If anyone has read through the changelog of patch 7.25, it will certainly be very difficult to understand the formula for calculating Gold. This article will analyze how the new changes to Gold impact the game:
Factors to calculate the amount of gold received
Before diving into the formulas, let’s look at the two factors that go into calculating the gold a hero gets when the enemy hero is killed.
Gold received = Gold kill + Gold support (assist)
As you might have already guessed, the gold is divided between the hero that takes the life (that’s why the team gives the core to the kill) and the assist gold is for all allied heroes within a 1300 radius. Hero doesn’t have to participate. ganking process, but not present also received gold. Patch 7.25, both of these elements are changed. Let’s try it together.
Change in kill gold
The kill gold, as mentioned above, is the gold that only the hero that kills the opposing hero receives. It is calculated as follows:
Gold kills = 110 + (hero level killed x 8) + kill streak
So the gold for kills depends on two things – the level of the enemy hero being killed and whether the hero is having a kill streak. The change in patch 7.25 is the kill streak.
- Gold bounty for killing hero with kill streak increased from 60->480 to 200->690
- XP bounty for killing hero with kill streak increased from 400->1800 to 500->2040
Let’s take a look at the graph below
Kill streak with 3 kills is “Killing Spree”, four is “Dominating”, and continues until “Beyond Godlike” when killing 10 consecutively. Looking at the streak gold that patch 7.25 brings, you can see that it rewards more when ending the enemy’s kill streak. With the ending “Killing Spree” you get 200 more gold than before, and with the streak “Beyond Godlike” you get 270 more Gold!
This change will have a bigger impact when you take out heroes that are constantly taking lives. The earlier this happens in the game, the better off you are. The comeback factor may have been removed from the assist gold (we’ll talk more about it below), but the kill gold for ending the kill streak is now higher. Remember, don’t become greedy Lion, use Finger of Death on opponents with less than 20HP left. Let your team’s core win the kill streak so the hero can get to the next item faster.
Gold assist change
Gold assist is the amount of gold all heroes gain when near a killed enemy hero (including kills). With Dota 2 patch 7.25, the team-based Rubber Band mechanism has been removed. Let’s see how the formula changes.
Old recipe:
Gold assist if a hero takes a kill = Networth Poverty Factor * Networth Rank Factor * (126 + 4.5 * Victim Level + Comeback Factor * (Victim Networth * 0.026 + 70) / 1))
Gold assist if five heroes get kills = Networth Poverty Factor * Networth Rank Factor * (18 + 0.9 * Victim Level + Comeback Factor * (Victim Networth * 0.026 + 70 )/5))
New formula:
Gold assist = (50 + Victim’s Networth * 0.03) / number of heroes
The difference is as follows:
- The old formula had 5 different versions depending on how many allied heroes participated in the gank (or how many allied heroes were present in the required area). The new formula also has the same calculation, and it only divides by the total number of allied heroes in the required area.
- The old formula has a comeback coefficient, applicable only to the team that lost at least 1000 gold in networth compared to the opponent. Therefore, the poorer the team, the more gold when taking lives. Not to mention, it also has networth rank and networth poverty multiplier, ensuring heroes with low networth (support) will receive more assist gold than heroes with high networth on the team (core). The new formula doesn’t take them into account! So, the poor team not only doesn’t get more gold, but even supports with low networth get less gold. Regardless of your networth rank in your team, you will always receive the same amount of assist gold. The formula is simplified, but support heroes suffer more.
- The first part of the old formula depends on the hero’s level, while the new formula does not. The new formula relies only on networth. Before that, when high level heroes with low networth were killed (usually late game supports), the game rewarded a lot of assist gold. Now the number will be very low. So the gold assist from killing a support, especially a position 5 support, will be pretty crappy.
Let’s analyze it further with the following graphs.
When the top networth hero from the losing team kills the opponent’s top networth hero
The blue line on the graph below shows the gold assist received before patch 7.25, while the red line shows the gold assist received after 7.25. The difference between the points on the lines for the different networths of the opposing hero.
The chart shows that, when defeating a low networth opponent (early game), the old formula is more profitable. As for the higher networth (later in the game), the new formula gives the hero more gold. Since it only relies on correct networth, killing a fast farming hero like Alchemist after he starts to swing around will reward you with a lot of gold according to the new formula.
When team with low networth together 5 people gank and kill enemy top networth hero – gold assist difference between position 1 and position 5
The graph below compares assist gold between the richest hero on the team (blue line) and the poorest hero on the team (black line) before patch 7.25, after 5 people ganked the enemy’s highest networth hero. The red line is the gold assist for both after patch 7.25. As you can see, support gets more gold in patches before ganking. Now, both support and core receive the same gold. The gold received by the core has increased, while the support has decreased.
Conclusion
- Ending a kill streak is now more valuable than before.
- No more rubber band effect. Even if the team with a lower networth takes lives, the heroes won’t receive any more gold.
- The new assist formula gives less gold in one-on-one situations with low networth heroes, but more gold when the killed hero’s networth is higher.
- Killing supports no longer has the same value (in terms of gold) as before.
- Gold assist equals all heroes on the team, regardless of networth rank. Support heroes will get less gold from assist while post 1 and position 2 will get more gold.
Obviously, this is a pretty rough patch for the supports. Not only were the support items nerfed and the teleport scroll price increased, but the gold earned was also significantly reduced. Over the last couple of patches, the supports have always been fine, but 7.25 has brought them down. Looks like postion 6 heroes may be back!
In general, even though the comeback factor has been removed, increasing streak gold and the networth-based assist formula still benefit the weaker team. The winning team definitely has a higher networth and taking the hero’s life will create a chance, depending on the networth of the killed hero. In short: Support, let the core eat the kill streak. And the cores should not be too difficult if the support accidentally eats one or two lives. Support’s economy is now more miserable thanks to patch 7.25.
According to Vpesports
Source link: Dota 2: Explaining the new Gold formula in patch 7.25
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