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by tavrobel 3450 days ago
An interesting side-effect of this style of RNG is that if you need to get a particular RNG roll to win a PVP conflict, you can 'farm' up the roll by waiting until you've gotten sufficiently unlucky during PVE, then go to PVP where you will have a much higher chance of getting one right away.

I'm not sure if Dota2 has mitigations against that, but I've certainly seen it in other games.

2 comments

This is actually a strategy in game.

Go and hit a neutral unit so that you have 2+ hits in a row without your ability/item proc'ing and then save the next hit for an enemy player since your next hit is likely to have a higher chance of proc'ing.

In league of legends you could previously "auto-cancel", and critical hits have different recognisable animations. So if you were about to crit a minion you could cancel the auto-attack and "store" the crit to hit an enemy with it.

I think that's been patched now but it was there for a good while.

This existed in Dota2 for some time as well; one could use an (illegal) mod to quickly start/stop attacks until it found a crit animation.
It would be best to have a random state per target, but I don't know if they do.