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Here are the details of the change:
The main thing that’s changed in respect to both Gold and XP bounty for killing heroes is centered around the bonuses applied to base values of Gold/XP bounty for killing heroes.
Base gold bounty for killing a Hero is (200 + streak value + (killed Hero level * 9)), and base experience bounty varies based on the level of the hero killed (values here: http://wiki.teamliquid.net/dota2/Experience). Base experience is split evenly among all heroes within XP range (1300 units).
The way XP currently works is listed in the patch changes as follows:
1 Hero: XP = 120 + 20 * VictimLevel
2 Heroes: XP = 90 + 15 * VictimLevel
3 Heroes: XP = 30 + 7 * VictimLevel
4 Heroes: XP = 20 + 5 * VictimLevel
5 Heroes: XP = 15 + 4 * VictimLevel
These are the bonuses given to heroes that are involved in any kill, added on to the base experience value. A solo kill on a level 1 hero will give you 240 experience. A kill on a level 1 hero with one assist, 2 hero involvement, will give each hero 155 experience.
In the new patch, Bonus XP values have a new formula:
This new variable, XPFactor, is determined with the assistance of the following two formulae:
XPDifference = ( EnemyTeamXP - AlliedTeamXP )/ ( EnemyTeamXP + AlliedTeamXP )
XPDifference has a minimum value of 0
XPFactor = XPDifference * VictimXP
What this means is that the bonus XP granted on a kill is now affected not only by the level of the hero being killed, but also the difference in experience between All Radiant Heroes and All Dire Heroes. This is represented by the XPDifference variable. Since this variable has a minimum value of zero, this means that if your team is behind in XP, you will be granted bonus experience for kills based on the degree to which you are behind. This value is then multiplied by the total experience gained of the killed hero, thus finally giving you the XPFactor value.
One key difference here is that there is no longer a base bonus added to XP bounty that is independent of the level of the killed hero. What this means is that if your XPFactor has a value of zero, kills that involve 1 or 2 heroes will always give less experience than they do in the current patch. In other words, if you are ahead in experience, solo kills on level 1 heroes will give 120 less experience, 200 less total experience if 2 heroes are in XP range . Kills that involve three or more heroes all lose out on base experience, but their multiplier based on a killed hero’s level is increased. I’m not going to do the math right now to determine at what level these kills have been buffed, but I don’t imagine that it takes long for these experience values to increase over their 6.82b counterparts.
As I explained earlier, teams that are behind in global experience now earn XP that is increased by how far behind the enemy team they are in experience. I think the easiest way to illustrate this is just to provide an example, so here goes.
Dire has a 2.5k Experience lead. Divide this value by the total experience earned in the match so far (R=32500 D=35000) to find a value of 0.037 (repeating). Now, you take this value, and multiply it by the total experience earned by the hero that is killed. Let’s say a level 12 hero is killed, having a total XP of 8200. Now, your XPFactor for killing a level 12 hero in this particular game is 303.703 (repeating).
Knowing all of this, here are the differences between a solo kill on a level 12 hero earned by the leading team and the trailing team given the XP values presented earlier:
Leading in Global XP: 1240 XP
Trailing in Global XP: 1392 XP
Keep in mind that in this example, the teams are relatively close. The further apart teams are in experience, the more drastic the differences. Here’s a second example with more drastic differences:
Dire = 45000 Total XP
Radiant= 30000 Total XP
Level 14 ½ Hero = 11125 Total XP
Dire Team Solo Kill XP: 1480 XP
Radiant Team Solo Kill XP: 2520 XP
Now for Gold. Before we get into the way Gold works, there is one important thing to note about the way Gold works NOW. As it stands, bonus gold is synonymous for assist gold. Heroes that earn kills will always earn gold based on the formula of:
200+StreakValue+(9*VictimLvl)
The bonus gold values listed in the changelog give assist bounty values. This is why there is no listing for 1 hero. The formula is as follows:
The new formula is very similar to the changes made to XP Bounty bonuses. Teams that are behind in Global Net Worth will earn more gold for kills based on how far behind they are. Here is the new formula:
The process is similar to the one already described above for XP, however there are base values awarded based on the number of heroes participating in the kill, as can be seen at the beginning of each formula. Also, a hero’s net worth now counts towards how much gold they are worth as a kill for the team trailing in global net worth only.
The important thing about this gold change is that there is now bonus gold awarded for solo kills on top of the base gold formula outlined above. This is especially important for solo kills earned by heroes on the team trailing in net worth.
Anyway, let’s jump right into an example, without streaks for the sake of simplicity. I’m taking this example from a match played on 6.82b in all pick. The hero dying to Radiant is a level 11 safelane carry, leading the game in net worth. The hero dying to Dire is also level 11.
Dire Total Gold: 26000
Radiant Total Gold: 23000
Level 11 Hero NW: 6800
Dire Solo Kill Gold: 416
Radiant Solo Kill Gold: 624
That’s a pretty big deal, given how close the gold gap is in this game. This makes me not sure if I’m doing this correctly. Keep in mind that this is BEFORE streak bonuses as well. The important thing to note is that solo kills are more rewarding for both teams that are leading and trailing in net worth in comparison to 6.82b, with even more of a reward being given to the trailing team. Trailing teams will also receive significantly more gold from kills that involve multiple heroes, as assist gold will also be increased by the degree to which you are behind. On the contrary, assist gold is also heavily decreased from 6.82b if you are in the lead.
Let’s examine the difference using the same game as an example:
Dire Kill w/ 2 assists: 530g (376g to killer, 77g to each assist)
Radiant Kill w/ 2 assists: 842g (634g to killer, 104g to each assist)
The main thing to take away here is that heroes that get kills on a trailing team will receive significantly more gold than heroes getting kills on the leading team.
It should be noted that this example is of the most valuable hero on the leading team being killed, so let’s see the difference in a support kill:
Level 8 support with 3200 Net Worth
Dire Solo Kill: 368g
Radiant Solo Kill: 466g
The trailing team earns just under 100 bonus gold, as opposed to over 200.
I do not claim ownership or credit for any of this material, it is sourced from the Dota 2 subbreddit community. I have simple located this information on dotafire for ease of access, and discussion options
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