Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 47

Thread: Evasion on HUD

  1. #11
    Banned
    Join Date
    Dec 2012
    Location
    no
    Posts
    21,959
    ^

  2. #12
    Basic Member
    Join Date
    Jan 2013
    Posts
    1,547
    Yeah, even speaking about only evasion granting abilities, how would the game calculate it is beyond me. But considering more factors (ground level of attacking units, miss chance from blind) make such calculations impossible.

  3. #13
    Basic Member kuvasz's Avatar
    Join Date
    Nov 2012
    Location
    Budapest, Hungary
    Posts
    711
    Quote Originally Posted by Ankeli View Post
    -1, its not useful anyhow. Every hero has the same evasion rating which is 0% unless enemy is hitting below you, you have items that give evasion or passive abilities / auras.
    Same is true for magic resistance, yet it's displayed. And Visage's recent nerf is too fresh to bring that up.
    Check my My Steam profile for trade interests, etc.

  4. #14
    Basic Member Ankeli's Avatar
    Join Date
    Jan 2014
    Location
    Finland
    Posts
    134
    Quote Originally Posted by kuvasz View Post
    Same is true for magic resistance, yet it's displayed. And Visage's recent nerf is too fresh to bring that up.
    Well, that's true.

    Reason why Magic resistance is displayed, because there are certain spells do magic damage. Magic Resistance is 25% for most of them (excluding those with passive abilities or heroes ofc).

    But if Evasion would be displayed it would just be lonely 0% for most the heroes except heroes with passive abilities, items or even auras. I don't recall that there is any heroes that do damage based on Evasion rating. (Technically speaking they all do with 100% (or 0%), if not you aren't affected by ex. Drunken haze)
    Upcoming website http://yourdota2.com/
    People do care about your signature size, go and see here http://dev.dota2.com/showthread.php/?t=121813/
    Achtung! You have a right to report over sized images and moderators may delete them.

  5. #15
    Basic Member kuvasz's Avatar
    Join Date
    Nov 2012
    Location
    Budapest, Hungary
    Posts
    711
    It's a matter of approach. Generally, the measurement of attack is 1 attack cycle/animation, but that's merely because it's convenient, visually clear, and straight-forward. Were it 250 damage, because it's a tick in the HP bar, evasion would be crucial to display as the unit of measurement would typically involve more than 1 attack cycle/fraction of 1 for dodge to become an important factor. If instead of raw damage per 1 attack cycle the game would display damage per second, displaying dodge chance would be even more required. So basically dodge is very important, it's just that the current conventional display method doesn't highlight its importance.
    Check my My Steam profile for trade interests, etc.

  6. #16
    Basic Member
    Join Date
    Jan 2013
    Posts
    1,547
    Hey! Do you hear me? HOW THE GAME WILL CALCULATE EVASION?!!! All units respond. Over.

  7. #17
    Basic Member Ankeli's Avatar
    Join Date
    Jan 2014
    Location
    Finland
    Posts
    134
    Quote Originally Posted by kuvasz View Post
    It's a matter of approach. Generally, the measurement of attack is 1 attack cycle/animation, but that's merely because it's convenient, visually clear, and straight-forward. Were it 250 damage, because it's a tick in the HP bar, evasion would be crucial to display as the unit of measurement would typically involve more than 1 attack cycle/fraction of 1 for dodge to become an important factor. If instead of raw damage per 1 attack cycle the game would display damage per second, displaying dodge chance would be even more required. So basically dodge is very important, it's just that the current conventional display method doesn't highlight its importance.
    Agreed.

    it's just that the current conventional display method doesn't highlight its importance.
    , because there are no need. If all heroes had evasion (what you call dodge) rating of some sort in the beginning then I would totally want it to be shown.

    You are obviously talking about deep RPG game, that has all the dodge, parry and evasion features. Dota ain't that deep for sure (it is already the most complex moba out there).

    Dodge in other Rpg games:
    WoW: http://www.wowwiki.com/Dodge
    NWN: http://nwn.wikia.com/wiki/Dodge and http://nwn.wikia.com/wiki/Dodge_bonus

    I'm not gonna list anymore, because I think you get the idea. As you can see, there are more factors in these games than in dota.

    In dota:
    - There are no items that remove evasion rating.
    - There are no spells that remove evasion rating (excluding Doom).
    - There are few items that give evasion rating (7 including hero passives).
    - If you compare that to crit (12 including hero passives), but crit has Pseudo-Critical Strike and crit also interacts with other passive abilities.

    If they add parry chances (I don't know how that would work and its highly unlikely) then I want evasion rating also.
    Last edited by Ankeli; 01-15-2014 at 12:28 AM. Reason: If they add parry sentence
    Upcoming website http://yourdota2.com/
    People do care about your signature size, go and see here http://dev.dota2.com/showthread.php/?t=121813/
    Achtung! You have a right to report over sized images and moderators may delete them.

  8. #18
    Basic Member kuvasz's Avatar
    Join Date
    Nov 2012
    Location
    Budapest, Hungary
    Posts
    711
    Alright, in my post, dodge = evasion. Chance for 100% immunity. I value precision so I understand why you pointed it out but anyway, it was early in the morning but I made my point. Also, MKB removes evasion.

    Before the Visage nerf, it was pointless to list magic resistance, yet the game did list it. This is because you can change magic resistance with items (veil, hood) and skills (rubick's, AM's, ET's). You can also change evasion with items (MKB, BF/Halberd) and skills (PA's, Brew's), and I wouldn't be surprised if a newer hero would have a true strike passive.

    So again, evasion is the same as magic resistance in every aspect - it can be changed by items and skills. Hence, it needs to be displayed.
    Check my My Steam profile for trade interests, etc.

  9. #19
    Basic Member
    Join Date
    Jan 2013
    Posts
    1,547
    Quote Originally Posted by ZzZombo View Post
    Hey! Do you hear me? HOW THE GAME WILL CALCULATE EVASION?!!! All units respond. Over.
    Quote Originally Posted by ZzZombo View Post
    Hey! Do you hear me? HOW THE GAME WILL CALCULATE EVASION?!!! All units respond. Over.
    Quote Originally Posted by ZzZombo View Post
    Hey! Do you hear me? HOW THE GAME WILL CALCULATE EVASION?!!! All units respond. Over.
    Please kuvasz get a grip and answer already.

  10. #20
    Basic Member kuvasz's Avatar
    Join Date
    Nov 2012
    Location
    Budapest, Hungary
    Posts
    711
    Quote Originally Posted by ZzZombo View Post
    Please kuvasz get a grip and answer already.
    You don't need to spam quotes, and the get a grip part is highly uncalled for. I'll just assume you are not proficient enough in English to realise how imposing it is and I'll dismiss it.

    As for how evasion is calculated, here is the answer:
    http://dota2.gamepedia.com/Evasion
    The ability to stack evasion came with one of the recent patches.
    Check my My Steam profile for trade interests, etc.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •