The timeline and mechanism are at the heart of massively multiplayer online role-playing games, and the effect is most clearly visible in three aspects.
1. Use damage reduction to deal with attacks that result in death penalty. When T (the damage bearer) has 10,000 HP and the BOSS reads a skill that predicts actual damage of 10,001 HP based on T's current status, the damage bearer is considered to be dead. At this point, minimizing damage has the potential to prevent death. The pressure of death on the team is enormous, and it includes the possibility of causing chaos within the team, which could set off a chain reaction and lead to the team's demise. It will also delay the team's skill time as well as H's mana control if the situation is handled properly. Because of the delay in the timeline, there is a greater risk.
2. The timetable. A 5% damage reduction may imply that H (healer) reduces T's healing operations by 10%, giving him more time to concentrate on the state of D (exporter) or the auxiliary output, for example. At the tens of minutes level, 20 seconds more may imply processing one more mechanism (the team is required to perform special operations and is exposed to significant risks). The dungeon's design time will take into consideration the average skill level of players, and these 20 seconds will not be included. However, when compared to the overall dungeon time (20 minutes level), when compared to the deviation of dungeon passing time (3 minutes level) (for example, the team strategy time is 18-24 minutes), when compared to the special mechanism of the last key stage (a few minutes of looping) or when the BOSS buy poe orbs burst for tens of seconds, it is actually quite impressive. This is why you frequently see the BOSS reach rock bottom and then disappear, indicating that the game has failed as a result. If there is a D deduction for the output method at this point, you will play 10 more rounds by yourself. The team will deal 2% more damage for every percentage point of damage.
Node effect is the third factor to consider. Because of the existence of an upper limit on blood volume, the damage reduction of T has a nonlinear relationship with the number of times H's healing abilities are activated or released.10% of the damage reduction can be achieved in a short burst of small bursts, which is sufficient to maintain the blood line. Otherwise, the high blood volume must be treated to (or greater than) full blood in order to deal with the next damage, and any treatment beyond full blood is pointless and wasteful of time. As a result, in a short period of time, H only requires four treatments, and instead of six, the other two skills can output/auxiliary output or control, further reducing T's damage and healing times. There will be many instances where the node effect will be amplified in relation to the timelineIt is possible for the player's blood volume (hp) to be replaced with its original meaning, which is hitpoint, in certain circumstances. A character with 2.2 hearts has one more heart than a character with 2 hearts, and is 50% stronger as a result!!!!
MOBA games are battle royale games. To be completely honest, 10% damage reduction in dota2 games is not a significant amount of damage reduction, because damage (including damage/healing) in MOBA games is not its primary mechanism, and all damage should be avoided. So, here we are. There are a number of skills that appear to be bugs, such as which magic skills are immune, which physical damage is invalid, which invincible, which lock 1 blood, which damage is invalid, which 100% delayed damage is invalid, which delayed death is invalid, and so on. If there is a 10% damage reduction, it is simply to keep things balanced (although there are far too many balance methods in Dota2). Damage reduction is the primary goal of the following skills: med's magic shield (absorbing 60% of damage), bear warrior's enrage (80% of damage reduction), night assassin's burrow (40% of damage reduction), captain's ghost ship (group damage 40%-50% delayed effect), centaur's rushing charge (group damage) Injury reduction 40%), passive (magic resistance +50%, equivalent to 50% magic damage reduction), and passive (magic resistance +50%, equivalent to 50% magic damage reductionThis damage reduction is extremely high for the gods, and the enemy should die or be killed as a result of this. In DOTA, the attack is referred to asThe attacker and the attacked person cannot be defeated if their HP levels are the same, and if there is no damage reduction of 10% applied. More often than not, there is no time for a second opinion. If the focused fire cannot be lost in a matter of seconds, it indicates that there are other issues.
Giving an additional 10% damage reduction to those heroes who are extremely fleshy and want to focus on the fire in seconds can be considered a strengthening, but it is only a means of maintaining balance in the game world. Approximately 200-300 gallons of blood are saved by the 10% damage reduction in the later stages, which is not an exaggeration. Many different adjustments can be made in. dota2, including armor +2 points when going out (to strengthen the early stage and snowball ability), additional poe currency strength growth +0.5 (an additional 10 points of blood per level, for a total of 240 blood at full level), movement speed + 10 (metaphysical adjustment), and more. I'm going to have to talk about ghosts. They have a passive skill called refraction, which reduces damage by 22% when they are attacked. At the same time, this portion of the damage is completely reflected into the surrounding area, and it will not be separated. The damage decreases in intensity as the distance between the two points increases. What we're talking about here isn'tThis is 22% of the total. Ghost possesses a talent that, when activated, increases his effectiveness by 22% to 30%. We can directly calculate the damage reduction effect of this skill because it is the final settlement, and thus it is the final settlement in this case. In the case of 100HP, the original HP is equivalent to 100 /0.78=128,2, and then the HP is equivalent to 100 /0.78=142.8, which is equivalent to adding an additional damage reduction of 142.8/128. 2-1=11.3% to the original HP. However, based on the results, this is a monumental improvement. Given that it is still an output skill, the output of this skill, assuming that the ghost is killed in battle, has increased from 128. 2*0.22=28. 2 points to 142.8*0.3=42.8 points, representing a 52% increase in output base!!!
AOE damage is dealt by this skill, and it is not evenly distributed; the damage type and source of damage in this skill and the second skill are the same. if the hero's armor refracted at close range is lower than the ghost's armor (and the armor is not significantly higher than the ghost's armor, and the magic resistance is the same for everyone), they will suffer. The amount of damage is greater than 42.8. In this case, the ghost has 100 HP at level 25, but its weak point only has 60-70 HP. The cloud player only entered the game and took a quick look around. The effectiveness of this level 25 talent has been reduced from an 8% increase to a 6% increase. This is not an appropriate question in MOBA because the damage reduction is usually associated with other skills, and it can also be achieved by increasing blood. However, increasing blood will not result in an additional 10% damage reduction. Skills are difficult to discuss in isolation, and while their balance is important, it is not the focus of this article.