7.11遊戲性更新:買活打錢不再減少金錢
今天DOTA2進行了每兩周一次的遊戲性更新,7.11版本主要針對金錢獲取方式做出了改動。
綜合改動
此次版本將集中修改金錢獲取公式
買活費用從100+(等級*等級*1.5)+(時間*0.25)改為100+財產總和/13
買活不再使復活后獲得的金錢減少
現在經濟落後隊伍獲得的範圍金錢不再隨著全隊財產總和差異而變化,只與陣亡英雄自身的財產總
和相關。之前隊伍中核心的經濟很高將會導致輔助陣亡給予敵人相當多的金錢。
現在翻盤部分金錢為(陣亡英雄財產總和*0.026+70)/擊殺涉及英雄的數量
基於陣亡英雄財產總和排名的金錢係數從1.2/1.1/1.0/0.9/0.8改為1.2/1.05/0.9/0.75/0.6
現將之前的範圍金錢公式列出作為參照:
術語:
財產總和差異=(敵方全隊財產總和/己方全隊財產總和)-1[最小值為零,最大值為1]
財產總和係數=財產總和差異*陣亡英雄財產總和
財產總和前期係數(敵人的財產總和高於己方時)=(敵方全隊財產總和-己方全隊財產總
和)/4000[最大值為1]
財產總和貧窮係數=1.3-0.1*財產總和排名(陣亡英雄財產總和在隊伍中名次)
財產總和排名係數(當次擊殺所涉及友軍的英雄排名):涉及到1/2/3/4/5名英雄時,財產總和
從最低到最高依次為:{1}/{1.25,0.75}/{1.25,1.0,0.75}/{1.25,1.08,0.916,0.75}/{1.25,
1.125,1.0,0.875,075}
公式:
1名英雄:財產總和貧窮係數*財產總和排名係數*(126+4.5*陣亡英雄等級+財產總和前
期係數*90+財產總和係數*0.03375)
2名英雄:財產總和貧窮係數*財產總和排名係數*(63+3.6*陣亡英雄等級+財產總和前期
係數*67.5+財產總和係數*0.03375)
3名英雄:財產總和貧窮係數*財產總和排名係數*(31.5+2.7*陣亡英雄等級+財產總和前
期係數*45+財產總和係數*0.03375)
4名英雄:財產總和貧窮係數*財產總和排名係數*(22.5+1.8*陣亡英雄等級+財產總和前
期係數*31.5+財產總和係數*0.027)
S名英雄:財產總和貧窮係數*財產總和排名係數*(18+0.9*陣亡英雄等級+財產總和前期
係數*22.5+財產總和係數*0.02025)
7.11:
==
* This version is focused on changing how the gold and buyback formulas work
* Buyback cost changed from 100 + ( Level * Level * 1.5) + (Time * 0.25) to 100 + Networth / 13
* Buyback no longer reduces gold earned after respawning
* AoE gold for the losing team no longer scales with the overall team networth difference, just the individual networth of the dying hero. Previously, a core on your team doing really well meant that a support on your team dying gave an increasing amount of gold to the enemy.
- The comeback component is now just: ( DyingHeroNetWorth * 0.026 + 70 ) / # of killers
This takes the place of the components below that considers Networth
For example in the 1 killer case, it replaces (NetWorthEarlyFactor * 90 + NetWorthFactor * 0.03375).
Like the previous formula, it is only given to the losing team.
* The gold multiplier based on the dying hero's net worth rank changed from 1.2/1.1/1.0/0.9/0.8 to 1.2/1.05/0.9/0.75/0.6
* For reference, the previous AoE gold formula is listed below:
Terms:
--
NetWorthDifference = ( EnemyTeamNetWorth / AlliedTeamNetWorth ) - 1 [With a min of zero and a max of 1]
NetWorthFactor = NetWorthDifference * VictimNetWorth
NetWorthEarlyFactor (for when Enemy has more NW) = ( EnemyTeamNetWorth - AlliedTeamNetWorth ) / 4000 [Has a max of 1]
NetWorthPoorFactor = 1.3 - 0.1 * NetWorthRank (dying's hero's networth rank)
NetWorthRankingFactor (hero's rank amongst allies involved in the kill): For 1/2/3/4/5 from poorest to richest are: { 1 } / { 1.25, 0.75 } / { 1.25, 1.0, 0.75 } / { 1.25, 1.08, 0.916, 0.75 } / { 1.25, 1.125, 1.0, 0.875, 0.75}
Formula:
--
1 Killer: NetWorthPoorFactor * NetWorthRankingFactor * ( 126 + 4.5 * VictimLevel + NetWorthEarlyFactor * 90 + NetWorthFactor * 0.03375 )
2 Killer: NetWorthPoorFactor * NetWorthRankingFactor * ( 63 + 3.6 * VictimLevel + NetWorthEarlyFactor * 67.5 + NetWorthFactor * 0.03375 )
3 Killer: NetWorthPoorFactor * NetWorthRankingFactor * ( 31.5 + 2.7 * VictimLevel + NetWorthEarlyFactor * 45 + NetWorthFactor * 0.03375 )
4 Killer: NetWorthPoorFactor * NetWorthRankingFactor * ( 22.5 + 1.8 * VictimLevel + NetWorthEarlyFactor * 31.5 + NetWorthFactor * 0.027 )
5 Killer: NetWorthPoorFactor * NetWorthRankingFactor * ( 18 + 0.9 * VictimLevel + NetWorthEarlyFactor * 22.5 + NetWorthFactor * 0.02025 )