Attack Speed To Dmg Ratio Dota 2

/ Comments off
Attack Speed To Dmg Ratio Dota 2 Rating: 6,9/10 6622 votes
  1. Attack Speed To Dmg Ratio Dota 2 Download
  2. Base Attack Time Dota 2
  3. Attack Speed To Dmg Ratio Dota 2 5
  4. Attack Damage Dota 2
Feachairu

for example you already bought items that gave you pretty alot of attack speed,will you still take attackspeed talent at 15-20-25?
just for example the other talent is pretty worth it to take

The lower this cooldown the faster is your attack speed limit. For the average the fastest attack cd will be 0.33 no matter how much AS items u put, thats ur top. To sum things up the fastest possible attack speed in the game is gotten with Alchemist! Using his ultimate he gets 1 second bas. With enough AS items ull get a 0.2 attack cooldown! Dec 10, 2017  League Of Legend is Harder than DOTA2!!!!! In General Discussion. Get a pos 1/2 hero with a decent attack speed and diffu n then talk about mr op lol. In LoL kiting is permanent visible and you need to kite to get alot of kills btw in dota 2 you can only carry with physical dmg (normal dmg) because there are no skill dmg increasing items. Nov 17, 2016  You need items or agility to give you 500 attack speed for you to hit the max is 600 and every hero starts with 100. Note that heroes have different BAT's so different amounts attacks per second will be given with the max attack speed. Dec 25, 2019 by H3AllTheWay. This build is currently my favorite, the reason being it is all low costs and you don’t need to be high level at later stages of the game you can still be lvl 6-7 and win someone who is lvl 8-9 even 10 sometimes, the reason being the high DPS due to the attack speed.

Aug 24, 2008  Nerubian Weaver: Has a Windwalk ability that lets you move at maximum speed, but attack speed is less than that of the above heroes. Troll: His ultimate ability gives a significant boost to attack speed and movespeed for a certain amount of time. Also has a passive ability that increases attack speed and movespeed.

how does atkspd system works anyway? when it's just not worth it to buy more attackspeed? (example your hero is not some guy who has timelock or something,or alche with mkb,just normal physical damage)
there's bat and other stuffs too,wat is the efficiency cap for 1.4/1.5/1.7 ?

tried reading the dota wiki,can't really understand it

Don't relate BAT and AS

BAT do make you attack faster, but it doesn't translate to dps straight with attack speed, it linear straight up with your DPS

Feachairu

aren't they relatable? the more bat you have,the better as you can stack on

wat does translate to dps straight with attack speed,it linear straight up[ with your dps mean? i'm pretty bad of deciphering human languages

FUCK SNIPERS

@_@ I dont understand what he's saying but they're both in the same formula so not relating them is impossible

Attacks per second = [(100 + IAS) × 0.01] / BAT
Attack time = BAT / [(100 + IAS) × 0.01] = 1 / (attacks per second)

Lower BAT makes attack speed more valuable

x_T-
matrice

wtf, you are showing the equation and you still manage to write that bullshit of 'lower bat makes attack speed more valuable'.

It's just a multiplier, by no means it makes any factor of the dps formula more valuable.

Maxwell Lord IV

Attack speed is just one stat to maximize your dps. It's simple judgement to understand when you need more AS.

FUCK SNIPERS

@_@ WTF??
It's not a DPS formula, it's just attacks per second.
Surely a max attack speed Jugg hits faster than a max attack speed Sven

matrice

Yes jugg attacks faster than sven with the same IAS, but NO it doesn't make ias more valuable on jugg than on sven.

If one write 'Lower BAT makes base attack speed more valuable' (which is the '100' in the equation), then his sentence is as true as yours (and I think you can see the nonsense quite easily in this variation).

A multiplier is NEVER making any of the factor more valuable

It makes both factors more valuable, BAT translate to a multiplication of the dps

Juggernaut with no abilities with the same attack speed and damage as sven, will have 124.4% the dps of sven

Bat is the base attack time attack speed reduce this base attack time and the cap of attack speed is 600.
It depends really like for drow do u need the knock back? Then don't get AS at 15 for cm do u even auto attack then u don't need the 250 AS it just depends on the game and hero

FUCK SNIPERS

@matrix
I'm not sure if we are defining valuable in a different way so
I meant 'valuable' as in 'increases more atk per sec'

ban 1515
aren't they relatable? the more bat you have,the better as you can stack on

NO

NO NO NO NO NO

NO

NO

Feachairu

lol lol
yes! help me dam you blue person

and seriously i don't really understand what you ppl talking about,any simpler explanations please

edit: ookay let me just write a scenario later with items and stuff,need to online dota to check the stats

I've never delved into the math of this because it's honestly pointless and over pedantic. Doesn't really help you play better. But I mean I do I have a pretty high iq and can help you figure it out if you give me some rares

Zenoth

BAT functions like crit. They both offer a % increase to total DPS output and do not favour either attack speed or damage in any way whatsoever.

Maxwell Lord IV

what even is your question? it obviously depends on the game. if you buy a mjollnir, you want even more attack speed so you can get more lightning procs or if you are a hero with a crit, you do want to focus more on damage, but also not neglect attack speed so much that you hit like tiny.

huntergatherer
if you buy a mjollnir, you want even more attack speed so you can get more lightning procs

correct

if you are a hero with a crit, you do want to focus more on damage, but also not neglect attack speed so much that you hit like tiny.

incorrect

Asylum
I've never delved into the math of this because it's honestly pointless and over pedantic. Doesn't really help you play better. But I mean I do I have a pretty high iq and can help you figure it out if you give me some rares

The average chicken has more IQ than you 😟

Luxon

You have 0 attack speed items and 0 agility, you have just 100 base attack speed. Now if you buy 100 attack speed, you will attack twice as fast, which means 2x damage which means +100% damage, and it doesn't matter what's your BAT.

Though, every attack loses 0-2 server ticks, which is more significant on things that attack extremely fast (Visage's birds, alche with AS items).

huntergatherer

actually even the first is incorrect for some heroes because it gives like 80 ias and the only difference between mj proc and casual damage is that the former isnt multiplied by crit

Maxwell Lord IV

mjollnir is magic damage, which is blocked by bkb, but will do much more damage without it. also, how is the second one 'incorrect'? i suppose what i should have said is 'having a crit or not is irrelevant on whether you should buy more attack speed or more damage'

huntergatherer

if you are a hero with crit it means absolutely nothing on its own, u don't want to focus on ias/dmg just because u have a crit

mjollnir proc has the same interaction with ias as any other dmg source, except that it does not benefit from crit and is reduced by magic resistance as opposed to armor

huntergatherer

i mean there are a lot of variables for every hero that u have to keep in mind and from the heroes that get mj regularly i only play sniper and i DO like to stack ias(mom) + mael, but thats because mael is majorly a damage item and indeed gains a lot from ur hero attacking fast, but mj is way more dmg/ias balanced - i never thought 'damn u could rly use some ias to go with my mj' because i already got a shitton from hyperstone and whatever other shit i might have

Luxon

Mjolnir gives set average damage vs a single target, you just calculate how much that is and work out if you need more damage or attack speed. Though, the AoE spread is an important factor and that scales only with attack speed. So, if that's important to you, you build more attack speed. Also, Mjolnir doesn't proc on towers.

Maxwell Lord IV

having a crit does matter though, especially in the case of PA and CK. although the overall DPS might be the same whether you focus on damage or AS, having higher 'burst' is very important for those heroes, which comes with higher damage, because attack speed doesn't make your first attack faster, only the subsequent attacks. also stifling dagger is a thing.

Luxon

If you want to bet on that lucky crit, that's your choice. You're right though, the first extra attack that you get from 100 AS boost on PA will only kick in after like 1.5 seconds, but previous attacks will arrive faster than they would before, if that helps.

huntergatherer

u cant simply calculate how much dmg mj gives because while magic resistance is usually 25% or 40% or whatever it is with hood/pipe(int heroes have a bit more but its not very significant), armor gives anywhere from ~80% resist to 0 or even amps the damage. the more armor ur target had the more of a 'damage' item mjollnir is if that makes sense(i.e if enemy has 50% phys dmg reduction, mj gives 37.6 dmg per hit while daedalus would give 40)

aoe lighting is never really a factor u build around in fights, the damage is too low to be a threat to illusion heroes who tend to get 3k hp(if anything, the active does way better job at dealing with illusions)

Also, Mjolnir doesn't proc on towers

which makes it even less desirable to get more ias because mj without the lighting is a pathetic dmg item
:pensive:

Attack Speed To Dmg Ratio Dota 2 Download

Crit is just a flat dps increase doesn't matter whether u have ias or +dmg

huntergatherer

Base Attack Time Dota 2

having a crit does matter though, especially in the case of PA and CK. although the overall DPS might be the same whether you focus on damage or AS, having higher 'burst' is very important for those heroes, which comes with higher damage, because attack speed doesn't make your first attack faster, only the subsequent attacks. also stifling dagger is a thing.

pa builds mostly damage because she already has 130 ias whenever she blinks on a target, she doesnt build dmg items because it efficient(apart from deso), she builds whatever she needs to make sure the target she blinks on dies and it just so happens that a lot of those items give dmg. dagger isnt really a factor because u dont kill with dagger unless ure terribly ahead, u just need the slow.

in fact if pa didnt have the 130 ias blink and instead had some shit like -0.5 BAT on a blinked target people would build attack speed more than dmg because its better to blink and get a 500 crit in 2 seconds with 95% chance than to blink and maybe get a 1k crit in 2 seconds.. or mb not lol. if anything huge crit favors ias because getting a 700 crit on a target with 300 hp left is a waste of dps

ck doesnt even build dmg, its mostly incidental, he has burst because he has a 500% dps multiplier not because he builds dmg

not arin

not sure what teh fuck is everyone discussing on mjol and crit and ias. anyway y'all are throwing around IAS term incredibly loosely.

every hero has different IAS terms (IAS1 + IAS2 + IAS3) depending on agi gain + items + skills.

And OP asked a very simple question which can be answered very simply by Luxon

You have 0 attack speed items and 0 agility, you have just 100 base attack speed. Now if you buy 100 attack speed, you will attack twice as fast, which means 2x damage which means +100% damage, and it doesn't matter what's your BAT.

to summarize, your bat doesnt matter. simply put it, your existing IAS matters.

If your hero has 0 agility, that would mean you have 100 base attack speed + 0 IAS = 100 attack speed. that means any attack speed item you buy is 100% efficient. if you buy a 100 attack speed item it will make you attack twice as fast and your DPS increase by twice as much. regardless of bat. congratulations, you have bought a 100% 'efficient' attack speed item. because 100 attack speed item gave you 100% attack speed, and made u attack twice as fast and gave you twice the dps. simple

the problem is no one hero has 0 agility and 100 base atack speed. so depending on how much existing IAS your hero has (the higher the existing IAS, the less 'efficient' would another attackspeed item be. example, if you have 100 base attack speed +400 IAS(eg., from 400 agi), buying another 100 attack speed item (increasing your IAS from 400 to 500) would increase your dps by way less than 100%. it's simple math really, if you are too stupid to understand i can show it to you mathematically.

so as a general guideline, because every hero has different inherent IAS (because of agi gain), so if you're a level 25 agi hero with high agi gain and you already bought a bunch of attack speed items, stacking more attackspeed is really fucking dumb. the lower your 'innate' base+ias, the more an attackspeed boost makes sense. which is why usually STR heroes like to get attack speed item (BAT DOESNT MATTER HERE). because they have lower agi and lower IAS to start with.

huntergatherer

there is no such thing as base attack speed and there are no different ias terms or whatever unless u want to differentiate between ias sources for whatever retarded reason and all 3 of ur paragraphs reguritate basic shit that has been already said and can be expressed in 1 sentence

why dont u go back to ur amazing 'trolling' - at least it just makes u look like a clown, posting on anything remotely serious just makes u look like a genuine moron

I've never delved into the math of this because it's honestly pointless and over pedantic. Doesn't really help you play better. But I mean I do I have a pretty high iq and can help you figure it out if you give me some rares

when was i ever trolling? im glad you agree with my explanation. even if you think it's lengthy and could be expressed in one sentence. yes i already quoted how luxon succinctly explained it as a kind of 'TLDR'.

and yet for some unknown reason you are trying to give hate for expressing a 100% correct answer to OPs original question, instead of pandering to your unnecessarily off-tangent and completely pointless discussion on mjol procs.

im guessing that somehow me explicitly choosing to not entertain your completely 'non-basic' and pseudo intellectual discussion (wow so fucking advanced lmao), has offended you to the point you had to belittle a completely (albeit lengthy) correct explanation - where it is so apparently basic (im guessing because you are too fucking smart) that for some reason unknown to the fucking world, there are still tons people here who struggle to answer the original question. okay smart ass.

Attack Speed To Dmg Ratio Dota 2 5

I honestly don't get what the fuck you are getting at. Okay i'm sorry that my explanation/response to the relevant topic is so distastefully basic, but what the fuck is the point in you being an annoying prick and having to point out how much you disagree with how lengthily i expressed a point? I see no other reason except that you are a complete fucking laughable arse. I mean, we get it, you vape, you're too smart to read 3 paragraphs of something you already know - sorry that i detracted from your offtopic einstein level discussion - if it's not within your word limit. fucking pretentious prick.

There are many virtual machines which can support macOS Mojave however, most of them become corrupt within days. Therefore, people prefer using the two best virtual machine on the store to install macOS Mojave on VMware or VirtualBox. However, the question is that which one you are willing to use because the best ones are VMware & VirtualBox. However, with the following links that I will provide you will get no error.Why VMware & VirtualBox?For sure you can get other virtual machines for virtualization. Virtualbox boot from dmg. After that, when you boot-up your macOS on a virtual machine then you will get different kinds of errors.

so listen, no on gives a fuck about how smart you are, or how OCD you are because you have some unnamed higher standards because of some assumed higher intelligence (but of course you're just a fucking dumbass). unless no one else can benefit from my explanation in the same way you couldn't because you are a wholesome complete fucking arse, please shut the fuck up and never try to be smart again.

P.s. Yes different IAS terms is meant to distinguish different sources of IAS, because dumbasses like you loosely say 'x' hero has 'y' IAS which is compeltely false without knowing the context (what level, what item, what ability, what talent). but i guess that's retarded according to the 'International standards of east london is a vampire - im smarter than you version 3.1'. Anyway since you say all 3 paragraphs expressed the same idea, because you have the reading comprehension ability of a fucking 2 year old, i guess i'll have to break it down for you:

Paragraph 1 - on what scenario would give you 100% attack speed efficiency (to answer OP's question)
paragraph 2 - that there's no such thing as 100% attack speed efficiency with explanation
paragraph 3 - general guidelines on how to apply what we learnt on attack speed efficiency depending on your hero.

huntergatherer

u dont rly think im gonna read all of that, let alone reply to it, do u?

if u wish to argue about something serious why dont u do this from ur real account, whoever u are (probably jacked but i cant say for sure)

there is no such thing as base attack speed

base attack speed is the reciprocal of base attack time. i meant to refer to attackspeed, which is the percentage expression of base attack speed. in the formula it is represented as 100.

east london, there was really no argument there. just calling you out for being a dumbass. lol. you dont have to read it, but everyone who does will know what a retard you are .

do i get extra fucking rainbow points for posting from another account? why does it fucking matter roflmao you are such a fucking dickhead.

huntergatherer

because u dont get to post a bunch of unrelated horseshit in multiple threads trying to be funny over the last month and expect to be taken seriously by anybody

this was my last post to u

ban 1515
and seriously i don't really understand what you ppl talking about,any simpler explanations please

heres as simple as it gets

a hero with 1.0 bat attacks twice as fast as a hero with 2.0 bat

attack speed gives the same % increase to dps no matter what ur bat is. attack speed has diminishing returns with other ias items

Attack Damage Dota 2

if u have 80 damage and gain 40 damage, thats a 50% dps increase. if u have base attack speed and gain 50 attack speed thats a 50% dps increase. BAT is irrelevant to damage versus ias considerations

the mj/mkb against high armor heroes is actually worth thinking about, unlike nearly everything else in this thread

and yeah other people already answered this question pretty correctly

ban 1515

bonus: flat damage proc abilities (bashes, chilling touch) make IAS more valuable

May 15, 2014  LEGO Marvel Super Heroes sends you flying, smashing, and swinging your way through a side-splitting LEGO adventure as over 100 classic Marvel characters. The Avengers, X-Men, Spider-Man, and the rest of the universe's heroes must fight together to stop Doctor Doom's evil alliance of villains. Lego marvel super heroes install mac dmg free.

burst damage abilities (tusk punch, geminate attack, boundless strike) make +damage more valuable

the argument about pa valuing damage is mostly irrelevant. She shouldn’t usually stack ias either way due to how phantom strike functions

Awakened

The more attack speed that you have, the more valuable the damage increased is. For example, your hero (standard 1.7 BAT) has already had 500 IAS and 100 dmg.

If you buy a hyper- stone for 2k gold that increases 55 IAS:
Attacks per second = (1 + IAS/100) / BAT = 3.8 (attacks per sec)
DPS = 3.8 x 100 = 380

If you buy a mithril hammer that costs only 1.6k gold that increases 24 dmg:
Attacks per second = (1 + IAS/100) / BAT = 3.5 (attacks per sec)
DPS = 3.5 x 124 = 434

As a general rule, the more AS you have, the more valuable the damage is. And vice versa, the more dmg you have, the more value the AS is.

Asylum

Lool well this thread was a whole new discovery indeed. This HanSolo is not the original one, no indeed. Hansolo doesnt rage, is a complete retard and cant even argue valid points
This is Jacked or i highly suspect Washed Up

Cookie

Why the fuck are you arguing over basic 5th grade math, not even a complicated formula.

and besides, you don't need any of this shit, just go into demo mode and spawn that donkey.

huntergatherer

poor coookerz just came here to discuss tensor fields and their appliances in dota and dotabuff niggas dont even know basic 5th grade math smh

ban 1515
:pensive:

@east London. SJW, go fuck off with your cringey moral code thanks.

@awakened. That's true. But there are exceptions to that rule I believe. Anyway it's worth mentioning that the scenario you explained is not possible because 100base + 500 ias is the Max you can go. You can't go above 500ias.

ban 1515

i cant give you a rebuttal because im not reading ur fucking wall of whatever, but the questions been answered completely and uve been called a retard many a time so its time to give up

百花缭乱

when matrice or sam actually post to tell you you're wrong, you're wrong.

FUCK SNIPERS

Please sign in to post comments.

General

Map Changes

  • Map has been reworked

Deny Mechanics

  • Denies no longer give the denier 25% XP
  • Creep denies now give the denier 20% of the gold bounty Melee Creeps: 7-8 gold
    Ranged Creeps: 9-11 gold

Teleporting

  • Added a new dedicated inventory slot to hold Town Portal Scrolls You still must purchase Town Portal Scrolls from shops as usual.
  • Boots of Travel: No longer shares cooldown with Town Portal Scrolls. Upon teleporting, +10 seconds are now added to your Town Portal Scroll cooldown

Neutrals

  • Stacked Neutral creeps now give the stacker 35% of the bounty instead of 25%
  • Non-Ancient Neutrals now provide 5% more gold bounty

Hero Selection

  • Removed Daily Bonus Hero concept
  • Random once again picks from the entire hero pool, but now ignores your 25 least played heroes Bonuses from randoming remain the same.
  • Random can now only be used for the first two hero picks on your team

Armor

  • Changed the Armor formula to: ( 0.052 * Armor ) / ( 0.9+ 0.048 * Armor)
  • Updated various armor values to closely align with the new formula:
    • Tier 1 Towers: 17 to 12
    • Tier 2 Towers: 19 to 14
    • Tier 3 Towers: 19 to 14
    • Tier 4 Towers: 29 to 21
    • Melee Barracks: 18 to 13
    • Ranged Barracks: 12 to 9
    • Ancient: 18 to 13
    • Fillers: 14 to 10
    • Shrines: 24 to 17

Hero Kill Bounty XP

  • Killing Sprees now give an XP bonus ranging from 200 to 1250
  • Reworked and simplified XP hero kill bounty system. No longer includes a team XP component

    Old:
    Amount per player in each scenario:
    1: DyingHeroBaseXPBounty + 20 * DyingHeroLevel + 0.138 * XPComeback
    2: DyingHeroBaseXPBounty + 15 * DyingHeroLevel + 0.138 * XPComeback
    3: DyingHeroBaseXPBounty + 10 * DyingHeroLevel + 0.12 * XPComeback
    4: DyingHeroBaseXPBounty + 7 * DyingHeroLevel + 0.09 * XPComeback
    5: DyingHeroBaseXPBounty + 5 * DyingHeroLevel + 0.072 * XPComeback
    DyingHeroBaseXPBounty: The base XP values given for kills.
    DyingHeroLevel: Numerical level for the dying hero
    XPComeback: DyingHeroXP * ( EnemyTeamXP - AlliedTeamXP ) / ( EnemyTeamXP + AlliedTeamXP)
    New:
    All: ( 40+ 0.14 * DyingHeroXP ) / # of killers

Mana and HP Regen

  • Reworked Mana and HP regen from attributes. They are no longer multipliers of your regeneration values
  • Mana Regen: Intelligence now provides 0.05 mana regeneration
  • Mana Regen: Removed the 0.9 base mana regen value Now covered by Base Intelligence.
  • Mana Regen: Rebalanced mana regen values based on the formula change

    Aether Lens: 1.25 --> 3
    Battle Fury: 2.25 --> 3.75
    Bloodstone: 2 --> 3
    Bloodstone per Charge: 0.35 --> 1.5
    Bloodthorn: 2.25 --> 5.5
    Bottle: 20 --> 30
    Clarity Potion: 3 --> 4.5
    Drum of Endurance: 0.75 --> 1.5
    Echo Sabre: 0.75 --> 1.25
    Eul's Scepter of Divinity: 2.25 --> 5
    Infused Raindrop: 0.5 --> 0.75
    Linken's Sphere: 2.25 --> 5
    Lotus Orb: 1.75 --> 4
    Medallion of Courage: 0.5 --> 0.75
    Meteor Hammer: 1.5 --> 3
    Necronomicon 1: 1 --> 2
    Necronomicon 2: 1.25 --> 2.5
    Necronomicon 3: 1.5 --> 3
    Oblivion Staff: 0.75 --> 1.25
    Orchid Malevolence: 2.25 --> 5.5
    Perseverance: 1.5 --> 2
    Refresher Orb: 5 --> 12
    Ring of Basilius: 0.5 --> 0.75
    Sage's Mask: 0.5 --> 0.75
    Scythe of Vyse: 2.25 --> 9
    Solar Crest: 1 --> 1.5
    Spirit Vessel: 1 --> 1.5
    Urn of Shadows: 1 --> 1.5
    Vladmir 1: --> 1.75
    Void Stone 1: --> 1.75
    Shrine: 30 --> 50
    Abilities:
    Chemical Rage: 3/7.5/12 --> 4/10/16
    Arcane Aura Self: 1.8/2.6/3.4/4.2 --> 2.4/4.4/6.4/8.4
    Arcane Aura Allies: 0.8/1/1.2/1.4 --> 1.2/1.7/2.2/2.7
    Hill Troll Priest: 1.5 --> 2.5
    Death Pulse: 2.25/2.5/2.75/3 --> 3/4/5/6
    Talents:
    Storm: 1.75 --> 3
    Bristleback: 2 --> 3
    Sven: 2 --> 3
    Pangolier: 1.5 --> 3
    Ursa: 1.75 --> 3
    Windranger: 1.75 --> 3
    Dragon Knight: 2 --> 3
    Techies: 4 --> 6
    Axe: 3 --> 4
    Omniknight: 3 --> 5
  • Health Regen: Strength now provides 0.1 Health Regeneration
  • Health Regen: Base regen values reduced by 1.5 Now covered by Base Strength.
  • Health Regen: Rebalanced health regen values based on the formula change

    Abyssal Blade: 7 --> 10
    Armlet of Mordiggian: 4 --> 5
    Battle Fury: 6 --> 7.5
    Bottle: 40 --> 50
    Crimson Guard: 6 --> 7
    Enchanted Mango: 0.5 --> 0.6
    Force Staff: 2 --> 2.5
    Guardian Greaves: 3.5 --> 4.5
    Guardian Greaves Boost: 12 --> 16
    Helm of Iron Will: 3 --> 3.5
    Helm of the Dominator: 7 --> 8.5
    Hood of Defiance: 6.5 --> 8
    Hurricane Pike: 2 --> 2.5
    Linken's Sphere: 5.5 --> 6.5
    Lotus Orb: 5.5 --> 6.5
    Mekansm: 3.5 --> 4.5
    Meteor Hammer: 4 --> 5
    Nullifier: 5 --> 6
    Perseverance: 5.5 --> 6
    Pipe of Insight: 6.5 --> 8
    Pipe Aura: 2 --> 3
    Refresher Orb: 11 --> 13
    Ring of Health: 5 --> 6
    Ring of Regen: 1.5 --> 2
    Soul Ring: 2 --> 2.5
    Tranquil Boots: 13 --> 16
    Vanguard: 5.5 --> 7
    Veil of Discord: 5 --> 6
    Shrine: 75 --> 90
    Abilities:
    Chemical Rage: 40/55/70 --> 50/75/100
    Dragon Blood: 4/6/8/10 --> 4/7/10/13
    Press The Attack: 30/35/40/45 --> 30/40/50/60
    Reactive Armor: 1/1.15/1.3/1.45 --> 1/1.2/1.4/1.6
    Inner Vitality threshold heal factor: 22/30/38/46% --> 20/40/60/80%
    Inner Vitality normal heal factor: 6/8/10/12% --> 5/10/15/20%
    Death Pulse health regen: 2/3/4/5 --> 2/3.5/5/6.5
    Cold embrace: 10 --> 15
    Talents:
    Undying: 8 --> 10
    Riki: 5 --> 6
    Slardar: 5 --> 6
    Spectre: 5 --> 6
    Kunkka: 10 --> 12
    Spirit Breaker: 10 --> 12
    Io: 15 --> 16
    Underlord: 20 --> 25
    Axe: 20 --> 25
    Bristle Back: 20 --> 25
    Sand King: 35 --> 50

Root Mechanics

  • Town Portal Scroll: Can now be canceled and prevented by Root
  • Fixed inconsistencies between different Root sources:
    • Stasis Trap now provides True Sight
    • The following roots no longer interrupt channeling spells or the current action: Dark Troll Ensnare, Searing Chains, Naga Siren Ensnare, Crystal Maiden Frostbite, Entangling Claws, Nature's Guise, and Overgrowth

Cleave and Splash Changes

  • Cleave damage is now normal physical damage type, causing it to get reduced by the armor of each unit impacted
  • Cleave abilities damage values have been rescaled
  • Increased standard Cleave area. Distance increased from 625 to 650, final width increased from 330 to 360
    Affects: Great Cleave, Empower, Battle Fury, and Talents

  • Templar Assassin: Psi Blades can now spill off of illusions
  • Changed how illusions' incoming damage is processed; it now happens at the final step Thus it won't splash over extra damage with things like Psi Blades.

  • Fixed Splash damage being affected by Spell Lifesteal and Spell Amplification
  • Fixed Splash damage not considering armor type
  • Black Dragon Splash Attack damage type changed from Magical Damage to Physical Damage
  • Black Dragon Splash Attack now does its full damage in the 250 AoE Instead of 100% at 150, 75% at 225, and 50% at 300.
  • Similar adjustments to Dragon Knight's splash damage described below

Spell Immunity and Dispels

  • The following abilities no longer pierce Spell Immunity: Curse of Avernus, Acid Spray, Bloodrage, Thirst, Elder Dragon Form, Lycan Wolf Cripple, Epicenter, Entangling Claws, Spiderling's Poison Sting, Anchor Smash, Nature's Guise, Wave of Terror, Venomancer's Poison Sting, The Swarm, Maledict debuff, Ghost Frost Attack, Wrath of Nature, Netherward Mana Degen, Life Drain targeting, Primal Roar Secondary Knockback, Requiem of Souls, March of the Machines collision, Atrophy Aura, Tombstone, Flesh Golem, Wall of Replica slow, Naga Siren Ensnare, Dark Troll Summoner Ensnare, Wild Axes, Natural Order, Death Pulse projectile, Assassinate, Shiva's Guard Aura, Assault Cuirass Aura, Tempest Tornado Aura, and Orb of Venom

  • Black King Bar: Recipe cost increased from 1375 to 1450

  • Poison Sting can now be dispelled
  • Hex state can now be removed by strong dispels

Towers and Structures

  • Towers no longer gain extra armor per nearby enemy hero. Tower health increased to account for some of this:
    • Tier 1 Towers health increased from 1600 to 1800
    • Tier 2 Towers health increased from 1600 to 1900
    • Tier 3 Towers health increased from 1600 to 2000
    • Tier 4 Towers health increased from 1600 to 2100
  • Melee Barracks health increased from 2000 to 2200
  • Ranged Barracks health increased from 1200 to 1300
  • Ancient health increased from 4250 to 4500

Misc Changes

  • Day/Night cycle increased from 4 minutes to 5 minutes

  • Scan no longer ignores units in the Roshan pit

  • Max attack speed increased from 600 to 700

  • Default aura range increased from 900 to 1200 Gem of Truesight, Heartstopper Aura, Tower Aura and Natural Order remain unchanged.

  • Removed movement speed modifiers from spawned creeps Previously different lanes would have faster/slower creeps during the first 7.5 minutes of the game.

  • Added a new sound that gets played when all of a team's barracks are destroyed
  • Opening secondary shops now highlights the items in the full shop UI, rather than switching to a filtered view
  • AoE of other wards are now shown during ward placement

  • Added a new game state, Leashed. Leashed units follow the same rules as rooted units with regards to teleport and mobility based abilities, but can still use normal movement. The following abilities now apply the Leashed state: Pounce, Dream Coil and Soulbind

  • Self damage no longer disables things like Clarity, Bottle, Blink, etc

  • Lifesteal amount is no longer limited by the current HP of the target and uses the full damage you are dealing instead

  • Backpack can no longer be manipulated while taunted

  • Reduced the following movement speed talents: Abaddon (25->20), Axe (40->30), Bane (65->50), Batrider (50->40), Bounty Hunter (25->20), Dazzle (50->40), Enchantress (25->20), Legion Commander (50->40), Lich (25->20), Naga Siren (25->20), Nature's Prophet (35->25), Night Stalker (45->40), Nyx Assassin (35->30), Ogre Magi (90->75), Oracle (65->50), Outworld Devourer (35->30), Pangolier (25->20), Pugna (25->20), Sand King (25->20), Shadow Demon (35->30), Skywrath Mage (25->20), Techies (60->50), Tidehunter (25->20), Tinker (40->30), Underlord (30->25)

  • Intelligence heroes strength gain increased by 0.2 Except for Bane, Outworld Devourer, Queen of Pain, Ogre Magi, and Zeus

  • Killing an Observer or Sentry ward now prints out a notification in chat to your allies
  • Respawn time for level 1/2/3/4 increased from 5/7/9/13 to 6/8/10/14
  • Reverted a global turn rate change done in 7.00 Was: * Max turn rate speed increased by 15%
  • Attribute growth values that had 2 decimal points have now been rounded up
  • Shrines' Sanctuary ability now additionally restores 2% HP/Mana pool per second As they no longer naturally scale with the intelligence mana regen changes