I have a question.If you stack crystalys and javelin can both proc at the same time or does one proc override another?
edit: playdota thread on order of damage calculations if you seek further information
Last edited by Longview; 2013-03-15 at 11:50 PM.
If you look at a hero like Shadow Fiend or especially Tiny you see that they innately get a lot of damage from their skills, so if you wanted to cost-efficiently increase their DPS, so to speak, you'd get IAS. If you have a hero like Sniper you might think that you only have to build IAS so you headshot more often, but that's only good to a certain point. Most of the time, you'll want to balance your IAS and damage, though if you want to gamble your game on big crits on PA then by all means build for damage.
For approximation, consider that whenever your IAS is above 0 (=whenever you attack speed isn't being reduced drastically) every 100 IAS gives you ~0.6 more attacks per second. On a 1.7 base attack time hero (=most of them) every 100 IAS makes you BAT go from 1.7 to 0.85, 0.57, 0.42 to a minimum of 0.34. You'll notice that going from 0 to 100 IAS makes a huge difference, but going from 300 to 400 isn't that much. So you have your 300 damage SF with maybe 60 attack speed from agility? Maybe AC would be better than that MKB. Your Sniper has Mjölnir and AC and Manta and attacks 2,5 times per second but only for 130 damage? Maybe you should throw in a Desolator.
edit: I forgot the most important exception. Alchemist in rank 3 ulti form has 1.0 base attack time, which is why it's not only acceptable but mandatory to go full attack speed alchemist. Nothing is better than going all clinkclonkclinkclinkclinkclonkclinkclonkclonkclonkclinkclocnkclinkclinkclonk on your enemy.
Due to the various movements in fights I do think it might be better to have a higher IAS.Like it has some kind of extra subtle value.
But then again stuff like the stout shield like flat damage reduction undermines IAS.
I wonder if there are a lot of flat damage reductions in the game?
Just some thoughts.
edit: aaaaand Kraken Shell! Knew I shouldn't trust my memory.
While I can understand that when my team random's and 3 of them pick hard carries, I don't get mad, just bad roll of the dice. But when there's clearly a Drow, Weaver and Clinkz, MAYBE you should adapt and pick a more support roll. Nope, Medusa. I don't mind playing support, I just don't mind being forced into it. I tend to KS anyway with Lich ult.
edit: Meh,seems bad to just pull numbers out of my ass so that's my formula so people can possible correct me.
I used a table with 1,7 base attack time.
Y1 is with random DMG
Y2 is random DMG minus 50DMG with an APS from a BAT+50IAS to create a ''+50dmg versus +50attack speed'' comparison.
~(APS x DMG) - (APS x vanguard block DMG)
~(APS x (DMG-50DMG)) - (new APS x vanguard block DMG)
Having read this reddit thread http://www.reddit.com/r/DotA2/comments/14hy72/math/
I understand why I also came to the value of 100dmg at which more attack speed gives more dps.(not counting block)
But actually from the thread apparently what's right is to always have damage 100 higher then AS for AS to be more efficient.
Most of you probably already knew this though.
Last edited by ZRebellion; 2013-03-16 at 04:46 AM.
I'm kind of confused.When reading a tooltip in game of a hero lvl1 I see ''attack speed:114 (1,49s per attack)''.
But a hero with a BAT of 1,7 and 114 attack speed should be hitting every 0,79s.So is the tooltip wrong and it should ''1,49 attacks per second'' or did I miss something.
Efficiency in terms of raw numerical performance is not something you should spend hours on it. Even a superficial analysis like "tiny got damage so I should go IAS" is enough in DotA because you are playing against players, not some sort of script just like WoW which no uncertainty involved in boss fights. That makes numbers the most important thing but not in DotA or in any strategy game.