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Do Any Dota2 Items Change Game Mechanics

Mechanics Header.png

Mechanics are the inner workings of Dota 2. The following is a listing of mechanics topics. Click on each topic to view how they are calculated, where they originate, as well every bit their circuitous interactions with other mechanics elements.

Contents

  • ane Unit Mechanics
  • 2 Set on Mechanics
    • 2.ane Assault modifiers
  • 3 World Mechanics
  • 4 Status furnishings
    • 4.ane Dispelling
  • 5 Gameplay
  • half dozen System
    • 6.1 Settings
    • 6.2 Matchmaking
    • half-dozen.3 Corrective items

Unit Mechanics [ ]

These backdrop are used by units in general, including heroes, creeps, and summons. Heroes possess a number of unique mechanics that other units don't.

Mechanic Introduction
Abilities
  • Cooldown symbol.png Cooldown
Skills possessed by units, to be used on the battlefield. All heroes have at least 3 basic abilities and ane ultimate power. Hero abilities are acquired upon leveling upwardly with experience. Most abilities need to be activated, while others are passive or augment a hero's bones attacks. Agile abilities take a cooldown period between uses.
Attributes
  • Strength attribute symbol.png Forcefulness
  • Agility attribute symbol.png Agility
  • Intelligence attribute symbol.png Intelligence
Baseline stats that increase with each level. Strength increases health and wellness regeneration, Agility increases armor and attack speed, Intelligence increases mana and mana regeneration. All heroes are associated with one of iii attributes, known as their Primary Attribute. Raising a hero'due south Primary Attribute likewise raises their physical assault damage. Attributes can also be increased past items and abilities.
Talent Talents Bonuses that increase a hero'south stats and backdrop. Players can pick one of two talents at levels ten, fifteen, xx, and 25. The talents that were not called can be acquired at level 27, 28, 29 and 30 respectively.
Experience XP Points needed for heroes to level up. Experience is gained from killing creeps, enemy heroes and controlling outposts. A hero'south maximum level is 30, after which experience no longer serves whatever purpose.
Spawning Heroes spawn at the fountain, in their base. Dead heroes respawn afterwards a gear up amount of time. Respawn time is determined by the hero'southward level.
Wellness
  • Health Regeneration
The amount of hit points a hero has. Health and health regeneration can be increased by Strength attribute symbol.png force, items, Talent talents and abilities.
Mana
  • Mana Regeneration
The resource required to use almost abilities. Mana and mana regeneration tin can be increased past Intelligence attribute symbol.png intelligence, items, Talent talents and abilities.
Armor
  • Armor Manipulation
  • Effective HP
Property that reduces incoming physical damage by a scaling amount per attack. Armor comes in three types, and can exist increased or decreased by Agility attribute symbol.png agility, items, Talent talents and abilities.
Damage Block Property that reduces incoming damage past a fixed amount per set on. It is granted by some items and abilities.
Magic Resistance
  • Magical Damage Barrier
  • Effective HP
Property that reduces incoming magical damage past a percentage. All heroes start with 25% Magic Resistance. It tin can be further increased by items, Talent talents and abilities.
Evasion
  • True Strike
  • Accuracy
Holding that grants a percentage take a chance to completely avoid a physical attack. Truthful strike allows a hero to ignore evasion.
Motion Speed The rate at which a unit of measurement moves. Movement speed tin can exist increased and decreased past items and abilities.
Status Resistance Status resistance is an attribute of a hero that reduces the duration of near status debuffs and the dull values of slows. By default, every unit has a base status resistance of zero.
Turn Charge per unit The rate at which a unit of measurement'south model turns measured with time. Almost actions require the model to be facing towards the direction of the action about to exist taken.
Collision Size
  • Phased
The internal size of a unit, which is impassable and can block other units. Nearly heroes have the same collision size, regardless of their graphical model.
Aura Passive buffs and debuffs that surround a hero or unit in a circular radius. Auras come from abilities and items, and cannot be dispelled.
Illusions Copies of heroes that are generated by abilities, items, or runes. Illusions come in unlike types, and possess bottom backdrop of the original hero.

Attack Mechanics [ ]

Mechanic Introduction
Damage Types
  • Physical Damage
  • Magical Impairment
  • Pure Damage
  • HP Removal
There are three overall categories of impairment. Concrete damage is done by basic attacks, and some abilities. Magical damage is done by abilities and items. Pure damage is the rarest, and penetrates armor and magic resistance. HP Removal ignores all forms of damage manipulation, and is not technically considered a type of damage.
Assault Damage
  • Total Assault Damage
  • Instant Assault
Damage washed past basic attacks. This type of damage is usually physical, merely is split into four Assault Classes that interact differently with different Defense Classes.
Spell harm
  • Spell amplification
Damage done past any source other than bones attacks. Spell damage can come in magical, physical, or pure harm types.
Damage manipulation
  • Harm amplification
  • Damage reduction
  • Damage negation
Calculations that affect the final value of a impairment case. Items and abilities can amplify, reduce, or negate terminal harm.
Damage over time Periodic damage washed over intervals, usually in small amounts.
Assail Speed The fourth dimension it takes to perform an attack. Assail speed can be increased or decreased by items and abilities.
Assail animation
  • Attack betoken
  • Set on backswing
The model animation that plays when a unit attacks. Damage is dealt at the attack point, followed by the assail backswing of the animation. Attack animations play faster or slower according to a unit of measurement's attack speed.
Cast blitheness
  • Bandage point
  • Bandage backswing
The model animation that plays when a unit uses an ability. The ability is used at the cast point, followed past the bandage backswing of the blitheness. Each ability has its own unique cast animation. The speed of cast animations can be altered but with arcane glimmer , Other than that cast speed stays the aforementioned throughout the match for each ability.
Channeling The model animation for sure abilities that crave a unit to stand nevertheless in order to affect the power over time.
Projectile speed The speed at which the projectile from a ranged basic attack travels. Abilities have unique projectile speeds for their projectiles.
Attack Range Attack Range The distance from which a unit of measurement can perform basic attacks.
Nearly Melee heroes have a range of 150, while Ranged heroes tin have a range of up to 700.

Attack modifiers [ ]

Additional furnishings can be added to basic attacks. Some of these furnishings stack with each other in several ways, while others practice not stack at all.

Mechanic Introduction
Critical strike Modifier that increases damage from basic attacks by a percentage multiplier.
Cleave & Splash Modifiers that cause harm from basic attacks to spill past a single target to a larger expanse.
Bash Modifier that gives basic attacks a chance to stun.
Lifesteal Modifier that causes attacks to regenerate a portion of their damage every bit health.
Mana break Modifier that causes attacks to burn mana from the target, dealing damage based on the burned amount.
Autocast Modifiers that are innate to abilities, and tin be toggled On / Off

World Mechanics [ ]

Mechanic Introduction
Game map
  • Lanes
  • Jungle
The battlefield where Dota ii matches takes place. Three Lanes are nowadays on the map, and lead into each team'due south base. In between the lanes are wooded areas known as the Jungle.
Buildings
  • Ancient
  • Towers
  • Billet
  • Outposts
Structures that aid in the defense of each opposing side. The main building is the Ancient, which must be destroyed in club for a side to win. Buildings tin be fabricated temporarily invulnerable with Glyph of Fortification.
Shops Stores scattered beyond the map that sell items to heroes.
Gold Gold
  • Buyback
Currency used to buy items, which increment a hero'south capabilities. Heroes gain a pocket-size amount of gold every second, and tin can earn more gilded by killing creeps, enemy heroes, and buildings. Dead heroes tin use gold to Buyback, allowing them to respawn instantly.
Items
  • Recipes
  • Item sharing
  • Detail passive stacking
  • Disassembling
Objects that can be purchased on the game map. Items increase a hero'south properties, and grant them special abilities and effects. Smaller items combine into larger items, with the assistance of recipes. Some items can be disassembled. Neutral items can exist found past killing neutral creeps.
Animal Courier Radiant minimap icon.png Courier A special unit endemic by each team that holds and delivers items to players.
Creeps
  • Lane creeps
  • Neutral creeps
Units that automatically spawn on the map. They are killed for gold and experience. Lane creeps assail and push button towards the opposing base. Neutral creeps reside in the jungle.
Summons Units that are created by heroes to aid them in combat.
Wards Units that provide vision, or some other utility.
Runes Special boosters that spawn on the map. Runes give actress gold and experience to heroes who pick them up, too as a diverseness of power-up furnishings.
Vision
  • Ground vision
  • Flying vision
  • Shared vision
  • True sight
A unit's ability to see the map in real time, versus being covered past the fog of war. Almost units have a radius of vision effectually them. Some units tin can turn invisible, and can merely be detected by Truthful Sight.
Time of mean solar day The cycle of nighttime and day. Some heroes have abilities that function differently at night. Vision is as well express at nighttime.
Trees Vegetation that serve equally impassible obstacles on the game map. Trees can exist cut downwards, and volition regrow over time. Some items and abilities can interact with trees.
Pseudo-random distribution The chance an ability or item'southward effect volition occur, increasing every time the effect does non occur.
True random distribution The chance an ability or particular's effect will occur, calculated independently of previous instances.

Status effects [ ]

Condition effects are a variety of conditions that tin afflict units. They are caused by abilities and items.

Mechanic Introduction
Stun
  • Shackle
Unit of measurement is unable to move or perform any actions. Shackle is the same as stun, but requires the attacking hero to channel the effect.
Root Unit is unable to move, merely can perform some actions.
Leash Unit is unable to movement outside a limited range, simply tin can perform some actions. Similar to root.
Hex Unit of measurement is transformed into a critter, and is unable to perform any deportment except motility at a deadening pace.
Cyclone Unit is swept into the air, where it is invulnerable, merely cannot motility or perform any actions.
Hide/Blackball Unit is temporarily removed from the game map, and cannot exist damaged or affected by any other mechanics.
Bullheaded Unit has a chance to miss basic attacks.
Silence Unit is disabled from using unit abilities, but can still use detail abilities.
Mute Unit is disabled from using item abilities.
Intermission Unit'south passive abilities are disabled.
Disarm Unit cannot assail, but tin can notwithstanding apply abilities.
Slow Unit of measurement's movement speed is reduced. Most slows terminate after a set fourth dimension, while other slows gradually decrease over time.
Trap Unit's movement is restricted by pathing blockers, only tin can still perform actions. Units try to path around them if possible.
Barrier Unit's movement and several sources of forced movement are restricted past barriers, only tin can still perform actions. Units do not try to path around them, manual guidance is required.
Taunt Unit is forced to assault a certain target, ignoring player input.
Fear Unit is forced to run towards their team's fountain, ignoring player input.
Hypnosis Unit of measurement is forced to move towards a hypnotizing source, ignoring histrion input.
Forced motility Unit is forced to motion in a sure direction, ignoring player input.
Teleport/Blink Unit of measurement moves to a location instantaneously.
Invisibility Unit cannot be seen past normal vision, only tin be detected by True Sight.
Phased Unit tin move through other units, ignoring standoff size.
Invulnerability Unit cannot be damaged past concrete attacks.
Spell amnesty Unit of measurement cannot exist targeted or afflicted past most spells.
Assault immunity Unit cannot be attacked. Already launched attack projectiles cannot harm or affect the unit of measurement. Unit is still affected by physical spell damage.
Ethereal Unit assumes a ghostly class, becoming allowed to physical impairment, but takes more than magical impairment. Ethereal units are disarmed and attack allowed.

Dispelling [ ]

Dispel refers to methods that remove buffs, debuffs, and status furnishings. This is an important topic to understanding the internal interactions of Dota 2.

Mechanic Introduction
Basic dispel A simple dispel granted by abilities and items.
Spell immunity Some forms of spell immunity provide a basic dispel when activated.
Potent dispel A greater dispel that removes more status effects, granted by a handful of abilities.
Removable buffs A list of buffs that can exist removed by various forms of dispel.
Removable debuffs A list of debuffs that can be removed by various forms of dispel.

Gameplay [ ]

Mechanic Introduction
Game modes Map conditions with different rulesets regarding hero picking and other variables.
Custom Games
  • Modding
Game modes created by community members, with its own set of rules and avails. Custom games are made through modding.
Heads-upwardly display (HUD) The in-game graphical interface, showing a hero'due south portrait, abilities, items, stats, and more than.
Minimap
  • Scan
A pocket-sized graphical representation of the game map, where heroes and other information can be seen. Scanning is a way to reveal the presence of enemies on the minimap.
Disjoint The act of dodging a projectile using an ability or particular. Not all projectiles tin be disjointed.
Denying The deed of killing a friendly hero, creep or building with low health. Denying prevents enemy heroes from gaining golden and feel from the denied unit or building.
Pitter-patter control techniques Methods to manipulate creeps for the purpose of positioning, or spawning more than creeps to kill after.
Roles Play styles that heroes fulfill to serve a specific function for their team.
Ganking The strategy of ambushing and attacking isolated enemy heroes in club to secure an early game advantage.
Pushing The strategy of focusing on destroying buildings and pressuring the lanes.
Harassment The strategy of attacking opponents to intimidate them from farming effectively, especially during the early on game.
Farming The human action of accumulating gold past killing as many creeps equally possible.
Jungling The act of farming in the jungle by killing neutral creeps, instead of farming in the lanes.
Initiating The human activity of starting a teamfight, usually by disabling opponents with powerful abilities offset.

System [ ]

This is a list of major functions that are non directly part of the game. It involves diverse features regarding role player input, Steam, and others.

Mechanic Introduction
Patches Updates to the game customer, including changes to elements outside of mechanics, such equally corrective items or the graphical interface.
Versions Updates to game mechanics, including new heroes, items, and balance adjustments. Versions are shipped with patches.
Trophies & Profile Levels In-game achievements that are awarded for accomplishing various feats.
Events Time-express promotions that come with exclusive cosmetic items, trophies, and more. Events unremarkably take place effectually large tournaments and holidays.
Spectating
  • Replay
A function that allows players to sentinel live games, also as replays of by games.

Settings [ ]

Game settings allow users to modify display, graphics, audio, and control settings.

Mechanic Introduction
Controls
  • Hotkeys
  • Chat wheel
Settings for hotkeys, mouse cursor interactions, and the in-game chat wheel.
Launch Options Command lines that tin can be entered Steam's settings to change the Dota two client.
Panel commands Listing of commands that can exist used through the in-game console.
Cheats Listing of official cheats that tin exist used in private lobbies, for the purpose of testing. Cheats cannot exist used in matchmaking.

Matchmaking [ ]

Matchmaking is the automated system that finds and matches players together, usually based on internal calculations of actor skill. Casual and ranked matchmaking are both available.

Mechanic Introduction
Matchmaking Rating The value that determines a histrion's skill level. Also known as MMR. Winning increases a player's rating, while losing decreases it.
Leaderboards Regional ladder rankings for the top players with the highest matchmaking rating.
Bots AI controlled heroes that players can choose to match with.
Priority Internal flag that determines who players are matched with. Players with a history of bad deport are placed in depression priority, and can merely match with others in low priority.
Ban
  • Report
  • Commend
Punishments given out to players who violate rules or community norms. Advice bans are given out based on feedback from other players. Total game bans are given out to players who use 3rd party programs to crook.

Corrective items [ ]

Cosmetic items can be used to alter the appearance of heroes and various elements of the interface. They are purely cosmetic and practice not affect game mechanics.

Mechanic Introduction
Item drop system
  • Drop list
Cosmetic items drib randomly after matches. Rare items drop less frequently.
Rarity Property of items that scale from Common to Arcana . Rarer items are generally harder to obtain, and comprise more customizations.
Quality Property of items that are associated with the circumstances of their origin.
Arsenal The in-game interface where all corrective items are stored.
Treasures Boxes that can be opened to obtain random corrective items.
Gems Modifiers that can be socketed into some items to grant them a counter or custom effects.
Music Soundtracks that play depending on the events of the game. Numerous custom music packs be.
Steam Market A community marketplace where cosmetic items tin can exist bought and sold.
Trading The act of trading cosmetic items with a friend on Steam, with sure restrictions.
Gifting The act of sending cosmetic items to a friend every bit a gift, with certain restrictions.

Source: https://dota2.fandom.com/wiki/Mechanics

Posted by: hoggardtwerfell.blogspot.com

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