Sunday, November 11, 2012

HW2: DOTA Mechanics


                    The game DOTA has its different mechanics which is observe while playing the game. These mechanics includes unit statistics, armor and damage, manapoints and hitpoints, aand many more.

Unit Statistics

                                                 

                     This mechanic is based on the units(creeps) on how they are summon and how many units are  there per wave. However, this have some trigger informations regarding the spawning and upgrading of creeps, and spawn/upgrade trigger to roshan. Units were divided into 9 sections such as the lane creeps, super/mega creeps, normal neutral creeps, ancient neutral creeps, roshan, summons, towers, other buildings, and miscellaneous units.This mechanic focuses on the statistics of units in both teams as well as on neutrals. This is based on the site http://www.playdota.com/mechanics/unitstats.

Damage and Armor

                       Damage and armor always come together because there are spells that the damages were reduced because of the armor as well as the magic resistances present on the hero. However, there are spells that damages are not reduces like the laser of tinker. Damage does always take the armor type into consideration, but sometimes it just isn't reduced. Based from the article: "Damage and Armor" at http://www.playdota.com/mechanics/damagearmor.


                        Hence, the damage dealt throughout the game are split into two(2) certain types: the attack and the damage type.They are completely separated and can be mixed into any combination.


                                              



                        The first one is the attack type which refers to the type of attack that was made to deal the damage. The different types of attacks that are used on units in DOTA are:hero, siege,chaos, normal and piercing. Damages dealt by these types of attacks could be reduced by the armor value,however,damages dealt by using magic abilities, which is referred as spells,another type of attack, were not reduced by armor values at all, but it can be reduced or blocked by magic immunity.

                         The second one is the damage type. It is another field of determining if the damage should even be further reduced or blocked. Damage types used in DOTA are: normal,magic and universal. The normal which is already mentioned before is the types of all attacks that makes damage, but being reduced by armor value. Magic which is also mentioned before is the most common ability damage type that makes the damage not being reduced by armor value except for magic immunity because this is completely reduced or blocked. However, the universal is almost like magic, but it is not reduced by either armor value or magic immunity. Hence the similarity of the two is that they both deal damage to units.

                         The armor just like the attack has two types: the former armor type which is fixed for all units and the used armor type which is the combination of armor type and attack type that determines the primary reduction in damage. The used armor has types in DOTA: hero, unarmored, fortified,  light, medium and heavy. The armor value can be changed by either items or abilities like the plate mail which increases the armor value of units and the ability acid cloud which decreases the armor value of units. However, the damage reduction given by armor value can be calculated by formulas: the positive armor value and the negative armor value.

                                                 

Positive armor values: (calculation provided by the article). 

 Damage Reduction = ( 0.06 * armor ) / (1 + 0.06 * armor)

Examples:
10 armor:
( 0.06 * 10 ) / ( 1 + 0.06 * 10 ) = 0.6 / 1.6 = 0.375 = 37.5%
20 armor:
( 0.06 * 20 ) / ( 1 + 0.06 * 20 ) = 1.2 / 2.2 = 0.545 = 54.5%

Negative armor values:(calculation provided by the article)


          Damage Increase = 1 - 0.94 ^ (-armor)
          Examples:
          -5 armor:
          1 - 0.94 ^ (--5) = 1 - 0.94 ^ 5 = 0.266 = 26.6%
           -10 armor:
           1 - 0.94 ^ (--10) = 1 - 0.94 ^ 10 = 0.461 = 46.1%


Negative armor has a cap of -20 (71% damage increase). Reducing the armor even more will not change the damage increase.


                                Hence, armor and damage get together in every game because damage caused by an attack will never be reduced if there isn't any armor. Damage and armor are linked in any field and never been separated. 




 

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