OK im taking all back! This is indeed wrong. I used a false primary attribute on the mysql database.
Now its fixed, and see the result here:
http://ohsystem.net/statistics.php
Posted 16 September 2013 - 12:52 PM
OK im taking all back! This is indeed wrong. I used a false primary attribute on the mysql database.
Now its fixed, and see the result here:
http://ohsystem.net/statistics.php
Posted 16 September 2013 - 12:53 PM
yes, that seems way better.
Posted 16 September 2013 - 12:55 PM
Its till not complete updated
About the storage way. Its likethe whole other datas, heroes are also saved on the id/items also.
The reason why its displayed on the heros is that i have a database which match the heroid with the names. But this is not created yet for spells.
Posted 16 September 2013 - 01:09 PM
but why to start with the ids anyway, and not the names? im not sure how it is done actually, is it a function directly in the jass script or is it done by other means, outside from wc3?
Posted 16 September 2013 - 01:21 PM
Inside a map afaik there are only IDs for everything.
The advantage of using ids is a faster usage/load and more costumization options.
Also you will never have the problem of the same ids, because every id is unique.
Just imagine windwalk, bone/bounty both are named wind walk, then it should be named diffrent or whatever ^^
Posted 16 September 2013 - 01:46 PM
u can recover the skillname in with jass via GetAbilityName(), but yes, the windwalks would have to be renamed.
apart from that the logical step now would be to link the abilities being picked to the winrate, these stats would surely be interesting.
Posted 16 September 2013 - 02:35 PM
OK im taking all back! This is indeed wrong. I used a false primary attribute on the mysql database.
Now its fixed, and see the result here:
new correct ones:
1. Fury Swipes
2. Overpower
3. Grow!
4. Storm Bolt
5. Essence Shift
yep, that seems correct (for s6)
Posted 16 September 2013 - 03:28 PM
u can recover the skillname in with jass via GetAbilityName(), but yes, the windwalks would have to be renamed.
apart from that the logical step now would be to link the abilities being picked to the winrate, these stats would surely be interesting.
Good idea, i will try to add this
Posted 16 September 2013 - 06:56 PM
i have to agree, this can't be right, where is scuci, essence, grow, multicast & feast
skilz that are picked every single game...
Posted 16 September 2013 - 07:17 PM
i have to agree, this can't be right, where is scuci, essence, grow, multicast & feast
skilz that are picked every single game...
correct ones are 3 posts above this one
Posted 16 September 2013 - 09:54 PM
a0fw->nasal goo (wtf)
a0na -> dispersion
a0dj -> aftershock
ancr-> chemical rage
a0mm -> corrosive skin
a0b4 -> track
a0dx -> enchant (wtf)
a0oo -> call of the wild (wtf)
a10r -> devour
a0gp -> quill spray
z397 -> split earth
a136 -> torrent (?)
a1s4 -> shadow poison (?)
a1el -> stick napalm (?)
aicd -> diffusion aura (?)
didnt expect that, dont trust those stats entirely.
Posted 16 September 2013 - 11:25 PM
for s6 (and -bo), the first 5 seem accurate imo
Posted 17 September 2013 - 12:15 AM
why in the 9 hells nasal goo?
Posted 17 September 2013 - 05:38 AM
aftershock+perm
alsao this spell is awesome if you bwant to annoy
And keep in mind, this are the win statistics of the spells, not the amount the spell got picked.
Just see the full spells.
Aftershock+goo+squill spray+chimcal rage+aticky napalm.
Already an awesome perm stunner !!!
Posted 17 September 2013 - 10:28 AM
why in the 9 hells nasal goo?
Nasal goo is a really good spell in -BO, get it on a 0 cp hero with aftershock and some other low-cd spell and you can easily permastun. It has a 1.5s CD, the lowest CD in all of dota (except some orbs or storm ulti but these don't proc anything) and only costs 30 MP.
Posted 17 September 2013 - 11:23 AM
mmmh intruiging. can you add the gamemode on the page so everyone is aware what mode these stats are accounting for?
Posted 18 September 2013 - 07:12 PM
cuz "im using hacks"
Hey
Use the autojoiner (autogg.net) to start garena and you won't see this message anymore. (this tool will patch your anticheat system, it's useless anyway so there is no problem)
Posted 09 October 2013 - 09:15 PM
just an idea i had: is it possible to parse the skills picked in an equal manner like heroes? for lod it would be a nice statistic seeing the skills leading most likely to a win or loss.
my bets for win would be multicast and shukuchi, for loss it would be remote mines/land mines
you just hate mines, they have nothing to do with winning/ loosing :|
Posted 10 October 2013 - 11:01 AM
every skill has to do with winning and losing, the question is in what direction the result is running. and those statistics might offer nice insight into that.
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