The Most Consistently Powerful Build! World of Vengeful Spirit!
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- เผยแพร่เมื่อ 7 ก.ค. 2024
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Giant headache is a big brain issue. Smart.
get pressure correcting ear plugs for weather induced headaches, worked very well for me.
The number in range or radius is like that because of Warcraft map editor had multiple square sizes "Cell" a 10 by 10 cell gives u a bigger cell which is decided to be 100 range so small cells are 10 range and movement speed of 400 means you are crossing 400 cells per second... you welcome.
in case that s true, great explanation and thanks! people boldly confidently claiming some work to be "arbitrary" while thinking they know a lot about that work sounds kinda ignorant to me...
You just explained how the map editor is functioning programmatically, but as boosted in dota actually shows is that the game automatically rounds the numbers properly to that.
So i'm not exactly sure what you're replying to, it's still sort of arbitrary at the beginning then it starts being modified to be balanced properly
@mal0412 just because it can be explained doesn't mean it isn't arbitrary. We craft 3 also had to decide how big a given cell itself was, amd they needed to make a decision with nothing to base it off of. As a result, they just picked a number they thought was fine and went with it. That decision was arbitrary, but not bad.
@@AxonZshow I never claimed your first statement. I guess you could say i am being pedantic, but in order for it be arbitrary, it has to be proven to be arbitrary. If the game engine provided limited resolution, rendering threshold, design, etc, all of these constraints, your decision must be made in order to optimize the objective within those constraints. Let's say, for example, you ask why is it chosen to be 100, someone answers that means 100 cells/s movement. You ask again, why 100 cells but not 10000, that person can say because the map is built from 1000x1000 cells and that player should move in the map with "reasonable" speed to interact with other objects. You straight up assume "reasonable" is abitrary, but decision is made there base on 1000 size contraint, design idea of the movement, rendering, fps so player can see properly, ... is not abitrary. The initial decision might not be optimized and therefore feedback loop and iterations happen during development. Same that you could say natural selection is abitrary. Most of "abitrary" things are just things we do not understand. Those number are well tuned after years of selection from different maps built by the community, and that could contribute to the legacy of work and there is no reason the modify completely all ratios when coming to dota2. Did you ever question why your parents told to go to school and brushed your teeth every day when you were a kid and just accept to do it? And later on in life you realize why people do it.
I don't know if it's just youtube confirmation bias because you usually upload videos where you do pretty well, but holy shit, dude, your round 1 creep luck in this game is fucking criminal. You get such good creeps it blows my mind.
well.... the human creeps made up the difference, anyway, so. I guess it didn't matter that much.
I think the "base dmg" and "bonus dmg" is good solution... there is/was a lot of auras, buffs, debuffs that are/were changing heroes dmg... for example lets say you have 100 base dmg, buff that gives you 20% dmg and debuff that takes away 20 dmg (flat).
If its all based only on base dmg, its really easy: 100+(100*1,2)-20=100... that 20% is always 20 dmg, ordering of + and - doesnt matter...
But if it were based on total dmg, it would matter what buff/debuff applies first... is it (100*1,2)-20=100? Or (100-20)*1,2=96? ... when the game gets this complicated, its nice to have some simple rule like this, that just makes all the calculations much easier
you explained one of the base points of game design, it prevents mathematical instabilities, e.g. among multipliers :D it is not "arbitrary" as "someone" claimed it to be.
iirc, base damage have variability in its value for each hit, while bonus damage is fixed addition
I agree that arbitrary is not always a bad thing, But I will argue that you're wrong thinking splitting damage into base and bonus is anyway arbitrary.
The simplest reason is amplify damage (double damage), If the damage calculation is not split then DD rune just gives you copium amount of damage, if they have divine rapier then they just got another 250 damage. Its a balancing mechanic.
Comment to appreciate Philipp`s effort on providing us with content dispite having a headache❤
Maybe just having a bkb+(I forget the name)sacred relic+helm of ironwill
For teh headaches part: Did you try going to a doctor to do a detailed analysis?
My mother had the same exact thing but on a finger and turns out she had something that was like.. eroding? the bone from within.
She had this for more than 10 years, but she had surgery and after a couple weeks of recovery the pain disappeared forever!
you have a headache right before it's raining?
confirmed baumi has inbuild weather forecast
We actually all get affected by changes in barometric pressure! It causes health issues for some, and is merely detectable by others. Interesting stuff that we can sense it. Do you think you need to have arthritis to qualify to be a weatherman?
Very impressive bu straca
Straca playing a weiner build as usual
I sometimes think that baumi is alergic to bkb =) nice video
When Kunkka? 😮😮😮
You should really try to make tree branch upgrade work
Nah Baumé it’s 100 percent universal PA. Unbeatable as long as you itemize right for final 2 duels. Make sure to save all money from final arena should be able to have 10k then to spend on specific items for final duel. Dmg is taken care of for u because ur a universal PA
Aww I miss Xavice being in your videos
Yo
Placeholder comment. Cheers!
Ssup
10th like!