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DotA's ABC

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This article is directed to DotA beginners, since it covers basic aspects of gameplay, but, I believe even seasoned users can learn something from this text.


1 - Basics

- So, what is DOTA anyway?

DOTA, short for Defense of the Ancients, is a custom map made for Warcraft III: Frozen Throne. DOTA is a team strategy where players can choose sides and his own hero. There are two sides on the games, Sentinel and Scourge. Players on the same side fight the other players on the opposing side to win the game. The objective of the games is to destroy the opponents’ base together with AI controlled units called creeps.

- Wow, I liked it! But... how do I play?

First, you need to own a copy of  "Warcraft 3: The Frozen Throne", and a Internet Connection, then, follow this steps:

  1. Install Blizzard Entertainment's Warcraft 3: The Frozen Throne on your computer.
  2. Connect to Battle.net and create an account. Try to make your account name distinctive and memorable.
  3. Download the DotA map. The official map archive is at getdota.com. Go there and download the “latest map,” not the stable map and paste it in your maps folder located in your game's directory.
  4. Boot up Warcraft III and log in to Battle.net. The latest patch will automatically be downloaded when you log in.
  5. Join a game. Choose a game from the “Custom Game” list. It should say DotA, then the version, and the various game modes.

- What does -AP, -EM and -AR means?

These are game modes, -AP(all pick) is the most common mode and it means you can select any hero from any tavern, -EM(easy mode) is basically a secondary mode, and it makes the game easier by reducing health pools and damage of creeps and towers, finally, -AR(all random) is a mode that gives random heroes for everyone in the game.

- I see, I really liked this game, but people usually curse me for being a newbie, what should I do to get better?

I believe that you, beginner, have already tryed playing Pubs(games with random, usually unknown players in a gaming platform such as Garena or Battle.net). If you did, you probably noticed that most persons aren't exactly tolerant with newbies, and can be quite rude sometimes.
But fear not young grasshopper, the first step to succeed in DotA is practice, now there are many ways to do that, but unless you want to deal with very newbie-unfriendly people, you should play AI maps. AI maps are not made by IceFrog(DotA current developer), but are exactly the same as the normal maps, except the fact that you can play against a computer opponent, and you can choose the difficulty of your games.
AI bots are also a great way to learn what item build you should do which each hero, and how you should behave in lane.
After AI maps start to get easy, you should go back to pubs, and play with the heroes you practiced with. It's also nice to watch competitive replays and read guides.

Here's a database with all heroes from all taverns and their respective skills: http://www.dotastrategy.com/hero.html

AI maps can be find here: http://www.getdota.com/ai_maps
Guides can be find here: http://forums.dota-allstars.com/ and here: http://www.play-dota.com
Good replays can be find here: http://www.gosugamers.net/dota/replays
(If you are a newbie, always type "NENG" along with the game mode when playing against computer bots)

2 - Some DotA concepts and archetypes:

Last hit - Killing blow. When you damage an enemy hero, creep or structure beyond it's actual HP, scoring a kill and earning the respective bounty.

Deny - Deny is the act of sacrificing a friendly creep, hero or structure, so the opposing team earn reduced(or none) bounty. For this to happen you have to last-hit the desired unit pressing A then clicking on it.

Farming - It's the act to last hit the most creeps you can during the laning phase, while taking care for ganks.

Babysitting - To act like a "babysitter", taking care of the carrier(or any other fragile, farm-dependent hero) that's laning with you, healing him if possible and harassing any opponents.

Disable - Any skill that leaves the enemy hero paralyzed or function-less for a set ammount of time, some examples are Leoric's "Hellfire Blast"(a single target stun), Enigma's Black Hole(a AoE channeling disable that damages over time) and Rhasta's Voodo(single target hex). Some forms of disable are more effective than others.

Early game - The beginning of the game, sometimes referred as "laning phase", your objective at this stage as a carry is to last-hit the most enemy creeps you can, in order to earn bounty and purchase your core items.

Mid game - The middle of the game, in my opinion the most important phase of the game, where most of the ganking and counter-ganking take place.

Late game - The end of the game, usually the time when team-battles start to happen.

Push - Push is literally pushing a lane further into enemy territory, killing multiple creeps and taking towers

Nuke - Skill or Spell that deals a great amount of burst-damage.

Gank - Organized plays that focus on killing one or more enemy heroes.

Archetypes:

Carrier: It's the hero that will literally "carry" their team to victory, usually they are extremely dependent of good equipment and so, need a lot of farming and map awareness(to prevent incoming ganks).

Some examples are:
- Mercurial, the Spectre
- N'aix, the Lifestealer
- Rotund'jere, The Necrolyte

Supporter: The famous helper, heroes that don't really depend on good gear, and can spend gold on wards, couriers and other consumables in order to help their team towards victory.
To play this role you need to know how to farm without stealing last hits from your carry, keep a good warding cycle and always be at your team disposition.

Some examples are:
- Demnok Lannik, the warlock
- Dazzle, the shadow priest
- Rylai Crestfall, the crystal maiden


Ganker: Heroes that focus on trapping and killing enemy heroes(mostly carriers), they usually have a disabling or chasing spell, and are vital during the early-mid game.

Some examples are:
- Gondar, the bounty hunter
- Raigor Stonehoof, the earthshaker
- Rattletrap, the clockwork goblin


Pseudo-Carriers: Heroes that can perform many roles with ease, and even carry if needed, usually these heroes are strong solos, but shouldn't farm for too long.

Some examples are:
Luna Moonfang, the moon rider
Mirana Nightshade, the priestess of the moon
Boush, the tinker

Pushers
- Heroes that can push a lane very well, taking towers and killing all the creeps with easily, usually heroes with summons or AoE nukers fit in this role.

Some examples are:
Banehallow, the lycanthrope
Ezalor, the keeper of the light
Arachna, the broodmother

 



 

 

Last Updated ( Saturday, 15 August 2009 19:13 )
 

Are stealth heroes truly needed in a MOBA game are they ruining the experience for some players?

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Stealth heroes tend to turn into pub stompers when used against inexperienced players, you may have seen it yourself in various games of DOTA. Either it’s a Gondar who is 10 and 0 15 minutes in, or a Clinkz who can kill you in seconds and then vanish into thin air without your team having time to react. There have been times where a Gondar has taken out a whole team because he would just pop, kill someone, than vanish and no one could do anything to stop him. The reasons that these heroes become such wrecking balls is not simply because of stealth, it’s the fact that they have high damage and a way to escape confrontation. Any hero with such capabilities will do the same thing, like a Nightstalker…at night.

              What does stealth truly bring to the table? What does a stealth hero do to your team when used against you? In competitive game play players know how to use items and tactics to counter stealth as well as the knowledge and experience to use stealth to its fullest potential.

When you have a good stealther on your team who is harassing and maybe even getting a few early kills the other team is forced to buy items like wards, dust, and/or a gem in order to prevent said stealther from continuing. This is not only hurting their pockets, but it keeps people from being as aggressive as they should have been, which may also be costing them gold from not attaining early game kills.

When you are up against a stealther you need to use the tools on hand in order to counter them. If you don’t, you lose. If you don’t deal with the stealther early he will become fed and eat your team alive in the middle-end game.  It completely changes your personal and team tactics.

So in conclusion, stealth in a MOBA genre game is a must. It adds to the meta-game that is MOBA. It adds another facet to an already multi-faceted gem of a game and gives unique opportunities for smart, and knowledgeable players. And of course stealth heroes are great for new players because they tend to be a bit on the more forgiving side…until of course someone buys a gem and you see some new guy screaming “Hey, they must be cheating, they can see me in stealth”!

Last Updated ( Thursday, 02 July 2009 15:35 )
 

Dota for Dummies: Getting Started

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With any game, there is a learning curve. With DOTA, the curve starts at the top of a roller coaster that is a free fall down a three-thousand foot drop. Without a cart. Or tracks. A beginner will find himself entering the game at a severe disadvantage, and will likely be farmed into oblivion before they even figure out the basic controls. This quick-start guide will get you on the fast track to success in game with one of the steepest learning curves known to man.

 

First off, you're coming into the game with people who have been playing it for years. There are nearly one-hundred heroes to master, and more items than you can shake a stick at. First thing's first – start a game by yourself, and start memorizing items and recipes. You are going to want to be in your “lane” as much as possible – consider building regeneration items first, or work up to the quintessential DOTA item, the Power Treads. Almost always, you should grab some Ancient Tangos of Essifation when you begin to make sure you'll be able to take a beating early on and still stay in your lane.

Speaking of lanes. You're going to be in one – you may or may not be with another one of the heroes on your team. Either way, there's one thing that will be very important as you learn to play – make sure to call out missing opponents. If you're chilling in your lane and suddenly you notice that the opposing team's hero is missing, take the split second to type out (or shout out, if you're using voice chat) that he is “MIA” or missing – you will save one of your teammates lives by this simple action, as the missing suspect is probably setting up a nasty gank in one of the many woodsy areas on the beloved DOTA map.

Tower diving – especially when you're starting, you're really going to want to get that kill because you want to impress your team and yourself, to prove that you are not the nub you are. But don't tower dive. What is tower diving? It's taking a bunch of unnecessary blasts from the lane towers while you attempt to be Superman chasing down your opponent – if you don't know exactly what you are doing this will likely result in the opponent simply walking back a few feet, and you dying and making your team start tearing their hair out and nerd raging all over the place. They might even leave.

Learning DOTA is a daunting task, but a very worthwhile one. You'll have to endure some frustration, verbal abuse, and horrible horrible beatings at first, but in the end you'll find yourself playing one of the best team games out there. So sit back, take a few deep breaths, and enjoy the ride.

Last Updated ( Tuesday, 30 June 2009 14:30 )
 

Pseudo-Random Distribution

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First, this great article is not of my authory, I took it from: http://forums.dota-allstars.com/index.php?showtopic=245439 and posted here so it could be more easily acessed.

The authors names are in the end of the article, anyway, I hope you enjoy it as much as I did Laughing


 Overview

A Pseudo Random Distribution refers to the Warcraft III engine's dynamic probability calculations for certain percentage-based attack modifiers. Rather than using a static percentage, the probability is first set to a small initial value, then gradually increased with each consecutive attack for which the modifier does not occur. The probability then drops back to the initial value when the attack modifier does apply. Not only does this system make long strings of successful modifiers unlikely, but it also makes going an entire game without an attack modifier occurring impossible, as eventually the dynamic probability exceeds 100% and "forces" a modifier on the next attack. The distribution of attack modifiers is therefore not truly random, hence the term Pseudo Random Distribution. In general, all abilities that are rounded to the nearest 5% in the Warcraft III engine follow this probability distribution.

Pseudo Random Abilities

The list of all currently known base abilities that follow this system of balanced randomness is shown below. Triggered abilities notably do not fall in this list.
  • Critical Strike (ex. Coup de Grace, Crystalys)
  • Bash (ex. Time Lock, Slithereen Guard's Bash. Since its remake, Cranium Basher no longer follows this distribution.)
  • Pulverize (ex. Flaming Fists, Anchor Smash)
  • Orb of Slow (ex. Maim, Maelstrom)
  • Hardened Skin (ex. Stout Shield, Vanguard)
Probability Mechanics

Critical Strike Example
Consider the case of a 20% chance to Critical Strike. If the game were truly random, then for each attack there would be a 20% chance for the unit to land a Critical Strike, regardless of how many Critical Strikes had been performed in the past. A simple implementation would therefore be to select a random integer between 1 and 100, and if the integer was less than or equal to 20, then the engine would cause that attack to be a Critical (which is the usual construct used by triggered percentage-based abilities). While this implementation would, in the long run, average out to 20% of attacks being Criticals, there is nothing preventing an infinite series of Critical Strikes or, conversely, an absence of Critical Strikes for the entire game, although the chance is rather insignificant. To prevent the ensuing complaints and balance this random game mechanic, the Warcraft III developers implemented a Pseudo Random Probability Distribution.

Instead of there being a 20% chance to Critical Strike with every attack, the first attack made actually has a 5.57% chance to Critical Strike. If that is not a Critical Strike, then the second attack has a 11.14% chance to Critical. If that is also not a Critical Strike, then the third has a 16.71% chance to Critical, and so on, adding 5.57% for each consecutive non-Critical. When a Critical Strike does occur, however, the chance for the next attack resets to 5.57%. In the long run, the number of Critical Strikes divided by the total number of attacks somewhat approximates the stated 20%, but now it is extremely difficult to have a series of Critical Strikes, and also impossible to go more than 17 attacks without a Critical, because the percentage for the 18th attack (assuming 17 previous consecutive non-Critical attacks) is 100.26%. In effect, the game causes the number of attacks between Criticals to be skewed towards 1 / 20% = 5, with a maximum limit of 17.

Probability Formula
For all of the abilities stated above, the Warcraft III engine uses an initial percentage (%) value that linearly increases with each consecutive attack for which the attack modifier does not apply. The probability formula for an attack modifier to occur is therefore:
CODE
P(N) = C * N

In this formula, P(N) is the % probability for the modifier to occur on the Nth attack, N is the number of attacks since the last attack modifier (minimum value of 1), and C is a constant that serves as both the initial % and the increase in % with each attack (Note: In the forum topic linked below, a slightly different formula is used in which N is defined as the number of in-between attacks, which has a minimum value of 0. For ease of comprehension, this article defines N as the number of attacks since the last attack modifier, with a minimum value of 1). Since this is a linear formula, when N reaches a high enough value, P(N) will exceed 1 and the next attack is guaranteed to have an attack modifier. Simple algebra shows this N value to be equal to 1 / C. The value of C in turn depends on the probability stated in the World Editor for that skill; for the rest of this article, this stated probability will be referred to as P(E), the expected probability.

For obvious reasons, the overall probability of the attack modifier occurring should be as close as possible to P(E). In other words, after an infinite series of attacks, the number of attack modifiers that occurred divided by the total number of attacks should ideally be equal to P(E). However, Warcraft III's Pseudo Random Distribution actually results in an overall probability that is less than P(E). While this negative deviation is insignificant at low P(E), differing by less than a percent for P(E) = 30%, the error increases sharply for higher percentages: a P(E) of 80% actually has a probability of only ~66%. This error likely results from two factors:
1. A truncation in C. Without an infinite number of digits available for C, it is virtually impossible for a linear probability formula to accurately model a random distribution for a given P(E). Simply calculating C requires a significant amount of computing time, considering that it has to match an entire probability distribution to a single constant. This is the reason why all of the above skills are rounded to the nearest 5%: instead of dynamically calculating C as well, which would take up far too many CPU resources for each attack, the developers were able to create a static table of C values for 5%, 10%, 15%, ...95%, which could then be substituted into the above formula to determine P(N). The truncation of these defined values, which always results in smaller values, then leads to actual probabilities that are less than P(E).
2. Ladder P(E) values. Blizzard tailored Warcraft for Ladder play, not custom maps, and the highest P(E) in Ladder is the Tauren's Pulverize, with a probability of 25%. It is likely not a coincidence that the error in P(E) increases significantly after this point. When Blizzard implemented the PRD, they probably only calculated C values for the percentages that they knew they'd use in Ladder, and all other values were simply estimated from those results (e.g. with a fitted exponential curve). Apparently they didn't care to check whether those values actually worked, leading to the current situation.

A table of C values is shown below for percentages up to 45%. The maximum number of consecutive attacks that can occur without the attack modifier is also listed for each C value. So for a Critical Strike with a value of 45%, a series of four normal attacks can occur, but the fifth attack will then have to be a Critical.
Note: For P(E) > 30%, C was estimated from in-game testing rather than a fitted probability distribution, in order to better reflect the rising error in P(E) after that point.

Pseudo Random Probability Constants

CODE

| Expected Probability P(E) || Constant (C) || Max # of Consecutive Attacks Without Modifier |
|            5%             ||    0.00380   ||                    263                        |
|            10%            ||    0.01475   ||                    67                         |
|            15%            ||    0.03221   ||                    31                         |
|            20%            ||    0.05570   ||                    17                         |
|            25%            ||    0.08475   ||                    11                         |
|            30%            ||    0.11895   ||                    8                          |
|            35%            ||    0.14628   ||                    6                          |
|            40%            ||    0.18128   ||                    5                          |
|            45%            ||    0.21867   ||                    4                          |


Graphs
To make the point even more clear, consider one of the above abilities with P(E) = 10%. The following graph shows the probability of getting an attack modifier on the Nth attack since the last modifier occurred, if the distribution were truly random. It is important to note that while the probability of getting an attack modifier for each individual attack is always 10% in a true random distribution, simply getting to the Nth attack without an attack modifier has only a (1 - P(E))^(N - 1) chance. So for N = 2, the probability is 0.09: 90% chance that the first (N = 1) attack was not an attack modifier, multiplied by the chance of getting a critical for the N = 2 attack (10% for all attacks in a true random mechanism).
IPB Image
Note that the distribution follows a simple exponential formula, with a probability that steadily decreases by 0.1 with each consecutive attack.

Now compare that graph with this Pseudo Random Distribution. This graph shows the same probability of getting an attack modifier on the Nth attack since the last modifier occurred, but with Warcraft III's Pseudo Random Distribution. Again, it is important to note that this graph does not show the individual probability of getting an attack modifier on the Nth attack (given by P(N) = C * N), but the product of P(N) and the chance that none of the previous N - 1 attacks have had a successful attack modifier.
IPB Image
Note that the chance for the first attack is equal to the value of C for P(E) = 10%: 0.01475. The differences should be clear: there is a much lower chance of getting consecutive attack modifiers, the overall distribution is shifted to the right, and there is also a finite point at which the probability reaches 0, although not quite shown on this graph.

Applications
The Pseudo Random Distribution has clear gameplay uses and implications. A hero with a Critical Strike ability could fight creeps until a long string of non-Criticals occurred, then head into a team battle or gank with an increased Critical Strike chance for his first attack(s). Such a tactic, while time consuming, could significantly increase the hero's DPS for that battle. The applications are even greater for Bash heroes, who could build up the same string of non-Bashes in order to maximize their chances of landing a Bash in the beginning of battle. Furthermore, the fact that consecutive Bashes are discouraged by the Pseudo Random Distribution benefits Bash heroes greatly in that Stun times will not overlap as much as in a true random distribution, making Permabashing a distinct possibility.

While not completely confirmed, it would be logical to assume that the counter of consecutive attacks does not increase when attacking units against whom the attack modifier can not apply. So attacking an enemy building repeatedly would not increase the chance of a Critical Strike or Bash on the first subsequent attack(s) against an enemy unit.

Credits: Malle, ICallBotSolo, 1239, ozaq and Adra.
Last Updated ( Friday, 26 June 2009 10:42 )
 

WCG Asia Championship Grand Finals: Groups Released

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Yesterday, The Asian World Cyber Games conducted a live draw to place teams in groups. The top two teams from each group will advance into the "Knockout Stages". The Asian World Cyber games will take place at the Suntech Hall in Singapore July 3-5th! Stay tuned for one of DotA's biggest LAN event of the year where all the top teams in Asia gather in on an epic battle front!

Group A

  • India
  • Singapore
  • Korea
  • New Zealand

Group B:

  • Malaysia
  • Bangladesh
  • Sri Lanka
  • Vietnam

Group C

  • Philippines
  • Chinese Taipei
  • China

Group D

  • Australia
  • Indonesia
  • Japan

http://asian.worldcybergames.com WCG Asia
http://asian.worldcybergames.com/files/AC09_schedule.htm Groups and schedule
http://forums.dota-allstars.com/index.php?showtopic=290390

Credits: PMS.Rinoa(http://forums.dota-allstars.com/index.php?showuser=77331)

 

 
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