also, how the bounty for mob killing distriduted in many heroes near it? (think in different game modes it differs, but whach numbers for example for archer (18gold max))
1.are u sure about penetration formula? looks like 30 pentration mst give u ability to ignore 30% of enemy armor.So enemy with 300armor get damage like he had 200 armor. effARMOR=armor-(armor*pen/100)
Why i think so? look at noombers: penetration cap is 50, armor cap is 325. usually 1 penetration item give u 15 penetration.armor item give u 50+- armor + armor for levell-up hero. so if formula effARMOR=armor-pen then penetration becomes useless...
You have flat penetration and percentage penetration, first flat penetration is calculated, then a percentage is taken. effArmor = max(0, originalArmor - flatPen) * (100% - percPen)
If the enemy has 50 armor, and you have 50 flat pen and 33% percentage pen, the effective armor is 0 * 0.67 = 0
This graph shows the effective armor (Y) for base armor (X) when using The Executioner (with 3 stacks, in red) and Titan's Bane (black), the blue dot is the intersection point. As you can see if people don't build much defense (generally only supports, tanks and bruisers will build more defense) it's advisable to take The Executioner. It also has a 20% attack speed increase for 150 extra gold.
If you're playing 1v1 I always buy Spear of the Magus, Demonic Grip or The Executioner (depends on the god), and if their defense goes over 100, I'll also buy Obsidian Shard or Titan's Bane.
Penetration never becomes useless, since the effective damage increase in percents stays the same.
2.1 physical heroes had attacks and skills both damagetype physikal?
2.2 they got physikal lifesteal only from atacks?
2.3 phys penetrations works on physikal skills?
1. I believe nowadays every physical god only deals physical damage and every magical god only deals
2. You do not get physical lifesteal from abilities, just auto attack. I have tested this with Hun Batz (AOE abilities) and Fenrir (single target ability)
3. Penetration works on abilities and auto attacks
also, how the bounty for mob killing distriduted in many heroes near it? (think in different game modes it differs, but whach numbers for example for archer (18gold max))
I'd like to know this as well, but since my testing is mostly limited to well, jungle practice, I can't do that much.
The gold and experience distributed is the normal value divided by the number of teammates (incl. you) within the range of the unit that died.
For example if no teammates were nearby, you'd get 17 Gold and 65 XP per melee minion. However if you had one teammate near the unit when it died, it would instead give you 17/2 = 8.5 Gold and 65/2 = 32.5 XP. If you were to last hit the unit it would increase its normal gold value by 50% as in 17*1.5 = 25.5 Gold per melee unit, and 17*1.5/2 = 12.75 Gold if there were one teammate within range.
So to answer your question; you'd be able to get 18 Gold from a ranged minion if you last hitted it while no teammates were within range of it, as 12 Gold is the normal value of ranged minions.
You have flat penetration and percentage penetration, first flat penetration is calculated, then a percentage is taken. effArmor = max(0, originalArmor - flatPen) * (100% - percPen)
If the enemy has 50 armor, and you have 50 flat pen and 33% percentage pen, the effective armor is 0 * 0.67 = 0
If the enemy has 250 armor before reduction/penetration, and you have 21% reduction, 15 flat reduction, 30 flat pen and 33% percentage pen, the effective armor is ((250 * 0.79) - 15) * 0.67 - 30 = 92.275
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