dota沙王出装中那个鸟面神人应该怎么出装啊

DOTA中,1v1,打虚空,我用天怒,怎样出装加点,对手虚空只有一个力量假腿,其余全是攻击装,所以必有一个_百度知道
DOTA中,1v1,打虚空,我用天怒,怎样出装加点,对手虚空只有一个力量假腿,其余全是攻击装,所以必有一个
绿杖虚灵刀,其余怎样出?谢谢。
提问者采纳
太简单了吧。打一个这么脆的虚空。简单说几个办法,希望对你有帮助。我们首先分析下双方情况以双方大于11级为例子。虚空肯定是要先手跳大秒你的。所以抢先手或者反先手就能决定胜负。绿杖典型的反先手,这个一定要你手快。躲过他的大就好打了。减速,禁魔风筝死。其实我们可以换一种方式,何必给他先手,你可以出隐刀,跳刀,先手羊(前提你有羊)或者禁魔他,虚灵后直接红杖,大,一套技能随便带走,当然除非他RP好到无限闪避。如果你说的是神当,默认满地图真眼,这个就比较考验操作了。给你套装备思维:羊,5级红,刷新,冰甲,虚灵,如果一定要带鞋子就带个假腿,把红杖或者刷新换成跳刀抢先手。可以不带鞋子你就跳刀。当然前提是他不允许BKB,他BKB神单你是打不过的。不是神单。是SOLO他完全没戏。他根本不可能到6级。纯手打,希望对你有帮助,打了这么多字,还是希望采纳。
提问者评价
非常感谢,很有帮助!
其他类似问题
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其他6条回答
前期压死他,红杖大爆发,小心他大招,有1s抬手,如果不爽用跳刀吧;;;fv前期很脆的纳...如果他虚灵你就果断挑战,其实fv出虚灵真心没用....
跳刀,看看PIS最早一个召唤的视屏吧,用跳刀躲虚空是多么imba,然后拉开距离减速风筝。其余羊刀,吹风,其实那个小人书真的不错,操作的好可以顶很多输出,你和他打就是风筝他,减速账也可以,冰眼也可以。
你应该是solo。前期主一技能耗他,所以可以出个虚无宝石或艺人面罩,后面的话补秘法、红杖,风帐(这个看你个人喜好出)。注意放好大招,前中期他吃你一套技能再加一个红杖必死。solo规则是杀对方三次或拆两个塔为赢。过了28分钟你还没搞定他就可以gg了。
加点主点c,4级时2级c各一级t和r后面先点c和大招。。。。出装的话你红杖吧
然后可以出攻击或肉装。。。不过你1v1我觉得你不可能出道那么后面,要么前期他输,要么后期你输
5J前点艹他、6J一个沉默一个大、怎么都能压他啊- -
按你说的,他血应该不多,对线期,1黄对点,一级2技能,可以不断用c耗血,我试过,出个圣殿,魔也会很多,可以恶心得他生活不能自理,虚灵期间,甩下四个技能,先r,t,c,大,怎么都死了
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以下是一個神人破譯 dota2 信息的經歷
===============================
UPDATE: I have posted the source code here:
About 8 months ago I developed a way of scraping stats from Dota 2 by emulating what the Dota 2 client does. I figured that dotabuff (stats.dota2.be at the time) must use the same methods. However, they are supposedly shut down and the method I am using still works (I can retrieve stats for 'private' players. That tells me there are two possibilites:
& & My method works and theirs doesn't
& & They use the same method as me and Valve has disabled the steam accounts dotabuff was using to monitor for new match results or are using some sort of throttling to limit the rate at which they can retrieve game results.
Of these two possibilites I think the 2nd is the most likely. However, I have been meaning to post this anyway, so I intend to post the full source for the method by which one can retreive the results for any Dota 2 game. I am in the process of getting this all imported into a github repository so I will update with the location of that when it becomes available.
Here are some screenshots of what is possible.
This is a screenshot of a console app I just created which lets you enter in a number of match ids. It will fetch the results for those matches:
This is a screenshot of my Visual Studio 2012 debugger inspecting my Match object. As you can see I have all kinds of information about the &Na`Vi.PandaSytle& player:
A little while ago someone posted a screenshot of a new site using the web api for which a number of palyers have their profile set to private:
I have loaded the same game in my application and note that I can see the name and steamid of the supposedly private SandKing player: .
I am in the process of creating a github repo and putting the code up there. It will be available shortly.
For those who are interested, here is a background story on why I have this app:
Around June of last year I was in the Dota 2 beta and I was really interested in creating some sort of way to track the statistics of players. I had played online poker for a few years prior and there was a great (and controversial, who would have guessed!) site which tracked the win (and loss) rates of individual players. Much to my dismay I found out that someone had beat me to the punch as there was a site &stats.dota2.be& up which had stats. However, the features were lacking, the performance was poor, and the user experience reminded me a little of the GeoCities days of the internet. Oh, I probably just dated myself. If you don't know what GeoCities was, let's just say it's not a complement.
At any rate, I decided to take a shot at making my own Dota 2 stats site. I had some good ideas and happened to idle in an irc channel with several like-minded people who also had great ideas. After a good brainstorm session we even came up with a great URL for the site ( -- I think it's much better than dotabuff!). We had a lot of good ideas around leaderboards for players (most wins, most losses, longest win streak, longest loss streak). But most of all we wanted to make public some sort of rating system (sound familiar?).
So I set out to figure out how to get stats out of Dota 2. I mean, if stats.dota2.be was doing it then there must be some way to do it. I started by running a packet sniffer on my machine and trying to see what sort of information dota2 was sending and recieving. Much to my dismay it seemed like Dota 2 didn't do anything until it entered a game! I was really confused. The traffic would not budge no matter what I clicked on or did. Eventually I surmised that it must be going through some other process so I started monitoring everything on the computer and noticed right away that Steam.exe was sending and recieving tons of packets. Especially when I took any sort of action inside of the Dota 2 game client.
Realizing that Steam was probably responsible for all the data one sees in the Dota 2 pre-gmae browser was a fairly large revelation as it gave me a lot of new ideas. I knew that most likely Dota 2 was communicating with Steam.exe through some sort of inter-process mechanism like a named pipe (for you programming folks). So I started poking around the Dota 2 directory and noticed that there several dlls with Steam in the name. I noticed that removing the DLL &Steam_API.dll& would cause dota2 to not work. Thus, I started looking deeper into that DLL.
I started by looking at the assembly code for the DLL but quickly realized that was going to quickly exceed the limits of my knowledge of calling conventions, virtual functions, and assembly. Valve wasn't just using simple interfaces into the DLL, but using virtual interfaces which are very complicated to reverse engineer. I was stumped. However, if stats.dota2.be was doing it then there must be some way, right? I poked around the internet and saw some there were some people trying to reproduce the steam API called Opensteamworks. Evidently valve gives companies access to these same SteamAPI DLLs and these people were trying to reproduce the same functionality.
I didn't care what they were doing, but the great thing is that they supplied the interface definitions that were so complicated to reverse engineer in the valve DLL. I now knew how i could call into the same functions dota2 was calling. However, there were around a hundred different functions I could call and none of them sounded like &GetMatchResults& or something like that!
I thought about this for a little while and then realized I didn't really need to figure out what the game did. I could simply create a DLL with all the same functions and replace the SteamAPI.dll which Dota 2 was using with my own. Dota 2 would then call into my own DLL and I would know what it does! Even better, I could simply pass the function arguments through to the original SteamAPI.dll and Dota 2 would even continue to work and I could inspect the arguments to the function and the return values!
It seemed to me that the best way to get stats for matches was to simply be able to call a method which would return the results for a given match id. This functionality is actually available inside of the Dota 2 client. There is an option under &Watch& called &Filter&. In that dialog the user can enter a match id and retrieve the results for the match: . I focussed my efforts on trying to capture what exactly Dota 2 was sending to Steam_API.dll when I would perform this action in the game.
Dota 2 was sending a binary message to steam and receiving a binary reply whenever I performed this action. The message being sent was 22 bytes and the return message was somewhere in the 700 to 900 byte range. I knew that this return message had all the data needed to display the match results screen in game. But I had no way to make sense of this data. It was simply a stream of seemingly meaningless bits and bytes. I was stumped again. However, after a day or so of thinking about it I realized that I could modify the bytes in the message and then see if that had any affect on the match results screen in the game!
I excitedly started modifying the message and the game subsequently wouldn't display the game results correctly. Ouch, this was going to be hard. The process continued as I painstakingly changed 1 byte at a time. I did this on a match result for a custom game I created with a single hero. Finally, after hours and hours of this process I was able to change the hero displayed in the results from Lone Druid to Chen! I was making progress. I knew something about the hero field. Suffice to say I spent many long hours reverse engineering the bytes in this message. Most of the integer values were using a 7-bit encoding scheme () and most of the fields had some constant values preceeding them which signified what they were. It was a lot like google proto-buff, but it wasn't quite that! So I had to write a completely custom way to read the message.
With hacking projects like this it always starts as a trickle as things are very hard to figure out and ends with a pour. By the end I was able to figure out which field was which very quickly, but it took quite a few hours to get there. But eventually I was able to parse almost any arbitrary match.
About 4.5 weeks had passed since I started on all this stat business (I had a job and a fairly active social life so it took me a bit longer than I wanted to but I still felt pretty good about things). Stats.dota2.be was much the same, they had added 1 semi-minor feature related to hero stats. So I started building out a website. This is a very weak area for me when it comes to programming so I was learning basically everything from the ground up. I had a semi-working site which incorporated a TrueSkill rating system for every player (). However, I was running into too many performance problems using my free hosted databases and servers. Also, I was getting extremely busy with interviewing for a potential new job, summer vacations, etc.
Around this time stats.dota2.be turned into dotabuff which their new UI which looked pretty good. They still didn't have player ratings but it was only a matter of time until they did (I didn't think it would take them this long!). I was still in the process of interviewing for a new job so I sort of just gave up. It was still a worthwhile experience as I learned a decent amount of stuff about building a website (would be much easier now) and I also learned a bit about determination when it comes to hacking. I was determined to figure out how to get the data out of Dota 2 so I did. If I had been half-assed about it I would have never figured it out.
Oh and for the curious, my DBR was slightly over 1500 when dotabuff shut down (84%-tile).
==========================================================
簡單來説,那個什麽私隱設定完全是騙人的東西
即使你設定了私隱保密,使用 reverse engineer 的方法依然能夠取得你所有比賽的歷史
這次事件完全就是 valve 針對
&who's got the sweetest disposition, one guess, guess who. Who never never starts an argument, who never shows a bit of temperment. Who's never wrong, but always right, who'd never dream of starting a fight. Who gets stuck with all the bad luck, no one, but Donald Duck&
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另一個神人
===============
The game started normally, but as soon as we spawned, our lycan says &Hello my name is Joesh, I'll be feeding in protest of Valve's action against dotabuff& (not exactly word for word but very close).
He then proceeds to run mid death after death after death and feed the many couriers he buys. We couldn't even leave since it wasn't an abandonment. It was just 30 minutes of waiting for dire to push despite a lycan that dies 20+ times.
I would really appreciate it if fellow players could keep the game as free of drama as possible by reporting players like these for intentional feeding. News and drama are nice and all but they belong in forums and threads, not the game itself.
==============================
爲了抗議 Valve 関掉
在遊戲裏狂送
&who's got the sweetest disposition, one guess, guess who. Who never never starts an argument, who never shows a bit of temperment. Who's never wrong, but always right, who'd never dream of starting a fight. Who gets stuck with all the bad luck, no one, but Donald Duck&
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折纸huming43路遇ObeLisK赠给他若干折纸购买狂战斧,获得38Z币
凡人要明白自己的处境
个人录像站
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这是一个用户侧的程序,所有涉及服务器数据的东西,Valve要想针对真是太轻松了。个人以为是dotabuff的plus害了自己。
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我已翻译 楼下不用谢
更新:我已经发布在页面的源代码
大约八个月前,我开发了一种方法,就是刮统计从2通过模拟客户端做什么就是2。我认为dotabuff(stats.dota2。是当时)必须使用相同的方法。然而,他们被认为是关闭和方法我使用仍能工作(我可以检索统计为“私人”的球员。告诉我有两个潜力:
我的方法是可行的和他们不
他们使用相同的方法,因为我和阀已禁用的蒸汽帐户dotabuff是使用监控新比赛结果或使用某种节流限制的速度,可以检索比赛结果。
这两个潜力我认为第二是最有可能的。然而,我一直把这意义无论如何,所以我打算把完整源代码的方式,一可以检索结果就是2游戏。我在得到的过程这所有进口到github库所以我将更新的位置,当它变得可用。
下面是一些截图什么才是可能的。
这是一个截图一个控制台应用程序,可以让你我刚刚创建的输入在一个数量的匹配id。它将获取搜索结果匹配:
这是一个截图我的Visual Studio 2012调试器检查我的匹配对象。正如你可以看到我有各种各样的信息,有关“纳美人。PandaSytle”球员:
不久前有人贴出一张截图一个新网站使用web api的数量的训练有其配置文件设置为私人:。我已经加载了相同的游戏在我的应用程序,请注意,我可以看到名字和所谓的私人SandKing steamid球员:
我在这个过程中创造一个github回购,把这里的代码。它将在不久后面世。
对于那些有兴趣,这是一个背景故事为什么我有这个程序:
在去年的6月我在,我就是2β真正感兴趣的创造某种方法来追踪统计的球员。我已经在线玩扑克了几年前,有一个伟大的(和争议,谁会猜到!)网站跟踪赢(亏损)利率的个人玩家。多让我沮丧的是,我发现有人打我下手存在stats.dota2网站”。是“已统计。然而,缺乏特点,表现糟糕,和用户体验提醒我一个小的互联网GeoCities天。哦,我可能只是约会自己。如果你不知道GeoCities是,我们只能说它不是一个补充。
无论如何,我决定尝试自己做网站就是2统计。我有一些好的想法,碰巧闲置在irc频道与几个志同道合的人也有伟大的想法。一个好的头脑风暴会议后我们甚至想出了一个好网站的——我认为这是更好的比dotabuff !)。我们有很多好的想法在排行榜的玩家(最胜,大多数损失,最长的连胜,最长连续损失)。但最重要的是我们想让公众某种评级系统(听起来熟悉吗?)。
所以我开始着手找出如何得到的数据就是2。我的意思是,如果stats.dota2。是在做它然后肯定有办法做到。我开始通过运行一个数据包嗅探器在我的机器上,试图看看什么样的信息是发送和接收端dota2。多让我沮丧的是,这似乎就是2没有做任何事,直到它进入游戏!我真的很困惑。交通不愿无论我怎么点击还是。最终我推测,它必须经历一些其他过程所以我开始监控所有计算机和注意到马上,蒸汽。exe是发送和接收端吨包。尤其是当我把任何形式的行动就是2内的游戏客户端。
意识到蒸汽可能是负责所有数据一个看到的就是2 pre-gmae浏览器是一个相当大的启示,因为它给了我很多新的想法。我知道,最有可能的就是2是沟通蒸汽。exe进程间通过某种机制像一个命名管道(你编程的人)。所以我开始跟着就是2目录,发现有几个dll与蒸汽的名字。我注意到删除DLL”蒸汽api。dll”会导致dota2不工作。因此,我开始更深入考察,DLL。
我开始通过查看汇编代码的DLL但是很快意识到是会很快超过了我的知识范围的调用约定,虚函数,和组装。阀不只是用简单的接口到DLL,但使用虚拟界面非常复杂,逆向工程。我被难住了。然而,如果stats.dota2。是在做它然后应该是有办法的,对吗?我戳来戳去,看到了一些互联网有一些人试图再现蒸汽API称为Opensteamworks。显然阀使公司获取这些相同的SteamAPI dll和这些人试图复制相同的功能。
我不在乎他们在做什么,但伟大的事情是,他们提供的接口定义,是如此的复杂,逆向工程在阀DLL。现在我知道我可以调用相同的函数dota2打电话。然而,大约有一百种不同的功能我可以打电话和他们中没有一个听起来像“GetMatchResults”之类的!
我想到这一会儿,然后意识到我真的不需要找出游戏确实。我可以简单地创建一个DLL与所有相同的功能和SteamAPI替换。这就是2使用dll与我自己的。就是2,叫到我自己的DLL和我将知道它究竟是什么了!更好的是,我可以简单地通过函数参数通过对原始SteamAPI。dll和就是2甚至会继续工作,我可以检查参数的函数和返回值!
在我看来,最好的办法就是简单地统计匹配可以调用一个方法将返回结果为给定的匹配id。这个功能实际上是可用的内部就是2客户端。有一个选项在“看”称为“过滤器”。在该对话框,用户可以输入一个匹配id和检索结果的匹配:
。我集中我的精力试图捕捉到底就是2是发送到蒸汽api。当我将执行该dll行动在游戏中。
就是2是一个二进制消息发送和接收一个二进制回复蒸汽每当我完成了这个动作。发送的消息是22字节和返回消息是大概在700到900字节范围。我知道这个消息已经返回所需的所有数据显示比赛结果屏幕在游戏。但是我没有办法理解这些数据。它只是一股看似无意义的比特和字节。我再次被难住了。然而,经过一天的思考,我意识到我可以修改字节消息,然后看看是否有任何影响比赛结果的屏幕在游戏!
我兴奋地开始修改信息和游戏随后不会显示比赛结果正确。哎哟,这将是困难的。这个过程仍在继续,我刻意改变一次1字节。我做了这一比赛结果为一个自定义的游戏我创建一个英雄。最后,经过几个小时和小时的这个过程中,我能够改变英雄显示在结果从孤独的德鲁伊,陈!我在进步。我知道一些关于英雄字段。我只想说我花了几个小时的字节反向工程这个消息。大多数的整型值是使用一个7位的编码方案()和大部分的领域有一些常量值进行列印他们这表示他们。这是一个很像谷歌最初迷,但感觉不太!所以我不得不写一个完全自定义的方式来读取消息。
与黑客这类项目它总是开始涓涓细流一样东西很难找出和结尾倒。年底我能够找出哪些字段是很快的,但它花了不少时间去那里。但最终我能够解析几乎任意匹配。
约4.5周过去了,我开始在所有这些统计业务(我有一个工作和一个相当活跃的社交生活,我花了一点时间比我想但我还是觉得不错的事情)。Stats.dota2。是在很大程度上是相同的,他们有添加1长半相关特性的英雄属性。所以我开始建设一个网站。这是一个很弱的区域我当涉及到编程,所以我正在学习基本上从地上起来。我有一个网站,注册一个TrueSkill曲解为每个球员评分系统()。然而,我遇到太多的性能问题使用我的免费托管数据库和服务器。同时,我变得非常忙着面试一个潜在的新工作,暑假,等等。
在这个时候stats.dota2。dotabuff变成他们的新UI,看起来相当不错。他们仍然没有球员评级但它只是一个时间问题,直到他们做了(我不认为它会带他们这长!)。我还在采访过程中对于一个新的工作,所以我有点只是放弃了。它仍然是一个有价值的经验,我学会了一个像样的东西太多,关于建立一个网站(现在要容易得多),我还学了一点关于决心当谈到**。我决心要弄清楚如何获得数据的所以我也就是2。如果我一直不称职的关于它我就不会搞懂了。
哦,出于好奇,我的DBR略超过1500当dotabuff关闭(84%瓦)。
&谷歌翻译太牛B,完全看不懂还不如看原文&
阿妻莫慌,抱紧我
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dotabuff 好像好了。
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凡人要明白自己的处境
注册时间最后登录阅读权限130积分62085精华1帖子
寂寞高手, 积分 62085, 距离下一级还需 17915 积分
我HOLYSXXX大神还未出现 何谈神人
注册时间最后登录阅读权限90积分19295精华0帖子
逍遥游侠, 积分 19295, 距离下一级还需 10705 积分
尼玛这么长 就算有人给我读 我也懒得听i
注册时间最后登录阅读权限90积分19295精华0帖子
逍遥游侠, 积分 19295, 距离下一级还需 10705 积分
ohrighta@rn 发表于
dotabuff 好像好了。
暂时没有更新,还是1天之前的数据
注册时间最后登录阅读权限30积分1420精华0帖子
人海孤鸿, 积分 1420, 距离下一级还需 580 积分
什么都没看懂
注册时间最后登录阅读权限180积分190720精华0帖子
闻弦雅士, 积分 190720, 距离下一级还需 59280 积分
hehe…& && && && && &
注册时间最后登录阅读权限90积分27955精华0帖子
逍遥游侠, 积分 27955, 距离下一级还需 2045 积分
还能查 不过Dotabuff is currently unable to get new data. Thank you for your patience and support while we work to find a solution.
再也不能查基友胜率了
注册时间最后登录阅读权限130积分65545精华0帖子
寂寞高手, 积分 65545, 距离下一级还需 14455 积分
其实不管看不看得懂,只需要看下面的总结就好了。
注册时间最后登录阅读权限90积分25690精华0帖子
逍遥游侠, 积分 25690, 距离下一级还需 4310 积分
看的懂得话尽量看吧
我觉得很有意思
一个 dota2 的开发人员看了之后也评价,非常有意思
&who's got the sweetest disposition, one guess, guess who. Who never never starts an argument, who never shows a bit of temperment. Who's never wrong, but always right, who'd never dream of starting a fight. Who gets stuck with all the bad luck, no one, but Donald Duck&
注册时间最后登录阅读权限70积分12630精华0帖子
武林新贵, 积分 12630, 距离下一级还需 2370 积分
对RN发展有过卓越的贡献 热心水友的楷模
RN水友赛勋章
曾在RN水友赛中表现神勇
War3/Dota大招帝
War3/Dota大招帝
Dota英雄攻略帝
Dota英雄攻略帝
EHOME Fans
EHOME Fans
骨灰级RNer
注册时间满6年 发帖达15000
发帖达50000 无相关刷帖违规记录
人品≥10可申请 重大违规后人品低于6收回
在某方面特长明显且特长与论坛有关或对电竞有所贡献
发帖达500后可花20000ZB申请
圣诞特别勋章
圣诞特别勋章
RN功勋勋章
RN功勋勋章
RN水友勋章
RN水友勋章
麻匪来了!青天就有了!
勤劳小蜜蜂
签到活动全勤奖励
Sky Fans Club
我是Sky死忠粉
兔年突突突
兔年突突突
RN十周年纪念勋章
War3/Dota战术指导员
War3/Dota战术指导员
退役版主勋章
在论坛有五篇以上文字为主,内容翔实,契合版块主题的人品帖
孤独 衰老 牺牲 虚无 绝望 破坏 陶醉 疯狂 贪欲 愤怒
Gfans club
我是Grubby死忠粉
Saber Nero
とある科学の超電磁砲
花咲くいろは
立華 かなで
Angel Beats!
RN 娱乐达人
RN娱乐达人
菠菜投注记录连胜12场,投注金额不限,经通告版主验证后颁发,不可转让
RN 博彩达人
博彩盈利排行榜前10且博彩参与次数≥20,发帖≥1000 不可转让
RN 音乐达人
RN音乐达人
人族英雄勋章
人族英雄勋章
神族仲裁勋章
神族仲裁勋章
月度最佳水友
Saber King of Knights
Saber Arturia
Arturia casual
Arturia suit
Saber Lily
Saber Alter
Alter casual
Irisviel casual
Irisviel winter
小鳥遊 六花
中二病でも恋がしたい!
コードギアス 反逆のルルーシュ
アイドルマスターシンデレラガールズ
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