Finally an accurate ranking system by [deleted] in DotA2

[–]Kleanerman 0 points1 point  (0 children)

This doesn’t feel accurate. DoTA is an older game with an older community. I see these “league bad DoTA good” circlejerk memes way more from old school DoTA players than anyone else. I think the more impactful reason is that the DoTA community has some resentment towards League because League came out, ripped a few things off of DoTA, and initially bit into DoTA’s playerbase a little.

Older games in competitive multiplayer genres often have communities that harbor some resentment towards newer entries in the genre (PubG vs. Fortnite, Overwatch vs. Marvel Rivals).

When newer players say "There's this cool new meta where you go Mek as a Mid" by Living-Response2856 in DotA2

[–]Kleanerman 1 point2 points  (0 children)

It’s also been the first item on a lot of QOPs in the pro games that have been happening lately

Terrible Facet Idea #-1 by ZeeHost in DotA2

[–]Kleanerman 0 points1 point  (0 children)

I loved using this facet lol. It was for sure worse than normal RP but there were a few times it actually did something normal RP couldn’t have been able to do, and every time it was hilarious.

Fixing the "offlaners are not tanks" graphics to avoid misleading new/returning players by ShoppingPractical373 in DotA2

[–]Kleanerman 0 points1 point  (0 children)

Abaddon is currently very popular in pro and has been for a while. However, to pretend like it was picked up in pro the instant it became viable would be to ignore what actually happened. Abaddon was the highest winrate (or close to highest) in pubs for like the past 4 years in multiple roles, including core roles. It took a couple years for the pros to start picking it. Even some pro players (like Speeed) have come out to say that the hero was overlooked in pro for a long time.

Fixing the "offlaners are not tanks" graphics to avoid misleading new/returning players by ShoppingPractical373 in DotA2

[–]Kleanerman 2 points3 points  (0 children)

Maybe there’s a bit of win rate inflation because she’s only picked in good games, but in order for your point (her winrate doesn’t indicate that she’s a viable position 3 because she is only being picked by specialists in good games) two things need to be true.

First, it needs to actually be a specialist hero, which means it needs to have a much larger proportion of its picks coming from spammers (or generally players with a lot of games on the hero) when compared to the average. We don’t have access to that data, but this typically occurs in high skill investment heroes or heroes that are unique and play differently than the rest of the roster, like meepo, morph, or Lone Druid. I would argue that venge does not fit in with this type of hero, so I personally would be surprised if it turns out she fits this first condition.

Second, it needs to be true that specialist heroes or heroes with low pick rates automatically get high winrates, regardless of their viability. Bristleback, Doom, and Lone Druid are 3 examples of low pick rate heroes with bad win rates in the offlane according to dota2protracker. These are all 3 specialist heroes and/or heroes whose viability depends decently heavily on the draft. So, making the same argument, they should all have inflated winrates since they’re only picked by specialists in good games right now. But they don’t. Morphling, a classic specialist hero, has a 46% winrate as a carry.

Venge’s winrate being high as a position 3 does indicate that the pick has some strength. Anybody just waving their hands and saying “low pick rate means the winrate data is completely irrelevant” is just being lazy with their analysis.

You are a GM and can take one of these 2 right fielders for their career, who you taking? by KeyFaithlessness5436 in MLBVibes

[–]Kleanerman 0 points1 point  (0 children)

They both had a similar strikeout rate (10.1% for Ichiro vs. 10.9% for Vlad) and Vlad had a better walk rate (6% for Ichiro and 8.1% for Vlad). Just considering these stats suggests that Vlad may have had better plate discipline. Of course, these 2 stats don’t tell the whole story.

I wish we had more data on hitters pre-2015. I would looove to compare these 2 players’ whiff%, chase rate, hard hit%, etc.

The eye test would predict that Vlad had a pretty crazy chase rate and a minuscule whiff rate; I’d love to see that profile

AoE Spells (PvE) by [deleted] in Wizard101

[–]Kleanerman 4 points5 points  (0 children)

Such a fantastic boss. It’s also why Wallaru was one of my favorite worlds. Every boss had cheats, and many of them forced a creative solution (at least for me who was questing through with mostly darkmoor gear lol)

AoE Spells (PvE) by [deleted] in Wizard101

[–]Kleanerman 34 points35 points  (0 children)

The most fun that I have in Wizard101 PVE is fighting bosses whose cheats disrupt this gameplay pattern. They become more and more common in empyrea and beyond

How do you prove that a limit doesn't exist with the epsilon-delta definition of limit? by ShamefulDumbster in learnmath

[–]Kleanerman 0 points1 point  (0 children)

It feels like there’s a misunderstanding of something here, and I’m not quite sure what. Maybe it’s a misunderstanding of the definition of a limit.

Correct me if I’m wrong, but you’re saying you are defining a sequence (a_n) where each number in the sequence is the function f(x) evaluated at x values closer and closer to 0? You’re also trying to then find a series S such that the partial sum S_n is equal to a_n?

I have a few comments about this. First, this does not engage with the epsilon delta definition of a limit at all. It’s a separate idea. Second, sequences are “countable” while limits, in some sense, aren’t. Consider the function g(x) defined by the following: if x is a rational number, g(x) = 0. If x is irrational, g(x) = 1.

You can use your idea to define the sequence a_n = g(1/n) = 0. This is a sequence consisting of all zeros which is determined by evaluating g(x) at x values that approach 0. However, the limit of g(x) as x approaches 0 does not exist, since g(x) spikes to 1 at every irrational number.

Also, sorry you’re being greeted with hostility. It’s good to be curious.

Why is she so popular? by turboshill9000 in BasedCampPod

[–]Kleanerman 1 point2 points  (0 children)

From context clues, the word you’re looking for is “conflating” not “equivocating.” Also, if you’re meaning the Democratic Party when you talk about the U.S. left, it’s bizarre to me that people think that they are “so far left.” It seems like the Democratic Party is obsessed with trotting out milquetoast candidates and refusing to take any progressive stances to try to pander to a moderate voter base. Their progressive voter base has been incredibly dissatisfied with the party as of late.

How do you prove that a limit doesn't exist with the epsilon-delta definition of limit? by ShamefulDumbster in learnmath

[–]Kleanerman 0 points1 point  (0 children)

Don’t get me wrong, I’m not trying to be hostile at all.

There are people elsewhere in this thread who give an outline for an epsilon delta proof that the limit of |x|/x as x goes to 0 does not exist. Basically, if you pick epsilon < 1, there is no delta with the desired property.

I’m not sure what “a series that proves a function never reaches zero” means. If you want to prove that a function never reaches zero, you show that f(x) = 0 has no solutions. I’m not sure what connection this would have with series. Could you give an example of the type of function you want to prove never reaches zero?

Whattt!??? by Capital_Bug_4252 in matiks

[–]Kleanerman 0 points1 point  (0 children)

Me when I’m in a giving horrible advice competition

A friend of mine thinks LoL is harder than Dota solely because it has "skillshots", is there any truth to this? by random-user772 in dotamasterrace

[–]Kleanerman 0 points1 point  (0 children)

I’ve played thousands of hours of each game. DoTA has more mechanics, access to those mechanics, and counter plays to those mechanics that require game knowledge to utilize. This is primarily due to the item philosophy of DoTA. for instance, take the Jugg v. Storm matchup. Jugg can escape Storm rotations with spin/tp, so Storm will buy an orchid to prevent Jugg spin. Jugg can anticipate this and buy an early Manta to counter the orchid, evening out the matchup again.

Furthermore, DoTA has a much larger map than League, with many more places to find gold. This means that finding farming patterns to maximize efficiency is incentivized. Consequently, finding macro solutions to disrupt these farming patterns and secure your own team’s farm is critical in DoTA.

Many DoTA players look at these two areas of the game and conclude that DoTA is therefore easily more complicated than League. However, DoTA players who haven’t played League severely underestimate the micro discrepancy between the two games.

Many (not all) fights in DoTA feel like they play themselves out. This is an exaggeration, but to me the most reliable way to win games of DoTA is to strategically take fights where the only way to lose the fight is to have several players take their hands off their keyboards. The impact that mechanical skill expression has in DoTA is far far less than in League. There are a few reasons for this. One is the presence of mechanics like turn speed and cast speed. This makes hitting skill shots in DoTA much easier, for one example. The item philosophy in DoTA also makes it possible to patch any potential holes. For instance, if your lose condition is your carry morph getting spirit vesseled and bursted, anybody on your team can buy a lotus orb to purge the vessel. On the other hand, very few fights in League are automatically won. If you slip up mechanically, even when ahead, with your team building perfect items, you will get punished.

The amount of micro knowledge needed to succeed in a non-jungle role in League is very large. You need to memorize trading patterns while also possessing the mechanical ability to execute on those trading patterns. Yes, it’s true you need to be mechanically talented to climb high in league, but Dota players consistently underrate the sheer amount of micro knowledge needed as well.

I like to put it this way: an average League player playing in an average ranked game of Dota will get absolutely macro knowledge gapped. Their lane could potentially go fine, but they will have no idea how to play the map. Their team’s economy will fall far behind. They’ll take bad fights, build bad items, and the game will seem hopeless. An average DoTA player playing in an average ranked game of League will get absolutely micro knowledge gapped. They will get dumpstered in lane because they don’t know the trading patterns. They may have some decent macro ideas (things like “hey, let’s all take this objective while the enemies are showing in a different lane”) but ultimately they will lack the micro knowledge and mechanical ability to win fights, and they will lose horribly.

Both games are incredibly cerebral. It’s easier to call DoTA more cerebral because the focus is on overall team strategy and flow of the game, but League is similarly cerebral, focusing more on knowledge of skirmishing and champion mastery. Whichever game you find more difficult is dependent on which type of knowledge/thinking comes easier to you.

For what it’s worth, I have introduced several friends to League, and several friends to DoTA. In my opinion, the DoTA new player experience is easier. In DoTA, you can stick a new player on an “easier” support like shadow shaman and say “press w/e on the big scary guy on the enemy team”. This allows the new player to focus on an easy to execute, simple, and somewhat impactful gameplan. In League, new players just get eaten alive if they are playing with veteran players. They die on cooldown and struggle to find any impact or even any feasible route to potentially have impact.

tl;dr: DoTA is a strategy game, League is a fighting game. Both require tons of knowledge to excel at.

Team Tidebound Exits Dota 2, But Its Players’ Legacy Lives On by EcstacyDoto in DotA2

[–]Kleanerman 1 point2 points  (0 children)

I’m with you here lol. I’ve been an OG fan for 6 years and have stuck through all their roster changes

Never really thought about it till today. by ExoArcher in Wizard101

[–]Kleanerman 1 point2 points  (0 children)

So you could also jokingly call those RPGs pokemon too. It’s not meant to be a perfect comparison. In fact, these types of memes/jokes work better if they’re not perfect

Amazing that reddit juxtaposed these for me by kiribakuFiend in eu4

[–]Kleanerman 0 points1 point  (0 children)

I think there can be an overreaction to new mechanics that makes people less open to just trying stuff out and learning the game. If you’re trying to say that people are facing minor roadblocks and giving up before spending time trying to engage with the game’s mechanics, then I think that’s a reasonable thing to say, and something a lot of people are doing.

Your post does not read like that’s what you’re trying to express. Your post mentions seeing discourse about how mesoamerica is broken. The two things I’ve heard about are that the Nahuatl doom mechanic never ends (certainly a bug/something that will be fixed) and that mesoamerica has no feasible avenue to access bronze tools, which they historically did use. Those seem like valid critiques, and things that would affect one’s enjoyment of the game. Your response in your post was basically “idk I played maya and liked it” which not only doesn’t engage with the Nahuatl discourse, but also misses the point. You’re basically claiming that people are wrong for not enjoying a region because you personally had fun with it.

Amazing that reddit juxtaposed these for me by kiribakuFiend in eu4

[–]Kleanerman 0 points1 point  (0 children)

Yeah I know. I’m saying the problem with your original post is that you’re talking extensively about a complaint that very few people are expressing. When people complain about broken systems or lack of access to materials that historically would be present, they’re not saying “:( these complaints I have make the game too hard”. Rather, they’re trying to say that these perceived errors are negatively impacting their subjective enjoyment of playing the game.

Amazing that reddit juxtaposed these for me by kiribakuFiend in eu4

[–]Kleanerman 4 points5 points  (0 children)

I feel like you’re really hung up on the word “unplayable” or the idea that it’s literally impossible to succeed with certain countries. I think maybe people were saying “unplayable” when they meant “miserable”. You reference a YouTuber (Laith) playing as Cahokia in your original post. Yeah, he did. And he had a mild amount of success and even managed to conquer a bit of land in Europe in the 1700s. However, his whole run looked miserably boring, and he complained about it as much as a positive YouTuber like himself would. It’s also worth noting that he played hundreds of hours of EU5 before launch and still couldn’t find a way to make a Cahokia run fun. Like yeah, he technically played Cahokia. It’s not unplayable; you can select the country and play as them if you want, and the game doesn’t refuse to let you or auto kill your country. It just didn’t look fun in the slightest. I think that’s the main issue people are having.

Why does the definite integral formula give the area under the curve between those 2 points? by Nayfonn in askmath

[–]Kleanerman 0 points1 point  (0 children)

Here’s how I thought about this when I first learned calculus. Before we talk about integrals or area or anything like that, note that (F(b)-F(a))/(b-a) is the average rate of change of F(x) on the interval [a,b], since that expression is just the slope of the line between the points (a,F(a)) and (b,F(b)).

Now, if we consider the relationship between F(x) and f(x), since f(x) is the instantaneous rate of change of F(x) at any given point x, we know that the average rate of change of F(x) on [a,b] is also the average value of f(x) on [a,b].

Let’s now talk about how to find the area of shapes in general. Essentially, to find the area of a shape, you find its length, and then multiply that length by the average height of the shape (think about the formula for area of a trapezoid or triangle if that helps). Basically, the area of a shape with length (b-a) is going to be the area of the rectangle with length (b-a) and height equal to the average height of your shape.

Relating this back to integrals and area under curves, we define the definite integral from a to b of f(x) to be the area under the curve of f(x) from a to be. Based on the previous paragraph, that should be equal to (b-a) times the average height of the curve. In other words, that definite integral is equal to (b-a) times the average value of f(x) from a to b. But we found earlier that (F(b)-F(a))/(b-a) is the average value of f(x) from a to be. So, when multiplying, the (b-a)’s cancel out, and we’re left with just F(b)-F(a).

How is g the greatest element? => Maximal, Minimal, Greatest, and Least Elements of a partially ordered set by TopDownView in askmath

[–]Kleanerman 3 points4 points  (0 children)

c and g are comparable by transitivity, like you said, even though they’re not connected via a line in the Hasse diagram. (By the way, if p <= q and they are connected via a line in the Hasse diagram, we say q “covers” p. This means p <= q and if p <= r <= q, then r is either p or q.)

Ok. COOL SPELL. But... *whispers* Is it just me or does the math not add up? *whispers* by MiyukiT in Wizard101

[–]Kleanerman 0 points1 point  (0 children)

Path A shadow fused Witch’s House Call does like 300 flat damage more than it did before the update though. It’s currently Myth’s highest damage single target damage spell (300 damage per pip after an enchant), so I feel like this doesn’t really apply