- Attack Speed To Dmg Ratio Dota 2 4
- Attack Speed To Dmg Ratio Dota 2 Download
- Attack Speed To Dmg Ratio Dota 2 7
- Base Attack Time Dota 2
General
Map Changes
What are some AOE/multi-unit damage items in dota 2? Ask Question Asked 5 years, 7 months ago. Active 2 years, 2 months ago. Viewed 5k times 0. We recently had a game were a PL settled on that hero at the last moment, and our team has no heroes with AOE abilities. Pick strategies aside, what are some items we could have gotten to do AOE damage.
All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 500 DMG in single Physical attack. PICK HERO Can u help me to pick a hero who can give 500 physical dmg with a single atack Showing 1-15 of 43 comments. Hellatze (Banned) Feb 4, 2016. Drum of Endurance provides an extra 10 attack speed as an aura on activation (30, duration 6, 4 charges) Mask of Madness provides all 100 of its attack speed bonus on activation (25, duration 12) Power Treads can be toggled to grant an extra 8 points of agility, and thus 8 extra points of attack speed. Unique Recipe Trees Granting Pure Attack Speed.
- Map has been reworked
Deny Mechanics
- Denies no longer give the denier 25% XP
- Creep denies now give the denier 20% of the gold bounty Melee Creeps: 7-8 gold
Ranged Creeps: 9-11 gold
Teleporting
- Added a new dedicated inventory slot to hold Town Portal Scrolls You still must purchase Town Portal Scrolls from shops as usual.
- Boots of Travel: No longer shares cooldown with Town Portal Scrolls. Upon teleporting, +10 seconds are now added to your Town Portal Scroll cooldown
Neutrals
- Stacked Neutral creeps now give the stacker 35% of the bounty instead of 25%
- Non-Ancient Neutrals now provide 5% more gold bounty
Hero Selection
- Removed Daily Bonus Hero concept
- Random once again picks from the entire hero pool, but now ignores your 25 least played heroes Bonuses from randoming remain the same.
- Random can now only be used for the first two hero picks on your team
Armor
- Changed the Armor formula to: ( 0.052 * Armor ) / ( 0.9+ 0.048 * Armor)
- Updated various armor values to closely align with the new formula:
- Tier 1 Towers: 17 to 12
- Tier 2 Towers: 19 to 14
- Tier 3 Towers: 19 to 14
- Tier 4 Towers: 29 to 21
- Melee Barracks: 18 to 13
- Ranged Barracks: 12 to 9
- Ancient: 18 to 13
- Fillers: 14 to 10
- Shrines: 24 to 17
Hero Kill Bounty XP
- Killing Sprees now give an XP bonus ranging from 200 to 1250
- Reworked and simplified XP hero kill bounty system. No longer includes a team XP component
Old:
Amount per player in each scenario:
1: DyingHeroBaseXPBounty + 20 * DyingHeroLevel + 0.138 * XPComeback
2: DyingHeroBaseXPBounty + 15 * DyingHeroLevel + 0.138 * XPComeback
3: DyingHeroBaseXPBounty + 10 * DyingHeroLevel + 0.12 * XPComeback
4: DyingHeroBaseXPBounty + 7 * DyingHeroLevel + 0.09 * XPComeback
5: DyingHeroBaseXPBounty + 5 * DyingHeroLevel + 0.072 * XPComeback
DyingHeroBaseXPBounty: The base XP values given for kills.
DyingHeroLevel: Numerical level for the dying hero
XPComeback: DyingHeroXP * ( EnemyTeamXP - AlliedTeamXP ) / ( EnemyTeamXP + AlliedTeamXP)
New:
All: ( 40+ 0.14 * DyingHeroXP ) / # of killers
Mana and HP Regen
- Reworked Mana and HP regen from attributes. They are no longer multipliers of your regeneration values
- Mana Regen: Intelligence now provides 0.05 mana regeneration
- Mana Regen: Removed the 0.9 base mana regen value Now covered by Base Intelligence.
- Mana Regen: Rebalanced mana regen values based on the formula change
Aether Lens: 1.25 --> 3
Battle Fury: 2.25 --> 3.75
Bloodstone: 2 --> 3
Bloodstone per Charge: 0.35 --> 1.5
Bloodthorn: 2.25 --> 5.5
Bottle: 20 --> 30
Clarity Potion: 3 --> 4.5
Drum of Endurance: 0.75 --> 1.5
Echo Sabre: 0.75 --> 1.25
Eul's Scepter of Divinity: 2.25 --> 5
Infused Raindrop: 0.5 --> 0.75
Linken's Sphere: 2.25 --> 5
Lotus Orb: 1.75 --> 4
Medallion of Courage: 0.5 --> 0.75
Meteor Hammer: 1.5 --> 3
Necronomicon 1: 1 --> 2
Necronomicon 2: 1.25 --> 2.5
Necronomicon 3: 1.5 --> 3
Oblivion Staff: 0.75 --> 1.25
Orchid Malevolence: 2.25 --> 5.5
Perseverance: 1.5 --> 2
Refresher Orb: 5 --> 12
Ring of Basilius: 0.5 --> 0.75
Sage's Mask: 0.5 --> 0.75
Scythe of Vyse: 2.25 --> 9
Solar Crest: 1 --> 1.5
Spirit Vessel: 1 --> 1.5
Urn of Shadows: 1 --> 1.5
Vladmir 1: --> 1.75
Void Stone 1: --> 1.75
Shrine: 30 --> 50
Abilities:
Chemical Rage: 3/7.5/12 --> 4/10/16
Arcane Aura Self: 1.8/2.6/3.4/4.2 --> 2.4/4.4/6.4/8.4
Arcane Aura Allies: 0.8/1/1.2/1.4 --> 1.2/1.7/2.2/2.7
Hill Troll Priest: 1.5 --> 2.5
Death Pulse: 2.25/2.5/2.75/3 --> 3/4/5/6
Talents:
Storm: 1.75 --> 3
Bristleback: 2 --> 3
Sven: 2 --> 3
Pangolier: 1.5 --> 3
Ursa: 1.75 --> 3
Windranger: 1.75 --> 3
Dragon Knight: 2 --> 3
Techies: 4 --> 6
Axe: 3 --> 4
Omniknight: 3 --> 5 - Health Regen: Strength now provides 0.1 Health Regeneration
- Health Regen: Base regen values reduced by 1.5 Now covered by Base Strength.
- Health Regen: Rebalanced health regen values based on the formula change
Abyssal Blade: 7 --> 10
Armlet of Mordiggian: 4 --> 5
Battle Fury: 6 --> 7.5
Bottle: 40 --> 50
Crimson Guard: 6 --> 7
Enchanted Mango: 0.5 --> 0.6
Force Staff: 2 --> 2.5
Guardian Greaves: 3.5 --> 4.5
Guardian Greaves Boost: 12 --> 16
Helm of Iron Will: 3 --> 3.5
Helm of the Dominator: 7 --> 8.5
Hood of Defiance: 6.5 --> 8
Hurricane Pike: 2 --> 2.5
Linken's Sphere: 5.5 --> 6.5
Lotus Orb: 5.5 --> 6.5
Mekansm: 3.5 --> 4.5
Meteor Hammer: 4 --> 5
Nullifier: 5 --> 6
Perseverance: 5.5 --> 6
Pipe of Insight: 6.5 --> 8
Pipe Aura: 2 --> 3
Refresher Orb: 11 --> 13
Ring of Health: 5 --> 6
Ring of Regen: 1.5 --> 2
Soul Ring: 2 --> 2.5
Tranquil Boots: 13 --> 16
Vanguard: 5.5 --> 7
Veil of Discord: 5 --> 6
Shrine: 75 --> 90
Abilities:
Chemical Rage: 40/55/70 --> 50/75/100
Dragon Blood: 4/6/8/10 --> 4/7/10/13
Press The Attack: 30/35/40/45 --> 30/40/50/60
Reactive Armor: 1/1.15/1.3/1.45 --> 1/1.2/1.4/1.6
Inner Vitality threshold heal factor: 22/30/38/46% --> 20/40/60/80%
Inner Vitality normal heal factor: 6/8/10/12% --> 5/10/15/20%
Death Pulse health regen: 2/3/4/5 --> 2/3.5/5/6.5
Cold embrace: 10 --> 15
Talents:
Undying: 8 --> 10
Riki: 5 --> 6
Slardar: 5 --> 6
Spectre: 5 --> 6
Kunkka: 10 --> 12
Spirit Breaker: 10 --> 12
Io: 15 --> 16
Underlord: 20 --> 25
Axe: 20 --> 25
Bristle Back: 20 --> 25
Sand King: 35 --> 50
Root Mechanics
- Town Portal Scroll: Can now be canceled and prevented by Root
- Fixed inconsistencies between different Root sources:
- Stasis Trap now provides True Sight
- The following roots no longer interrupt channeling spells or the current action: Dark Troll Ensnare, Searing Chains, Naga Siren Ensnare, Crystal Maiden Frostbite, Entangling Claws, Nature's Guise, and Overgrowth
Cleave and Splash Changes
- Cleave damage is now normal physical damage type, causing it to get reduced by the armor of each unit impacted
- Cleave abilities damage values have been rescaled
- Increased standard Cleave area. Distance increased from 625 to 650, final width increased from 330 to 360
Affects: Great Cleave, Empower, Battle Fury, and Talents - Templar Assassin: Psi Blades can now spill off of illusions
- Changed how illusions' incoming damage is processed; it now happens at the final step Thus it won't splash over extra damage with things like Psi Blades.
- Fixed Splash damage being affected by Spell Lifesteal and Spell Amplification
- Fixed Splash damage not considering armor type
- Black Dragon Splash Attack damage type changed from Magical Damage to Physical Damage
- Black Dragon Splash Attack now does its full damage in the 250 AoE Instead of 100% at 150, 75% at 225, and 50% at 300.
- Similar adjustments to Dragon Knight's splash damage described below
Spell Immunity and Dispels
Attack Speed To Dmg Ratio Dota 2 4
- The following abilities no longer pierce Spell Immunity: Curse of Avernus, Acid Spray, Bloodrage, Thirst, Elder Dragon Form, Lycan Wolf Cripple, Epicenter, Entangling Claws, Spiderling's Poison Sting, Anchor Smash, Nature's Guise, Wave of Terror, Venomancer's Poison Sting, The Swarm, Maledict debuff, Ghost Frost Attack, Wrath of Nature, Netherward Mana Degen, Life Drain targeting, Primal Roar Secondary Knockback, Requiem of Souls, March of the Machines collision, Atrophy Aura, Tombstone, Flesh Golem, Wall of Replica slow, Naga Siren Ensnare, Dark Troll Summoner Ensnare, Wild Axes, Natural Order, Death Pulse projectile, Assassinate, Shiva's Guard Aura, Assault Cuirass Aura, Tempest Tornado Aura, and Orb of Venom
- Black King Bar: Recipe cost increased from 1375 to 1450
- Poison Sting can now be dispelled
- Hex state can now be removed by strong dispels
Attack Speed To Dmg Ratio Dota 2 Download
Towers and Structures
Attack Speed To Dmg Ratio Dota 2 7
- Towers no longer gain extra armor per nearby enemy hero. Tower health increased to account for some of this:
- Tier 1 Towers health increased from 1600 to 1800
- Tier 2 Towers health increased from 1600 to 1900
- Tier 3 Towers health increased from 1600 to 2000
- Tier 4 Towers health increased from 1600 to 2100
- Melee Barracks health increased from 2000 to 2200
- Ranged Barracks health increased from 1200 to 1300
- Ancient health increased from 4250 to 4500
Misc Changes
- Day/Night cycle increased from 4 minutes to 5 minutes
- Scan no longer ignores units in the Roshan pit
- Max attack speed increased from 600 to 700
- Default aura range increased from 900 to 1200 Gem of Truesight, Heartstopper Aura, Tower Aura and Natural Order remain unchanged.
- Removed movement speed modifiers from spawned creeps Previously different lanes would have faster/slower creeps during the first 7.5 minutes of the game.
- Added a new sound that gets played when all of a team's barracks are destroyed
- Opening secondary shops now highlights the items in the full shop UI, rather than switching to a filtered view
- AoE of other wards are now shown during ward placement
- Added a new game state, Leashed. Leashed units follow the same rules as rooted units with regards to teleport and mobility based abilities, but can still use normal movement. The following abilities now apply the Leashed state: Pounce, Dream Coil and Soulbind
- Self damage no longer disables things like Clarity, Bottle, Blink, etc
- Lifesteal amount is no longer limited by the current HP of the target and uses the full damage you are dealing instead
- Backpack can no longer be manipulated while taunted
- Reduced the following movement speed talents: Abaddon (25->20), Axe (40->30), Bane (65->50), Batrider (50->40), Bounty Hunter (25->20), Dazzle (50->40), Enchantress (25->20), Legion Commander (50->40), Lich (25->20), Naga Siren (25->20), Nature's Prophet (35->25), Night Stalker (45->40), Nyx Assassin (35->30), Ogre Magi (90->75), Oracle (65->50), Outworld Devourer (35->30), Pangolier (25->20), Pugna (25->20), Sand King (25->20), Shadow Demon (35->30), Skywrath Mage (25->20), Techies (60->50), Tidehunter (25->20), Tinker (40->30), Underlord (30->25)
- Intelligence heroes strength gain increased by 0.2 Except for Bane, Outworld Devourer, Queen of Pain, Ogre Magi, and Zeus
- Killing an Observer or Sentry ward now prints out a notification in chat to your allies
- Respawn time for level 1/2/3/4 increased from 5/7/9/13 to 6/8/10/14
- Reverted a global turn rate change done in 7.00 Was: * Max turn rate speed increased by 15%
- Attribute growth values that had 2 decimal points have now been rounded up
- Shrines' Sanctuary ability now additionally restores 2% HP/Mana pool per second As they no longer naturally scale with the intelligence mana regen changes
Base Attack Time Dota 2
There are quite a few reasons why to go crit or crit damage... first off attack damage scales horribly per itemization... while the others are worth much more per slot, not to mention the fact that they actually scale where as that 10 dmg is 10 dmg from lvl 1-18
Another reason to go crit damage is the fact that there are only 2 items in the whole game that improve crit damage, so getting it helps fill in that gap that was missing...
And finally the last reason to go either crit chance or damage is because of the random factor... if you get a crit in lvl 1-5 fights... there is a good shot your winning that fight, and crit is hidden... which means when people sum up if its a good idea to attack you based on your stats / items... they dont see the 60% crit dmg or 20% crit chance hiding, and they die :O
Overall I dont think it matters damage or chance... but I feel that chance is better for a more variety of situations since going crit damage and then going an item build that is light on crit tends to make poor use of your runes... if your still fresh and dont have IP currently the xmas promotion has both crit chance and dmg runes for cheap, I would stock up on those until you have the IP for high t3 since they are expensive