General Discussion

General DiscussionThe new EXP/Gold formulas.

The new EXP/Gold formulas. in General Discussion
nami

    Any maths pro here care to elaborate their predictions on how this will affect the game?

    Blu

      In a nutshell, the idea of a deathball strategy is to get an early advantage, snowball, push, team fight to hold ground, and never let go. Vici Gaming (VG) made this strategy recently popular during The International 2014 (TI4). The rolling of the deathball may slow down if not come to a halt with the following changes:

      Glyph of Fortification cooldown is now refreshed whenever you lose a Tier 1 tower
      Tier 2 Tower’s armor increased from 20 to 25
      Tower bounty gold for destroying Tier 1/2/3/4 reduced from 264/312/358/405 to 160/200/240/280 (denied is 50%)
      There’s also a significant change in how teammates gain extra experience when sharing a kill. It involves math, which may or may not prompt you to just skip this, but in general, what this means is that shared experience for kills is now reliant on the experience of your team and your opponent’s instead of just on the victim’s level. If you’re the type that isn’t deterred by math then take a look at the formula:

      OLD:

      VictimLevel = Level of the Victim

      1 Hero: XP = 120 + 20 * VictimLevel
      2 Heroes: XP = 90 + 15 * VictimLevel
      3 Heroes: XP = 30 + 7 * VictimLevel
      4 Heroes: XP = 20 + 5 * VictimLevel
      5 Heroes: XP = 15 + 4 * VictimLevel

      NEW:

      VictimLevel = Level of the Victim
      VictimXP = Total XP of the Victim
      EnemyTeamXP = Enemy team’s total XP
      AlliedTeamXP = Your team’s total XP
      XPDifference = ( EnemyTeamXP – AlliedTeamXP )/ ( EnemyTeamXP + AlliedTeamXP )(minimum 0)
      XPFactor = XPDifference * VictimXP

      1 Hero: XP = 20 * VictimLevel + XPFactor * 0.5
      2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.35
      3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.25
      4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.2
      5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.15

      Serenity

        I'm surprised they don't take the attackers XP into the equation instead of the whole teams.. what if you are under farmed and you kill a highly farmed hero by your self you should be rewarded. Instead if you have a highly farmed team mate you are losing out. I dunno.. I guess i'll wait and see how it pans out.

        Zenoth

          whoops wrong calculations

          but basically the more farm you get on a core the more punishing it is for that core to die, since he exp and gold he gives is based on his current level and networth

          for scale imagine enemy team has 40k networth and my Terrorblade has 40k out of the 60k networth on my team (lvl 25), and I get killed by opposing team

          VictimLevel = 25
          VictimNW = 40k
          EnemyTeamNW = 60k
          AlliedTeamNW = 60k
          NWDifference = (60k-40k)/(100k)
          NWFactor = 40k*0.2

          1 Hero: Gold = 4215 (4215 Total)
          2 Heroes: Gold = 2980 EACH (5960 Total)
          3 Heroes: Gold = 2145 EACH (6435 Total)
          4 Heroes: Gold = 1710 EACH (6840 Total)
          5 Heroes: Gold = 1310 EACH (6550 Total)

          anyway the interesting thing is that for even games this change basically amounts to nothing, but the further ahead one team is the more punished they are for any single death, especially on farmed cores.

          or take my last game with AM as an example (if they kill me near the end)

          http://www.dotabuff.com/matches/915873778

          VictimLevel = 25
          VictimNW = 43 880
          EnemyTeamNW = 123 267
          AlliedTeamNW = 88 646
          NWDifference = 34621/211913=0.163
          NWFactor = 43 880*0.163 = 7152.44

          1 Hero: Gold = 3791 (3791 Total)
          2 Heroes: Gold = 2683 EACH (5367 Total)
          3 Heroes: Gold = 1933 EACH (5799 Total)
          4 Heroes: Gold = 1540 EACH (6161 Total)
          5 Heroes: Gold = 1183 EACH (5914 Total)

          basically quite ridiculous numbers

          tl;dr CUM BACKS ARE REAL BOYS (DONT DIE IF YOURE AHEAD)

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          Whatever

            ^Pub tards feeding from overconfidence with no buybacks at 50 minutes now even more of an issue.

            nami

              Thats quite extreme for comebacks...

              getting 3k gold for killing an enemy hero wtf?

              Sir

                Basically when you are lvl 6 invoker and you sunstrike that lvl 12 antimage you not only get 3k gold but 4 lvls
                Nothing in this changelogg is as hughe and game changing as this.

                one and half gun

                  never played LoL but feels like we are transitioning to it