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"We League now" Yeah, sure. End of the world as we know it.
I crunched some numbers for the fun of it. How much of a difference are we talking?
Let's think of a crude model. We will use Axe, with Strength of 25 + 2.5*Level. Rubick applies Fade Bolt according to Level, with Int scaling of 27 + 2.4*Level. Attribute bonus applies at Level 16 (realistically 15, but whatever), no magic resistance included, no items.
So the new HP scaling:
Added Enchantress's scaling for comparison, who has 16+1*Level Str scaling. This trend is about as most people expected probably.
Consider Fade Bolt Damage, with a nice even 300 buffed from 6.87 (thanks icefrog). Every 16 intelligence grants 3 damage, exactly.
We see negligible increase for spell levels 1-3, and finally some difference at level 4. For reference, Fade Bolt gains about 0.75 damage at level 1, 6 damage at level 7 (spell level 4), and 18 damage at level 25. Again, no resistance/items are calculated here.
To compare the difference in effects, I just take a ratio between HP and Spell Damage for the new vs the old values (of course this is a bit off since Fade Bolt was buffed in the patch, but same idea) of Axe HP vs Fade Bolt. Then apply a difference calculation between the new and old.
(orange is enchantress, blue is axe)
So despite the new scaling, spell damage is effectively nerfed globally for people who don't buy stat items or have high int scaling at early levels. (This isn't entirely accurate, but) new HP scaling is around 6% more efficient than the new Intelligence scaling at level 1. Each 16 points of int very closely reduces the difference by about 1%. Each step we see is an additional 16 int acquired by rubick, which drives the difference down. The breakeven point is around level 20 or so, where the 6.87 damage scaling surpasses the difference in HP formula for strength. The break point can be accelerated by having items. Consider aether lens is 5% amplification, which shifts the difference down by roughly 5% whenever you acquire it. So yeah, still pretty good item.
(blue is enchantress, orange is axe... not sure why I switched them)
For Pugna, with Int Scaling of 26+4*Level on Nether Blast (100 -> 325), the breakeven point is closer to ~Level 16 without items. (Nether blast damage is about 9 damage higher at level 7 if maxed, and about 26 damage higher at level 25)
So no rioting yet boys, we still dota.
I got lazy with axis labeling, and legends towards the end. Thanks for reading, let me know if I made any errors.
[edit] source file https://dl.dropboxusercontent.com/u/3128414/doto687.xlsx
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Interesting analysis. So this mean the supports will have a harder time zoning out the offlaner in level 1.
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Good stuff. I can't help but ask myself why they implemented these minor changes in the first place. Not that I'm against rounding up str from 19 to 20, but I assumed we'd get a base hp nerf to compensate, not a buff.
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Is this somehow a nerf to heavy spell dependant heroes in early levels? Like gyro.
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I don't think this nerfs or buffs any hero in any relevant way except for maybe od's ultimate.
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This also afects phisical damage dealers. Maybe the purpose is to give more survability to heroes in general, especially those who dont buy much hp items, like supports.
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On April 29 2016 02:37 Souldivnr wrote: This also afects phisical damage dealers. Maybe the purpose is to give more survability to heroes in general, especially those who dont buy much hp items, like supports. Isn't it more the other way round? Most hp items are actually strength items. bracers urn drums, SnY, halberd, even heart and to some extend skadi and aghs have major strength components. Also since cores have higher levels, they get more hp compared to sups. Since we are talking about roughly 2 per level I still think this is very minor. The increased base hp roughly evens that out though. Guess it's a slight nerf to octocore, bloodstone and to physical damage. Still confused why they change a running system.
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On April 29 2016 02:46 Blackfeather wrote:Show nested quote +On April 29 2016 02:37 Souldivnr wrote: This also afects phisical damage dealers. Maybe the purpose is to give more survability to heroes in general, especially those who dont buy much hp items, like supports. Isn't it more the other way round? Most hp items are actually strength items. bracers urn drums, SnY, halberd, even heart and to some extend skadi and aghs have major strength components. Also since cores have higher levels, they get more hp compared to sups. Since we are talking about roughly 2 per level I still think this is very minor. The increased base hp roughly evens that out though. Guess it's a slight nerf to octocore, bloodstone and to physical damage. Still confused why they change a running system.
I meant in the early game, but I get your point.
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SoCal8898 Posts
i think the concern is that these numbers are pretty low and that icefrog will tune them up when he sees this
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My 2 cents is that the int spell dmg buff is meant to allow heroes with two wave clear spells to be able to instantly clear a wave through out the game as creep waves gain hp over in game time.
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On April 29 2016 02:06 Blackfeather wrote: Good stuff. I can't help but ask myself why they implemented these minor changes in the first place. Not that I'm against rounding up str from 19 to 20, but I assumed we'd get a base hp nerf to compensate, not a buff. It's to compensate for early spell damage going up by like 20% over the last 4 years.
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