Ah, as opposed to rounding off the decimal number from before, right? So instead of 85 * .9 * .9 * .9 = 61.965, your method which has intermittent rounding leads to 61.2!
@@GrubbyTalksUnit health is not an integer. I remember looking at health values directly in RAM, they use floats and u can do ~0.5 damage without changing the displayed value, also units do not die at 0 health, but rather at around 0.23 health. Think about health and mana regen, it is given not as an integer, but a decimal point. In reality there is no rounding, unless you count the limitation of floating points So I belive the issue is that when you see a unit max health it actually has a little more than that like a footie at 420.23 hp not 420. The displayed value is not to be trusted.
@AnonYmous-spyonmepls Yes health is stored as a float, but is the spell **damage** an integer or float? I assumed that attack or spell damage is an integer (before calculating mitigation from armour).
@@MrSockfoot from my experience playing around in the world editor (Specifically with damage calcs), ALL damage calculations are floats. There are no integer damage/healing/regen calculations.
@@MrSockfoot Strength agility, intelligence are integers. Armor is applied as an integer, but either is float or there is a corresponding float due to points in agility giving fractional armor that does not count in damage calculation. As I recall it is float, however my memories are from about 6 years ago. Also come to think of it, chain lightning used to crash the game sometimes back in tft, this fractional reduction is probably correlated to buffer underflow of damage numbers causing invalid float amounts of damage, like damage = NaN
As someone who doesn't play WC3 much these videos are AWESOME! (I rarely play but when I do its only campaigns and custom campaigns like TCO ( the chosen ones) I really really recommend that campaign to everyone and you Grubby. It's perfect with some raid bosses that could take up to 15 min to beat!)
My favorite grubby talks. Pls make more. At this point idc about which hero you do next, i really just enjoy learning more about WC3 heroes. Especially hearing more about Thrall. I read the WC novel in my college days and my favorite book is the story of Thrall. Love to hear more about other heroes now
Very cool video as always! Special shoutout to whoever does the graphics and on screen stuff while you're talking. Really takes these videos to another level
I absolutely love this series of hero spotlights. If i could give constructive criticism for this video id say 1. Introduce the sections in the beginning with a graphic. (lore, hero combinations, abilities, strengths/weaknesses, ect.) Before you delve into each section. 2. Thats it! I think these videos are great and very comprehensive. Thank you Grubby!
Also reveals invisible units. So in theory it should be good against shadowmeld elves, or blade master. However low level elf players don't use shadowmeld and mid level players would just buy dust of appearance and get chain lighting instead. With crystal ball being a drop now it's even more useless. They could make it good by putting a lingering effect on units that are initially revealed like faerie fire.
He should have longer sight range than other heroes, or add it to the far seer ability +15% hero sight range per level and make him perma truesight at level 3.
Today is a holiday, I ordered Pizza from my favorite place and right as the Pizza arrived I realized that Grubbys new Hero Spotlight has dropped - can a day start any better?
This is my favorite series for treating my insomnia ❤ Love the content! Though I don't play the game anymore so it's mostly useless info for me but useful for inducing sleep!
Shadow hunter's dps drops off with lvls because of the fewer flat dmg points he gains with the lvl up, for which the gained attack speed is unable to compensate. But nontheless he gains attack speed faster than the Far-seer! Claws of attack give flat dmg bonus which always scales with attack speed! It's always 3,6,9... dmg no matter who you give it to, so it's always better to give it to the faster hitter- i.e. the Shadow-hunter. Likewise Gloves of haste always scales better with the harder hitter - i.e. the Far-seer.
Yeah that's true, and I didn't cover this correctly in the video; I thought about it later as I tried to re-explain it, and I realized Claws better go to SH than Far Seer. That is, until you overtake the damage or attack speed... Since you want to level both up "equally"
@@GrubbyTalks Realistically speaking the main question is which hero(es) you're likely to actually micro for attack output. In that regard the SH will probably spend more time anticipating heals, threatening Hex, and running to safety as the opponent attempts to punish those. Pros like you can probably manage both, but I imagine for most people it'll be easier to focus on the Far Seer as "the damage guy" while the SH handles support as much as possible. Mathematically you *ALWAYS* want flat damage bonuses on faster attackers and (percentage) attack rate increases on harder hitters though, the base values of the other stat (base damage for claws, attack speed for gloves) do not matter. What does matter is whether the multiplicative stacking of multiple item bonuses (claws PLUS gloves) on the same hero outweighs the base stat differences of the heroes, but let's be honest you should have better things to put on FS/SH than multiple claws and gloves.
So many memories of watching you harass everyone with the Farseer before the tidal wave-like rise of the Blademaster. Thanks for all the games, Grubby!
on the missing point of damage: numbers on computers have varying implementations "under the hood", most of which aren't algebraic, which translates into non-math language as: not all operations can be represented accurately because there's a finite, and often - for performance reasons - preferably tiny number of bits it has to be represented with. You usually only notice the compounding offset in edge-cases. It's accurate enough.
For the rounding part of Chain Lightnings you were talking about, in math there's an unwritten rule where if your rounding up 0.45 it is 0.4, but if you, at the same time 0.35 would be 0.4, the rule is depending on the predeceasing digit value (odd/even).
Far Seer: the only hero who can see into the future, but still manages to walk right into a surround. 😂 Grubby, how do you make microing wolves look so pro?
I have an idea for farsight rework. So its an AoE spell and every ally units inside it will receive a short buff of evasion or chance to dodge attacks as well as revealing invisible units within the AoE. It sorta makes sense that a seer share insights on the future allowing warriors to avoid attacks. Or an increase bonus to attacks if evasion is too OP, i mean we can always tweak or reduce the amount and duration like 10, 20, 30 percent for 10 seconds or something...
Among everything else I learn with these videos I also learned that Far Seer doesn't actually use the staff to cast Chain Lightning but his free hand 7:03, which does make sense from the little icon but I always thought was the other way around since he also lowers the staff.
If you make full stat for all of the heroes (score sheet), you could show them as radial graphs, and compare for example archmage vs farseer, blademaster vs dh. I think that the visual of "one of them scales better" or "one of them gives more control" could be pretty fun to look at, and radial graphs are fun. ASL/SSL (SCBW turnament) used them to rank and show players strength and weakness which was pretty cute. Definetely an underrated graph style.
8:50 some programming languages use Banker's rounding, which rounds the middle point to the nearest even number (so both 1.5 and 2.5 are rounded to 2 as 2 is the nearest even number for both of them). Not sure if that's what's happening here but it could be an explanation :)
Scoresheet could also include something about value of being 2nd or 3rd hero, as this is bit different to Scaling Power or Value As a Solo hero, which I think are almost the same category.
Could also include survivability; how good is the hero at avoiding/tanking damage and getting surrounded (via abilities and stats such as health, armour, move speed). I think a lot of things could be added to the score sheet, might be hard to add everything
8:32 The Game give you 0,5 + 0,15= 0,65 Points of damage for free by rounding up the first two jumps. I think blizzard wanted his damage back by bring it down to 61 (Everything Good comes with a price 😅)
I think that naga could be a good pick for the last and most extensive checked hero. She is used a lot in general and from multiple races. So thats a plus because knowledge about that hero is helpful for a wide player range. And naga has quite unique spells e.g. mana shield. And because she is a good dmg dealer too, it would be helpfull to know how usefull items on her can be.
Request!! Any chance (probs not probs too much extra labour) of putting some highlights in at the end of moments of you bossing with each hero? Or that could be a future video series. Could be recent games so it doesn’t require a mad rooting through the archive
Today I learned that the diference between young grubby and current grubby is less resolution on the face pixels Jokes aside love your content and your passion to share warcraft 3 knowledge and make it more simple to new players❤❤
Mountain King has a passive attack rider if you pick Bash, and it has some strange (bugged?) interactions with Orbs, like you can Bash a Dryad (magic-immune but Bash against a ground target doesn't care), but you can't Bash a Destroyer through an Orb (unless they stealth-patched something recently), even though the Orb's own attack rider effect still works on both.
Not _all_ of them have such values, or at least not relevant ones. To my knowledge the following are capped: Blizzard, Flame Strike, Shockwave, Fan of Knives (actually a strict headcount cap from initial design), Locust Swarm, Carrion Swarm, Healing Spray, Stampede (lizard count), Volcano?, Tornado (cyclone), Breath of Fire (primary), Taunt, Rain of Fire (primary), Cluster Rockets, anything with an explicit count cap (Chain Lightning, Healing Wave, Forked Lightning etc.) Meanwhile these are uncapped: Thunder Clap, Bladestorm, Earthquake, War Stomp, Immolation, Starfall, Impale, Inferno, Frost Nova, Death and Decay, Acid Bomb, Stampede (explosion per lizard), Silence, Incinerate (death blast), Tornado (slow and building damage), Breath of Fire (DH burn combo DoT), Drunken Haze, Dispel (and variants), Pulverize, Rain of Fire (DoT? separate Doom Guard version?), Howl of Terror, Cleaving Attack, Clockwerk Goblin detonation (and sappers, landmines), Slam (creep version of Thunder Clap), Devour Magic, Lightning Shield, Healing Ward, Unstable Concoction, scrolls and other consumables Since most creep abilities are separate copies with their own independent stats I am not sure whether those are limited. Crushing Wave _might_ be, Breath of Frost is anyone's guess (DoT application and total cumulative damage almost certainly uncapped). The entire concept of the damage cap is a later patch addition and was mostly applied to "traditional ranged AoE casts", although Frost Nova is noticeably absent from that capped list.
I would love to see Cryptlord next, since he's my fave hero from my childhood, but I know he ain't gonna be too hot of a pick since he ain't matching up to Lich nor Deathknight. Or even Dreadlord.
Archimonde had been summoned by kelthuzad, thus wisps dealt massive dmg to him, as a summoned unit. Makes sense. Though you'd have to wonder why thrall didn't just order a small army of shamans to purge him into oblivion. They probably didn't think of that.
Maths wrong for who should carry claws Shadow or FS. Bc altho Shadow curiously has lower DPS at higher levels, he leverages simple +damage items more bc of attack speed. Shadow’s inferior scaling of DPS is due to FS’ stat gain and raw dmg output as you say.
I think health is always rounded up in games, because otherwise, you may find yoursef in a pickle, creating bugs, where damage did not kill target, but health cannot be properly divided or subtracted.
Displayed health is different from actual health, displays do tend to round (and often indeed "up"/"ceil" rather than mathematically for vitals). Games like WC3 and SC2 have no problem handling decimal values for hp because that's how regen works amongst other things. It's more of a problem in games where health is treated as an integer, like classic turn-based RPG. If those have any fractions at all you'll often see "floor" or "ceil" integer conversion which can lead to some amusing edge cases e.g. killing "invincible" targets with 999 individual hits or becoming completely invulnerable with "only" 99% damage reduction.
Hey Grubby, I don't know if it's a format matching for this channel but it would be amazing if you could do like a "Strategie Spotlight" Im a returning player (hence my "request" :D) and can't find any good strategie guides around. I know there are ressources out there and I think I found most of them but still they are of pretty low quality. Not in terms of "production" but of "epxertise" You can find build order and stuff but the how'sand why's are always missing. Im trying to build my own Wiki to understand strategies behind build orders better but it's pretty difficult when one don't know 😅 What am I aiming at? Mostly I found build orders which are nice to have but lack the context (which seems to be 90% of the actual strategy) Things I found missing when people "show strategies" - Why am I playing this strat? - Pros / Cons and why - Power spikes and why is it a power spike - Phases and what to do accordingly why & how - Heroes & Abilitys + why - Units and why (thought process) - Matchup specific adaptabilitys and why - Creep Routes (mostly found) - Micro and "the goal" of microing in context of match up and strategie For me, understanding strats is way more fun than "playing a build order into the void - not knowing why I am doing things" it feels always a little bit "off" because I am missing out the greater picture. Things happen you win or lose and you don't know why I know thats quite the project to put something like this in video form, but I found it always really interesting when you cast games and give insights on the strats of both players and why people are doing what they are doing. It seems that's knowledge no one is actually willing to share with others even when asking good players (not pro's) you get really short answers or none at all. Anyway aside from that maybe you can point me at least in the right direction on how to figure out the struggles mentioned above. That would be nice Keep it up, love your work
On the >2 Feral Spirits, I'm probably mis-remembering but, I thought you could summon your current level of of wolf and level up the power allowing you to also summon the higher level as well.
Might as well take a hint from Battle for Middle-Earth for the Far Sight. Has the same issue, yet made a bit more valuable by buffing friendly ranged units in the affected area. Cause you know... Better idea about their targets.
x.5 is rounded to the nearest odd number. If you want to add up a bunch of decimal numbers, but round them first, this is more likely to yield a correct answer. This was invented because real humans wanted to do math faster and still get good results. But computers are really good at adding numbers and choosing this rounding technique just made the math weird for no real gain. Also 76.5 gets rounded up so theres your missing damage.
8:29 They just round the number on each calculation
85 * 0.9 = 76.5 (76)
76 * 0.9 = 68.4 (68)
68 * 0.9 = 61.2 (61)
Ah, as opposed to rounding off the decimal number from before, right? So instead of 85 * .9 * .9 * .9 = 61.965, your method which has intermittent rounding leads to 61.2!
@@GrubbyTalksUnit health is not an integer. I remember looking at health values directly in RAM, they use floats and u can do ~0.5 damage without changing the displayed value, also units do not die at 0 health, but rather at around 0.23 health. Think about health and mana regen, it is given not as an integer, but a decimal point. In reality there is no rounding, unless you count the limitation of floating points
So I belive the issue is that when you see a unit max health it actually has a little more than that like a footie at 420.23 hp not 420.
The displayed value is not to be trusted.
@AnonYmous-spyonmepls Yes health is stored as a float, but is the spell **damage** an integer or float? I assumed that attack or spell damage is an integer (before calculating mitigation from armour).
@@MrSockfoot from my experience playing around in the world editor (Specifically with damage calcs), ALL damage calculations are floats. There are no integer damage/healing/regen calculations.
@@MrSockfoot Strength agility, intelligence are integers. Armor is applied as an integer, but either is float or there is a corresponding float due to points in agility giving fractional armor that does not count in damage calculation. As I recall it is float, however my memories are from about 6 years ago.
Also come to think of it, chain lightning used to crash the game sometimes back in tft, this fractional reduction is probably correlated to buffer underflow of damage numbers causing invalid float amounts of damage, like damage = NaN
electrician class taught us the lose of electricity is from the wires. thats where that 1 damage went to. overcoming resistance
Ohm my god
3:00
The mass detonate worked on archimonde because he was a summoned unit
Kel'thuzad's hidden ult: Summon Archimonde
its so funny that this man has been playing WC3 more than i've seen my own family & loved ones over 20 years and apparently just now realized that lol
You stole that
@@ira233 I started playing and watching WC3 1.5 months ago and had the same thought, it's not that deep, bro.
I prefer my headcannon of Archimonde having mana instead of hp.
I didn't watch past 0:03 , didn't need to! Great spotlight!
Lok'tar9
Just a "Danbooruu" instead of properly giving the sauce and crediting the artist
tsk tsk tsk
Love the lore drop at the beginning.
Grubby's eyes going slightly white while yelling "lok'tar ogar" at 0:40 was a really nice touch
It’s the Grubtor!
Perhaps Kotg or Lich next.
Lich, definitely. My favorite Undead Hero.
Both great suggestions, with a slight preference for Lich from me too
Grubbo's impression of orcs sounds like a human impersonating a goblin impersonating an orc
Nah, he just has Resting Peon Voice
Since they are tied together more than any other heroes you should do a 2 parter or double feature when you get to dk/lich!
I love these hero spotlights, i hope all of them end up getting covered because theyre very informative
Chain Lightning not the best nuke nor the best aoe, but it's so satisfying to cast that shit.
Can't explain it.
Sound design, art design, duration of cast - it's blizzard masterpiece!
So much cooler than naga lightning!
Lighting go brrr.
I remember when wow had satisfying sounds. Clang clank boom . Now we get blips.
@@simon_lukas ah, fork has its own charm. its like putting the bow away for a second to pull out the shotgun :D
Its the best nuke aoe... naoe
As someone who doesn't play WC3 much these videos are AWESOME! (I rarely play but when I do its only campaigns and custom campaigns like TCO ( the chosen ones) I really really recommend that campaign to everyone and you Grubby. It's perfect with some raid bosses that could take up to 15 min to beat!)
I think the Bloodmage would have quite some potential for the most extensive Hero Spotlight !
Excellent video as always :)
My favorite grubby talks. Pls make more. At this point idc about which hero you do next, i really just enjoy learning more about WC3 heroes. Especially hearing more about Thrall. I read the WC novel in my college days and my favorite book is the story of Thrall. Love to hear more about other heroes now
Very cool video as always! Special shoutout to whoever does the graphics and on screen stuff while you're talking. Really takes these videos to another level
So this is the faster spotlight you were talking about in the last video! Been eagerly waiting for this since it got mentioned.
I absolutely love this series of hero spotlights. If i could give constructive criticism for this video id say
1. Introduce the sections in the beginning with a graphic. (lore, hero combinations, abilities, strengths/weaknesses, ect.) Before you delve into each section.
2. Thats it! I think these videos are great and very comprehensive.
Thank you Grubby!
BABE wake up! A new Grubby video dropped
Erm, well ayckshually this is a GrubbyTalks video 🤓🤓🤓
this lost point of damage is something for the farseers to mull over on clear starry nights.
Freaky grubby in every intro is now a requirement for hero spotlights
"I may have been raised by humans, but I'm no fool."
Lok'tar Ogar!
It's hilarious that, a hero, named "Far-seer", has his namesake ability (see really far away places) the most useless.
He's seeing far (scouting) with the wolves
Also reveals invisible units. So in theory it should be good against shadowmeld elves, or blade master. However low level elf players don't use shadowmeld and mid level players would just buy dust of appearance and get chain lighting instead. With crystal ball being a drop now it's even more useless.
They could make it good by putting a lingering effect on units that are initially revealed like faerie fire.
He should have longer sight range than other heroes, or add it to the far seer ability +15% hero sight range per level and make him perma truesight at level 3.
@@doctorstainyGreat idea, though I think that would be op
Dont forget demon hunter barely-having hunted any demons and mostly serving them
Today is a holiday, I ordered Pizza from my favorite place and right as the Pizza arrived I realized that Grubbys new Hero Spotlight has dropped - can a day start any better?
This is my favorite series for treating my insomnia ❤ Love the content! Though I don't play the game anymore so it's mostly useless info for me but useful for inducing sleep!
Shadow hunter's dps drops off with lvls because of the fewer flat dmg points he gains with the lvl up, for which the gained attack speed is unable to compensate. But nontheless he gains attack speed faster than the Far-seer! Claws of attack give flat dmg bonus which always scales with attack speed! It's always 3,6,9... dmg no matter who you give it to, so it's always better to give it to the faster hitter- i.e. the Shadow-hunter. Likewise Gloves of haste always scales better with the harder hitter - i.e. the Far-seer.
Yeah that's true, and I didn't cover this correctly in the video; I thought about it later as I tried to re-explain it, and I realized Claws better go to SH than Far Seer. That is, until you overtake the damage or attack speed... Since you want to level both up "equally"
@@GrubbyTalks Realistically speaking the main question is which hero(es) you're likely to actually micro for attack output. In that regard the SH will probably spend more time anticipating heals, threatening Hex, and running to safety as the opponent attempts to punish those. Pros like you can probably manage both, but I imagine for most people it'll be easier to focus on the Far Seer as "the damage guy" while the SH handles support as much as possible.
Mathematically you *ALWAYS* want flat damage bonuses on faster attackers and (percentage) attack rate increases on harder hitters though, the base values of the other stat (base damage for claws, attack speed for gloves) do not matter. What does matter is whether the multiplicative stacking of multiple item bonuses (claws PLUS gloves) on the same hero outweighs the base stat differences of the heroes, but let's be honest you should have better things to put on FS/SH than multiple claws and gloves.
44:09 The greatest wisdom from this spotlight!
Who could imagine the game would be instructive like this 👍
Editor did a really good job!
But what kind of job? 😐
Loving these hero spotlight series! Keep them coming ☄️
So many memories of watching you harass everyone with the Farseer before the tidal wave-like rise of the Blademaster. Thanks for all the games, Grubby!
My second favorite hero is covered as well!
First Dreadlord, now Farseer! Omg! Thank you!🎉🎉🎉
This guy really do be seeing far
god dam i loved those HOTS hero breakdowns and this just threw me back lol
on the missing point of damage:
numbers on computers have varying implementations "under the hood", most of which aren't algebraic, which translates into non-math language as:
not all operations can be represented accurately because there's a finite, and often - for performance reasons - preferably tiny number of bits it has to be represented with. You usually only notice the compounding offset in edge-cases. It's accurate enough.
our long lost point has sacrificed himself for the horde! Lok-tar ogar!
For the rounding part of Chain Lightnings you were talking about, in math there's an unwritten rule where if your rounding up 0.45 it is 0.4, but if you, at the same time 0.35 would be 0.4, the rule is depending on the predeceasing digit value (odd/even).
Far Seer: the only hero who can see into the future, but still manages to walk right into a surround. 😂 Grubby, how do you make microing wolves look so pro?
Woohoo been waiting for this one!
Thanks for the video Grubby
love these videos so much
Haven't started watching yet, but I thumb's up'd cuz I forgot you were doing these and I love them.
Don't make me retract my thumb! ;)
This popped up on my Google news feed but said the video was 7 hours 36 minutes long.
I thought dang grubby really loves far seer
Thank you for interesting hero spotlights ! I would like to see a video about Mountain King or Keeper of the Grove
Best vid yet!
Love the new scoring system too
I have an idea for farsight rework.
So its an AoE spell and every ally units inside it will receive a short buff of evasion or chance to dodge attacks as well as revealing invisible units within the AoE.
It sorta makes sense that a seer share insights on the future allowing warriors to avoid attacks.
Or an increase bonus to attacks if evasion is too OP, i mean we can always tweak or reduce the amount and duration like 10, 20, 30 percent for 10 seconds or something...
I love this content Grubby, so good! I'm hooked on it!
great as always ! "Cast Delay" is a better word to describe , "Point" is ambiguous
48 minutes! I am blessed!
25:55 guess this one isn't making it to the sleeping playlist
Why is the barrel race so funny xD
Among everything else I learn with these videos I also learned that Far Seer doesn't actually use the staff to cast Chain Lightning but his free hand 7:03, which does make sense from the little icon but I always thought was the other way around since he also lowers the staff.
This is a great choice to spotlight for harstem
These are awesome, and now it's one that you only see as a first hero, so that's interesting as well.
you didnt mention flare when you mentioned the reveal effects. that one has a different visual
Ah true, it does similar thing but looks different. The four I mentioned have identical visuals
@@GrubbyTalks i never knew that. I always thought crystal ball had a slightly different visual as well.
I am HERE for the double control magic feral spirit wolf army knowledge.
We love you Grubby
If you make full stat for all of the heroes (score sheet), you could show them as radial graphs, and compare for example archmage vs farseer, blademaster vs dh.
I think that the visual of "one of them scales better" or "one of them gives more control" could be pretty fun to look at, and radial graphs are fun.
ASL/SSL (SCBW turnament) used them to rank and show players strength and weakness which was pretty cute. Definetely an underrated graph style.
The next hero is probably brewmaster? Just his ultimate makes him the potentially hardest hero to utilize to it's fullest!
Seeing is believing.
Best hero in the game!
8:50 some programming languages use Banker's rounding, which rounds the middle point to the nearest even number (so both 1.5 and 2.5 are rounded to 2 as 2 is the nearest even number for both of them). Not sure if that's what's happening here but it could be an explanation :)
Editor went crazy with their own additions this time 😂
I have usually been a Blade Master guy but there are some things on the Farseer's kit that can make him quite effective, especially against Undead.
Finally another hero spot light !!
I came for the focus, i stayed for the grubby voice overs 😂
Scoresheet could also include something about value of being 2nd or 3rd hero, as this is bit different to Scaling Power or Value As a Solo hero, which I think are almost the same category.
Could also include survivability; how good is the hero at avoiding/tanking damage and getting surrounded (via abilities and stats such as health, armour, move speed). I think a lot of things could be added to the score sheet, might be hard to add everything
8:32 The Game give you 0,5 + 0,15= 0,65 Points of damage for free by rounding up the first two jumps. I think blizzard wanted his damage back by bring it down to 61 (Everything Good comes with a price 😅)
I think that naga could be a good pick for the last and most extensive checked hero. She is used a lot in general and from multiple races. So thats a plus because knowledge about that hero is helpful for a wide player range. And naga has quite unique spells e.g. mana shield. And because she is a good dmg dealer too, it would be helpfull to know how usefull items on her can be.
Request!! Any chance (probs not probs too much extra labour) of putting some highlights in at the end of moments of you bossing with each hero? Or that could be a future video series. Could be recent games so it doesn’t require a mad rooting through the archive
Today I learned that the diference between young grubby and current grubby is less resolution on the face pixels
Jokes aside love your content and your passion to share warcraft 3 knowledge and make it more simple to new players❤❤
Thanks Grubby !
Mountain King has a passive attack rider if you pick Bash, and it has some strange (bugged?) interactions with Orbs, like you can Bash a Dryad (magic-immune but Bash against a ground target doesn't care), but you can't Bash a Destroyer through an Orb (unless they stealth-patched something recently), even though the Orb's own attack rider effect still works on both.
Loving this series as a noob.
I'd love to see Demon Hunter next
Grubby, u might dont know, but all abilities has limitation parameters that stops ability to do damage after certain amount of damage.
Not _all_ of them have such values, or at least not relevant ones. To my knowledge the following are capped: Blizzard, Flame Strike, Shockwave, Fan of Knives (actually a strict headcount cap from initial design), Locust Swarm, Carrion Swarm, Healing Spray, Stampede (lizard count), Volcano?, Tornado (cyclone), Breath of Fire (primary), Taunt, Rain of Fire (primary), Cluster Rockets, anything with an explicit count cap (Chain Lightning, Healing Wave, Forked Lightning etc.)
Meanwhile these are uncapped: Thunder Clap, Bladestorm, Earthquake, War Stomp, Immolation, Starfall, Impale, Inferno, Frost Nova, Death and Decay, Acid Bomb, Stampede (explosion per lizard), Silence, Incinerate (death blast), Tornado (slow and building damage), Breath of Fire (DH burn combo DoT), Drunken Haze, Dispel (and variants), Pulverize, Rain of Fire (DoT? separate Doom Guard version?), Howl of Terror, Cleaving Attack, Clockwerk Goblin detonation (and sappers, landmines), Slam (creep version of Thunder Clap), Devour Magic, Lightning Shield, Healing Ward, Unstable Concoction, scrolls and other consumables
Since most creep abilities are separate copies with their own independent stats I am not sure whether those are limited. Crushing Wave _might_ be, Breath of Frost is anyone's guess (DoT application and total cumulative damage almost certainly uncapped). The entire concept of the damage cap is a later patch addition and was mostly applied to "traditional ranged AoE casts", although Frost Nova is noticeably absent from that capped list.
I think Goblin Alchemist would be a great fit for the last hero spotlight; I feel like there are some hidden nuances you will discover 😀
The Shadowhunter looks super scary with his impossibly long legs next to the tiny farseer lmao 3:50
Far Sight deserves a massive rework.
Archimonde was summoned into Azeroth, technically he was popped by mass wisp detonate cause they damage summoned units.
TC next pls!! ❤
I would love to see Cryptlord next, since he's my fave hero from my childhood, but I know he ain't gonna be too hot of a pick since he ain't matching up to Lich nor Deathknight. Or even Dreadlord.
bloodmage/tinker/alchemist all seem pretty deserving of being done later in the series. gonna bet on paladin next!
Hi Grubbs!
You're my favorite yapper!
Archimonde had been summoned by kelthuzad, thus wisps dealt massive dmg to him, as a summoned unit.
Makes sense.
Though you'd have to wonder why thrall didn't just order a small army of shamans to purge him into oblivion.
They probably didn't think of that.
cant wait for this new hero to come out
YES!
0:02 whoever made that artwork mistook Thrall with Durotan who wears the pelt of his old wolf that he accidentally killed during a bloodlust
NEEEEEEEEEERD
@@SuperGugass 🤓☝
exccuuuusshee me sir that's Durotan and not Thrall, thank you
🤓
He’s hot who cares
Maths wrong for who should carry claws Shadow or FS. Bc altho Shadow curiously has lower DPS at higher levels, he leverages simple +damage items more bc of attack speed. Shadow’s inferior scaling of DPS is due to FS’ stat gain and raw dmg output as you say.
True...
I watched this live guys, this video is not edited I promise!
Ive tried to mimic "cant build that" to my friend yesterday, and I sounded like a peon from Wish xD
I think health is always rounded up in games, because otherwise, you may find yoursef in a pickle, creating bugs, where damage did not kill target, but health cannot be properly divided or subtracted.
Displayed health is different from actual health, displays do tend to round (and often indeed "up"/"ceil" rather than mathematically for vitals). Games like WC3 and SC2 have no problem handling decimal values for hp because that's how regen works amongst other things. It's more of a problem in games where health is treated as an integer, like classic turn-based RPG. If those have any fractions at all you'll often see "floor" or "ceil" integer conversion which can lead to some amusing edge cases e.g. killing "invincible" targets with 999 individual hits or becoming completely invulnerable with "only" 99% damage reduction.
Hey Grubby, I don't know if it's a format matching for this channel but it would be amazing if you could do like a "Strategie Spotlight"
Im a returning player (hence my "request" :D) and can't find any good strategie guides around. I know there are ressources out there and I think I found most of them but still they are of pretty low quality. Not in terms of "production" but of "epxertise"
You can find build order and stuff but the how'sand why's are always missing. Im trying to build my own Wiki to understand strategies behind build orders better but it's pretty difficult when one don't know 😅
What am I aiming at?
Mostly I found build orders which are nice to have but lack the context (which seems to be 90% of the actual strategy)
Things I found missing when people "show strategies"
- Why am I playing this strat?
- Pros / Cons and why
- Power spikes and why is it a power spike
- Phases and what to do accordingly why & how
- Heroes & Abilitys + why
- Units and why (thought process)
- Matchup specific adaptabilitys and why
- Creep Routes (mostly found)
- Micro and "the goal" of microing in context of match up and strategie
For me, understanding strats is way more fun than "playing a build order into the void - not knowing why I am doing things" it feels always a little bit "off" because I am missing out the greater picture. Things happen you win or lose and you don't know why
I know thats quite the project to put something like this in video form, but I found it always really interesting when you cast games and give insights on the strats of both players and why people are doing what they are doing. It seems that's knowledge no one is actually willing to share with others even when asking good players (not pro's) you get really short answers or none at all.
Anyway aside from that maybe you can point me at least in the right direction on how to figure out the struggles mentioned above. That would be nice
Keep it up, love your work
Great stuff, actually going to work on this right now.
@@GrubbyTalks Watched the vod. Thanks man. Really appreciate the effort :)
On the >2 Feral Spirits, I'm probably mis-remembering but, I thought you could summon your current level of of wolf and level up the power allowing you to also summon the higher level as well.
The last hero must be Panda, he's often played and has a lot of potential abilities and behaviours. Overall a really well designed hero in my opinion
Final Ic wante Bloodmage!
12:00 Reforged adds a new spell effect to each of the different reveal types (including the Dust of Appearance).
- Adûnâi
47:01 the far seer has a quicker backswing than the SH too.
This is the ultimate nerd data vomit. Never change Grub
I'm voiting again for Priestess of the Moon. Warriors of the night, assemble!
the far seer is good early game because he can see in the future and knows you'll get destroyed, so he's trying super hard to defy the future
Might as well take a hint from Battle for Middle-Earth for the Far Sight.
Has the same issue, yet made a bit more valuable by buffing friendly ranged units in the affected area. Cause you know... Better idea about their targets.
On the final question of the video: I believe Tinker probably has the most "tech"(pun intended) and secrets.
x.5 is rounded to the nearest odd number. If you want to add up a bunch of decimal numbers, but round them first, this is more likely to yield a correct answer. This was invented because real humans wanted to do math faster and still get good results. But computers are really good at adding numbers and choosing this rounding technique just made the math weird for no real gain.
Also 76.5 gets rounded up so theres your missing damage.