How does Dota prevent puncture damage?

Updated on Game 2024-05-03
28 answers
  1. Anonymous users2024-02-08

    The first 3, S-shaped irregular running, can avoid being worn to a certain extent, of course, the other party predicts the direction you are going to wear you will still be hit, or you can keep a good distance outside his range, which is safe.

    The tide you can only stay away from him.

    Of course, you can also play bkb

    The damage is fixed, except for the hero's own 25% magic resistance, you can make the anti-magic cloak (the name can't be called- and challenge the turban to increase the magic resistance.

  2. Anonymous users2024-02-07

    The damage of the puncture belongs to the magic damage Except for some hero skills with magic resistance, the basic magic resistance of the heroes in Dota is 25% (the battle is 30%, in order to weaken the double kill of UD's DK and Lich) So when LZ calculates the puncture damage suffered by heroes who do not have additional magic resistance in Dota, the damage should be x(

    In addition, the superposition algorithm of the magic resistance (am, vip, pudge, etc.) and the item magic resistance (challenge, cloak) brought by the hero's skills is non-linear, and it is very complicated to calculate.

    By the way, Top Twins (Dota Bar - "Favorite Two-Headed Dragon")! The eternal god of technology in my heart may not be able to see it, but --- Shuang'er is the highest, Shuang'er is the most cute!!

  3. Anonymous users2024-02-06

    Damage Reduction Challenge Hijab -30%.

    Wanderer's Cloak -15%.

    There is no other solution. All heroes' skills are 75% on other heroes...This is the default, and has nothing to do with piercing or anything

    Piercing is nothing more than a manifestation of this skill.

    The so-called Piercing Attack against Armor refers to attacks (melee, Piercing, magic, siege, hero, mayhem), etc., which have damage reduction or bonuses to different armors.

    Or out of BKB (Black Emperor) to prevent someone else from piercing you--

  4. Anonymous users2024-02-05

    Basically, you can't dodge.,There are 2 situations.,One is that he stands within the skill range and puts the skill.,The other is not in the range but releases the skill in advance His character runs to you to release the skill.。

    Only the second situation can be avoided, you have to make a prediction in advance and walk sideways at his angle to dodge, it is the same if it is late.

    Skills aren't easy to dodge.,Isn't that kind of skill without a trajectory unfair to some??

    Work positioning, don't think about it. When the technology is hard, there is naturally a sense of prediction.

  5. Anonymous users2024-02-04

    Piercing damage from Demon Wizard, Xiaoqiang, Sand King, and Tidal Wave Magic Immunity! It's good to have a black and yellow! ~

  6. Anonymous users2024-02-03

    Mixed damage doesn't strictly exist in Dota 2. Some people say that the spring water, I don't think it can be counted, because the green rod will not attack you if you have to open the spring water, if you have to say that there is, I think only the big bull stepped on it, and the oil magic also has physics. Health removal is not damage, it just directly reduces the health of a unit, but only an effect on health, which means that health removal has nothing to do with any damage-related elements, such as armor, magic resistance, crazy face, bristle back, etc., the common health removal effects in Dota 2 are:

    The decrease in the HP of the Soul Ring when used, the change in the HP of the armband when it is switched on and off, the Soul Partition of the Terror Blade's ultimate, the Deadly Link of the Warlock, the Plague Mage's Aura of Exhaustion, the effect of Huskar's Fire Spear on itself, the effect of Elf Io's Overload on itself, the Phoenix Impact of the Phoenix, the Flame Scorching, and the HP consumption of the Fire Elves on themselves. The health removal effect does not kill the friendly unit, only reduces the health to 1, but for the enemy unit, when the health is reduced to a critical value, the health removal effect becomes a true damage, thus killing the enemy unit. Since health removal does not count as damage, it does not produce assists, such as killing enemy heroes around the Plague Mage, although the Plague Mage's aura reduces the enemy's health, but does not produce assists.

    As for the piercing damage, it only exists with ranged creeps, not heroes.

  7. Anonymous users2024-02-02

    Mixing is to cause two kinds of damage, one is physical, the other is magic, and life removal means that it is not considered damage, and blood is directly deducted, ignoring all reductions and anti-damage effects, and the piercing does not understand It should have a chance to penetrate enemy units, and what are you talking about, are these descriptions of skills or what, and tell me where they come from.

  8. Anonymous users2024-02-01

    Armor Calculation Formula:

    Armor's reduced damage = Armor * Armor).

    Damage taken by the attacked person = Attack Power * (1 - Armor Reduced Damage) For example, a unit with an attack type of chaos and an attack power of 100 will attack a building with armor of 15 (Enhanced Armor) once, and the damage dealt will be:

    Negative armor situation:

    Increased damage (Armor) -1

    The in-game display of -n% damage reduction means that the damage is increased by n%, the vertical column on the left is the attack type, and the horizontal column on the upper side is the armor type.

    Armor modifiers:

    Light, Medium, Heavy, Enhanced, Normal, Hero, Unarmoured, Mayhem=

    Ordinary = Piercing =

    Siege = Hero = Spell =

  9. Anonymous users2024-01-31

    If you want to be so precise, it's good to contact yourself more

  10. Anonymous users2024-01-30

    You need to be yourself, it's inconvenient to talk about it in detail, and the cage is the same point.

    Piercing animation. Impale effect (the effect of the target unit being impaled, which can be changed to invincible).

    damage and aftermath.

  11. Anonymous users2024-01-29

    (t is to ignore, f is to be seen).

    Pierces Magic Resistance, Ignores Armor, Pierces Magic Immunity.

    Normal Attack, Normal Damage t f t

    Piercing attack, normal damage t f t

    Siege attack, normal damage t f t

    Hero Attack, Normal Damage t f t

    Chaos Attack, Normal Damage T f T

    Spell Attack, Normal Damage f f t

    Normal Attack, Magical Damage t t f

    Piercing attack, magic damage t t f

    Siege attack, magic damage t t f

    Hero Attack, Magic Damage] t t f

    Chaos attack, magic damage t t f

    Spell Attack, Magic Damage f t f

    Normal attack, smash damage t t t

    Piercing attack, smash damage t t t

    Siege attack, crush damage t t t

    Hero attack, smash damage t t t

    Chaos attack, smash damage t t t

    Spell Attack, Crush Damage f t t

    List all [Hero Attack Magic Damage].

    Black Radiant Destroyer's Arcane Orb (orb).

    The source of pain of the brain.

    Goblin Tinker's laser.

    Enchantress Advances (Orbs).

    Paladin's Test of Loyalty.

    Silencer's Blade of Wisdom (Orb).

    Phantom Assassin's Suffocating Blade.

    The desolation and refraction of the ghost.

    Templar Assassin's Psionic Blade.

    The Baptism of the Almighty Knight.

    Item: Necronomicon Villain Last Wish.

    Aster Soul burning.

    Blade Armor Damage Feedback.

    It is said that the damage of the Mask of Mad after the end of the Frenzy is also divine damage.

    Radiance, it seems, is also a divine injury.

  12. Anonymous users2024-01-28

    Holy damage What I said above is correct Other piercing or something is calculated For example, the fawn's advance is a skill that ignores armor Jumping knife advancement can output 400+ damage If you catch up with the hero's return trip.

  13. Anonymous users2024-01-27

    All skill damage ignores armor and only counts magic resistance.

    All orb effects with additional damage: If the description is magic damage (e.g. Fawn's Advance, Blackbird's Arcane Orb), then the damage of an attack is divided into normal attack damage (calculated armor) plus additional magic damage (calculated magic resistance), if it is additional holy damage (such as Spectre's Desolation, Silent Wisdom Blade), then the total damage is normal attack damage (calculated armor) plus holy damage (ignoring armor and magic resistance).

  14. Anonymous users2024-01-26

    Holy Damage.

    Silent Flying Beacon.

    Butcher's hook.

    The propulsion of the fawn.

    and other skills ignore armor.

    For magic skills, heroes are born with 15% magic resistance.

  15. Anonymous users2024-01-25

    There are also water columns, shadow pressure, and water man's waves that have lost their special effects, and the magic effects mentioned upstairs are useless! I usually open a stand-alone machine by myself, choose those heroes who have lost their magic effects, use WTF mode to use those magic effects skills all the time, play for about a minute or two, and then watch the video or read the file

  16. Anonymous users2024-01-24

    Child, in the process of entering the game, there is a 'Options' column to adjust the sound, resolution, magic effect, mouse sensitivity, etc., among which the 'Magic Effect' column is selected with a 'tick'.

  17. Anonymous users2024-01-23

    There is a problem with the settings....Just turn on the animation effect in the settings.

  18. Anonymous users2024-01-22

    In the process of entering the game, there is a 'Options' column, of which the 'Magic Effects' column is selected by 'ticking'.

    In the option Gameplay.

  19. Anonymous users2024-01-21

    Your picture effect skip no, it may be a problem with the effect!

  20. Anonymous users2024-01-20

    overlapped??? Either it's your Warcraft version issue.

  21. Anonymous users2024-01-19

    The computer settings are all set to the top Try it.

  22. Anonymous users2024-01-18

    Actual blood cost of the attacker = attacker's attack power * armor type coefficient corresponding to the attack type * (1 - armor value falloff).

    When the armor value is positive, the armor value decays = armor * armor).

  23. Anonymous users2024-01-17

    To put it simply, the attack type first corresponds to the armor type, for example, the hero attack is 100% damage to the normal armor type, and then the damage reduction is calculated based on the actual armor value of the unit. And then there's the eventual injury.

  24. Anonymous users2024-01-16

    Heroes attack each other, you don't have to consider the armor type and attack type (if it's a creep fighting a hero, you need to count the effect of the armor type), for example, if the armor is 100, the damage reduction percentage is 50, then the 100 attack is only 50

    Dota's armor is generally not very high, just need to calculate it simply, some RPG maps have a very high armor value, the higher the armor, the less the effect of damage reduction, and when there is more than 1000 armor, add 10 points of armor, the effect is not even 1 percent, the display is 60%, but it is actually something like that.

  25. Anonymous users2024-01-15

    Regardless of the various skills such as recovery dodge splash, the actual blood cost of the attacked person = attacker's attack power * attack type corresponding to the armor type coefficient * (1 - armor value decay).

    When the armor value is positive, the armor value decay = armor * armor) The armor type coefficient corresponding to the attack type is shown in the figure below.

  26. Anonymous users2024-01-14

    The hero's normal attack will be weakened by the armor, and the formula for calculating the reduction is armor * armor*, 10 points of armor is the reduced damage, and it can be seen from this formula that when the armor is high to a certain extent, the effect of continuing to add armor to reduce damage will become worse and worse, and generally adding 20 points of armor is already very hard, and it will become uneconomical to continue to buy armor equipment.

    The attack of creeps and most creeps and minions is a piercing attack, which only causes 50% damage to the hero and is weakened by the armor, that is, 100 puncture attacks hit a hero with 0 armor and only cause 50 damage, and when a hero has a vanguard shield or more armor than 15 points, it can basically ignore most of the piercing attacks (note that the small y ultimate snake stick is also a piercing attack, but the damage of a group of snake sticks at the same time is still too high).

    The two bears in the wild monsters, the big owl beast, and the ancient wild are all chaotic attacks, and the damage caused by the chaotic attack to the hero is 100% like the hero's own ordinary attack, and the calculation of being weakened by the armor is exactly the same, which is also the reason why the jungler doesn't want to encounter the bear the most, and it really hurts in the early stage. In addition, the Warlock's Hellfire and the Witch Doctor's ultimate are all chaotic attacks.

    Siege attack, only catapults have this attack effect, causing 150% damage to buildings, which is also the reason why the tower is quickly dismantled when there is a car, of course, this damage will also be weakened by the building armor, the specific calculation method is not clear.

    The hero's normal attack only causes 50% damage to the building, and it will be weakened by the armor, and a hero with an attack of 200 points will hit a defense tower with 5 points of armor and drop about 60 points of blood when the tower is off, which is why the tower's blood volume is obviously not high but it takes a long time to dismantle.

  27. Anonymous users2024-01-13

    All I know is that it has to do with attack defense

  28. Anonymous users2024-01-12

    Mixed damage is what the damage value is, how much blood is lost when it hits the hero, and neither BKB nor the green staff can dodge. Such as the queen's big.

    Life removal is also pure damage, such as the Bloodfiend's large.

    Piercing, is a damage with reduced armor.

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