Any standard balancing formulae?

THE_X

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i am not sure if there is one but from experience its good to hand craft the balance due to all the different mechanics you can have in your AoS, but if there is one that would be very nice and id like to see it as well
 

canons200

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Good question, the famous game dota >>> icefrog is still doing balance on it..................

if you want to balance it by your heart, play it over and over and over, like 100 times, it should be more or less stable.
 

DuelPlayer

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But icefrog already balanced it very well
Dota is very balanced.... Just hoping if there is any formulae at least give me a guide of how to balance it
 

mapguy

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But icefrog already balanced it very well
Dota is very balanced.... Just hoping if there is any formulae at least give me a guide of how to balance it

DOTA IS NOT BALANCED, SHUT UP!

but this is not a DOTA related thread, so I'll answer to the question.
------------------------------------------------------------------
First of all, the best way to balance is playing it, but u should make the game with a good balance, for example:

- if a hero is a caster, give him skills that becomes more powerful based on unit's intelligence, because in other way casters becomes useless on late game, for example. Give some skill like:
Deals 150 damage to target enemy and slows it's movement speed by 50% and attack rate by 75% for 3 seconds. (Each point of intelligence increases damage by 1.5 and every 10 points of intelligence increases buff duration by 0.5 seconds).

- for agility heroes you must remember that they are weak in early game but overpowered in late, so, give some nuke spells for early and some skills based in agility and damage for the ends, example:
jumps into the target causing 0.75 seconds of stun and increasing caster's damage by 50% for 2 seconds.
or
bladestorm: the blademaster spins very fast dealing 110 damage per seconds to nearby enemies and slowing them by 25%, he also becomes magic immune. For each enemy caught by bladestorm the blademaster gains 1 agility for 15 seconds if it's a creep and 5 agility for 20 seconds if it's a hero.

-for STR heroes rember that they are tankers, and sommetimes they becomes too much an anti-magi, cause spells wont deal damage to them, make the str heroes take increased damage for spells but gives them more resistance against physical damage.
 

DuelPlayer

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I mean i want know the str increase how much hp and how much regen etc.
And for neutral creeps - damage and hp, and for creeps, melee and range - damage and hp also
 

Carnerox

The one and only.
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Each map has there own play-style, so there can't really be a balance formula. But the best advice is don't make hidden heroes, heroes obtained through cheats and stuff like that. It would through off the balance of the map.


ALSO DotA is pretty balance, the way you look at it is each Hero is their own way player differently, and just because you got dominated in a pub doesn't give you the right to say Unbalanced.
 

mapguy

New Member
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I mean i want know the str increase how much hp and how much regen etc.
And for neutral creeps - damage and hp, and for creeps, melee and range - damage and hp also

In my maps I use this:

-----------------------------------
a t r i b u t e s


STRENGTH:
+ 20 hp
+ 0.1 regeneration.

INTELLIGENCE:
+ 15 mp
+ 0.15 regeneration.

AGILITY:
+ 0.02 attack rate.
+ 0.5 movement speed.

----------------------------------------------------
b o n u s e s

MELEE UNITS:
+ 200 hp.
+ 2 strength.
+ 5 base damage.
+ 10 movement speed.

CASTERS:
+ 100 mp.
+ 2 intelligence.

WARRIORS:
+ 5 base damage.
+ 1 base armor.

TANKERS:
+ 3 base armor.
+ 3 strength.
+ 100 hp.

----------------------------------------------------------
c r e e p s

(creep level) x 100 = ((attack damage) x (attacks per second)) + ((attack range) / 25) + ((health) / 20) + ((armor) x 4)
 

DuelPlayer

Member
Reaction score
21
In my maps I use this:

-----------------------------------
a t r i b u t e s


STRENGTH:
+ 20 hp
+ 0.1 regeneration.

INTELLIGENCE:
+ 15 mp
+ 0.15 regeneration.

AGILITY:
+ 0.02 attack rate.
+ 0.5 movement speed.

----------------------------------------------------
b o n u s e s

MELEE UNITS:
+ 200 hp.
+ 2 strength.
+ 5 base damage.
+ 10 movement speed.

CASTERS:
+ 100 mp.
+ 2 intelligence.

WARRIORS:
+ 5 base damage.
+ 1 base armor.

TANKERS:
+ 3 base armor.
+ 3 strength.
+ 100 hp.

----------------------------------------------------------
c r e e p s

(creep level) x 100 = ((attack damage) x (attacks per second)) + ((attack range) / 25) + ((health) / 20) + ((armor) x 4)

Isn't agility increase armor instead of movement speed?
If too much agility the hero moves too fast.
 

mapguy

New Member
Reaction score
46
Each map has there own play-style, so there can't really be a balance formula. But the best advice is don't make hidden heroes, heroes obtained through cheats and stuff like that. It would through off the balance of the map.


ALSO DotA is pretty balance, the way you look at it is each Hero is their own way player differently, and just because you got dominated in a pub doesn't give you the right to say Unbalanced.

if u want to talk with me about DOTA send a private message, don't fuck the guy's thread.

I say it's not balanced because DOTA is full of noob heroes that get overpower in late game, like (rikimaru and phantom lancer)
 

Carnerox

The one and only.
Reaction score
84
DOTA IS NOT BALANCED, SHUT UP!

but this is not a DOTA related thread, so I'll answer to the question.
------------------------------------------------------------------
First of all, the best way to balance is playing it, but u should make the game with a good balance, for example:

- if a hero is a caster, give him skills that becomes more powerful based on unit's intelligence, because in other way casters becomes useless on late game, for example. Give some skill like:
Deals 150 damage to target enemy and slows it's movement speed by 50% and attack rate by 75% for 3 seconds. (Each point of intelligence increases damage by 1.5 and every 10 points of intelligence increases buff duration by 0.5 seconds).

- for agility heroes you must remember that they are weak in early game but overpowered in late, so, give some nuke spells for early and some skills based in agility and damage for the ends, example:
jumps into the target causing 0.75 seconds of stun and increasing caster's damage by 50% for 2 seconds.
or
bladestorm: the blademaster spins very fast dealing 110 damage per seconds to nearby enemies and slowing them by 25%, he also becomes magic immune. For each enemy caught by bladestorm the blademaster gains 1 agility for 15 seconds if it's a creep and 5 agility for 20 seconds if it's a hero.

-for STR heroes rember that they are tankers, and sommetimes they becomes too much an anti-magi, cause spells wont deal damage to them, make the str heroes take increased damage for spells but gives them more resistance against physical damage.

You crack me up. :lol:

Each hero plays their own role, some hero dominate early game, some dominate mid game, and some dominate late game, agility type heroes don't just dominate late game, get your fact straight.
 

mapguy

New Member
Reaction score
46
Isn't agility increase armor instead of movement speed?
If too much agility the hero moves too fast.

u can change that value to 0.3 if u want, but lets see.

if a hero have have 40 agility + 60 agility gained by items you'll have 100 agility, which gives 50 bonus movement speed, this is like a boots of haste. it's not that much.

but u can add movement speed by triggers, for example:
each point increases movement by:
POINTS ---- MOVEMENT INCREASE
20 10
40 19 = 10 + 9
60 27 = 10 + 9 + 8
80 34 = 10 + 9 + 8 + 7
100 40 = 10 + 9 + 8 + 7 + 6
120 45 = 10 + 9 + 8 + 7 + 6 + 5
140 50 = 10 + 9 + 8 + 7 + 6 + 5 + 5
160 55 = 10 + 9 + 8 + 7 + 6 + 5 + 5 + 5
Now every 20 points increases by 5 always.
 

mapguy

New Member
Reaction score
46
You crack me up. :lol:

Each hero plays their own role, some hero dominate early game, some dominate mid game, and some dominate late game, agility type heroes don't just dominate late game, get your fact straight.

if heroes are good just in part of the game it means the game is not balanced.
a well balanced game have heroes that are good in the beginning, middle and end.
 

DuelPlayer

Member
Reaction score
21
u can change that value to 0.3 if u want, but lets see.

if a hero have have 40 agility + 60 agility gained by items you'll have 100 agility, which gives 50 bonus movement speed, this is like a boots of haste. it's not that much.

but u can add movement speed by triggers, for example:
each point increases movement by:
POINTS ---- MOVEMENT INCREASE
20 10
40 19 = 10 + 9
60 27 = 10 + 9 + 8
80 34 = 10 + 9 + 8 + 7
100 40 = 10 + 9 + 8 + 7 + 6
120 45 = 10 + 9 + 8 + 7 + 6 + 5
140 50 = 10 + 9 + 8 + 7 + 6 + 5 + 5
160 55 = 10 + 9 + 8 + 7 + 6 + 5 + 5 + 5
Now every 20 points increases by 5 always.

But if i got a boots of speed in game, isnt that too fast?
 

mapguy

New Member
Reaction score
46
But if i got a boots of speed in game, isnt that too fast?

depend on your map...

sometimes you can use spells to slow / stun the target.
u can blink.
throw urself into the target.
use skills that increases ur movement speed.

this is very relative.
 

Dirac

22710180
Reaction score
147
Dota is balanced, just its easier to play some heroes than other ones.

Adding movespeed to agi heroes is imba, no question, add very little armor... dota uses 0.07 armor gain and its perfeclty ok.

I like balancing using the pros/cons system. For each good aspect add a bad one, applies to everything in nature.

Turtles
Walks very slowly/Very difficult to crack

Cheetas
Runs very fast/Need a lot of food
 

mapguy

New Member
Reaction score
46
Dota is balanced, just its easier to play some heroes than other ones.

Adding movespeed to agi heroes is imba, no question, add very little armor... dota uses 0.07 armor gain and its perfeclty ok.

I like balancing using the pros/cons system. For each good aspect add a bad one, applies to everything in nature.

Turtles
Walks very slowly/Very difficult to crack

Cheetas
Runs very fast/Need a lot of food

ur funny:D
darwin talks throug you:thup:
 
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