Page 3 of 3 FirstFirst 1 2 3
Results 21 to 29 of 29

Thread: [Confirmed] Armor values different from WC3 DotA

  1. #21
    Basic Member
    Join Date
    Dec 2011
    Posts
    11,187
    oh, he didnt quote playdota? i should pay more attention to reading posts.:/
    thanks, eric.
    Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

    Contributions i'd like to highlight:
    My Suggestion: Coaching System
    My Sticky: Intended Changes List
    My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

  2. #22
    Basic Member
    Join Date
    Jul 2012
    Posts
    2
    Quote Originally Posted by EmblemLord View Post
    It seems there may be some rounding issues too.
    Also with creeps an armor problem occurs

    Test: Lanaya level 25, no items, fully skilled

    hits Centaur Khan with meld for 408 damage (combat log)

    expected damage: (140 + 200 (bonus damage meld)) * (2-0.94^4) = 414.5

    since creep has 4 armor and meld gives -8 armor


    now look at this

    408=340*1.2

    with 1.2 = floor(10*(2-0.94^4))/10 (=rounding to first decimal place)

    i tried this yesterday with the 0 armor creep, it pretty much was the same rounding issue.
    so maybe this helps you, maybe it is just part of another problem.
    Last edited by chrim; 07-16-2012 at 12:44 AM.

  3. #23
    Basic Member
    Join Date
    Dec 2011
    Location
    Shanghai/Hong Kong
    Posts
    2,880
    ^base damage(140 in your case) is calculated before the armor resuction on dota1, only bonus damage is dealt after the armor reduction. not sure if this may affect the results,

  4. #24
    Basic Member
    Join Date
    Jul 2012
    Posts
    2
    hey eric, i do not really know these kind of details for dota1 templar assassin, but if it was the case in dota2, the problem would be even bigger
    because the formula would not even come close to the actual damage

  5. #25
    Basic Member
    Join Date
    Dec 2011
    Location
    Shanghai/Hong Kong
    Posts
    2,880
    ^yea, i see. perhaps it is another hidden buff to TA... it seems in dota 2 all the damage is calculated after the armor reduction. well, this is probably off topic. though the rounding problem looks valid...

  6. #26
    I guess this is the right thread.
    Witch Doctor WC3 DotA (1Armor,5%reduction)
    Dota2 (0Armor,4% reduction)

    It just struck me as odd when i picked him and saw he had 0 armor.

  7. #27
    Basic Member
    Join Date
    Dec 2011
    Location
    Shanghai/Hong Kong
    Posts
    2,880
    Quote Originally Posted by Der_doktor View Post
    I guess this is the right thread.
    Witch Doctor WC3 DotA (1Armor,5%reduction)
    Dota2 (0Armor,4% reduction)

    It just struck me as odd when i picked him and saw he had 0 armor.
    err... dota2 currently rounds the armor values down when displaying them. since witch doctor has 0.82 armor at level 1, it shows 0. the same applies to damage reduction. the damage reduction is 0.06*0.82/(1+0.06*0.82)=4.69%. it's a rounding problem. though i am not sure how the damage is calculated.

  8. #28
    Basic Member Noya's Avatar
    Join Date
    Dec 2011
    Location
    Uruguay
    Posts
    12,904
    Quote Originally Posted by Der_doktor View Post
    I guess this is the right thread.
    Witch Doctor WC3 DotA (1Armor,5%reduction)
    Dota2 (0Armor,4% reduction)

    It just struck me as odd when i picked him and saw he had 0 armor.
    This case is working properly in the damage expected, I just tested it with Jinada level 4 in a level 1 Witch Doctor and he recieves 114 damage, which means a 5% reduction (That is, 120*0.95 = 114)

  9. #29
    Basic Member
    Join Date
    Apr 2012
    Posts
    140
    Quote Originally Posted by Noya View Post
    This case is working properly in the damage expected, I just tested it with Jinada level 4 in a level 1 Witch Doctor and he recieves 114 damage, which means a 5% reduction (That is, 120*0.95 = 114)
    A better way to test issues with armor is to use Slardar's level 2 crush (mentioned in a previous thread). It always deals 100 physical damage, making it easy to see the percentage reduction. It also means you don't need to deal with the variation in auto attack damage.

    Testing in dota 1 and 2 shows that level 2 crush deals 95 damage. It seems that the issue is only with rounding in the tooltip.

Tags for this Thread

Posting Permissions

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