones are called "xxx" only.

                        So... My Warden will probably walk all good, but when I root her, she probably will become truly invisible, stationary, and use her second attack index while attacking

                        I do not worry about catching up with the posts that have been made while I'm writing. I just post it, then check what has been posted by the others while I'm writing, and then;
                        - if the answer I have given has already been given in between, I either just delete my post, or fade it out, and add a "nvm" on top
                        - if there is a post in-between that might cause hard times to the reader on understanding what I am refering to, I add a quote of the post I am refering to, on top of my post

                        Comment


                        • #13
                          All of the hardcoded transformations in wc3 use the Alternate part for their model/animations don't they? Do the hardcoded transformations use a different unit, alternate properties specified on the unit, or alternate properties specified in the spell?

                          Comment


                          • #14
                            No they don't... Most of the transformation spells just use a new unit to transform into. Storm, Earth and Fire uses even three units... Those units that they will transform into are defined in the ability settings, aswell as the original normal form unit. After the transformation, the new unit uses his/her own set of data

                            Root/Uproot is really the only spell I know that does not use a secondary unit to transform into

                            Comment


                            • #15
                              Hmm...I thought for Mountain King, Goblin Tinker, Druid of the Claw, Druid of the Talon, and Medivh at least, their alternate form was attached to their model?

                              Although I guess that would be less than "most transformation spells."

                              Comment

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