Essentially, The Radiant and The Dire are names which refer to a - TopicsExpress



          

Essentially, The Radiant and The Dire are names which refer to a force of nature, similar to forces like magnetism. Radiant/Dire is similar to positive/negative electrical charge, in that its two categorizations of the same type of force. Most people think there are only two categories, but in fact theoreticians have predicted that up to ten can exist simultaneously, and crude lab experiments have demonstrated this. Its currently unknown whether this can be generalized into an infinite number of categories. What does this force do? Well, like any force, it influences. In the same way electrical charge propagates through the electromagnetic field, the medium this force propagates through are the bodies and minds of the beings near it. In other words, Dire/Radiant are simply vernacular to describe two opposing categories of mind control. Where did this mind control come from, and why did it start? It originated from space. Either a single space rock with opposing mind control charges on each half, or two co-orbiting space rocks of opposite mind control charges, crashed into the planet. These opposing charges began influencing the beings around them almost immediately, aligning them with a singular purpose: to wipe out the opposing charge. Several predictions immediately follow from this explanation. For example, backdoor protection. Ever wonder why you cant harm a T2 tower until the T1 is destroyed? Its because the towers themselves were built on top of debris from the space rocks, which exert such a strong charge on your mind that it prevents you from harming the structure. You literally cannot bring yourself to raise your weapon against the tower thats in physical contact with the opposingly-charged space rock. Not until youve wiped out the lesser space rock (T1 tower). What about backdoor regen? Well, physical contact with the charged space rock acts like something of a wire. Since the towers are built on top of shards of the charged rock, the rock is able to reinforce the structure. The structures themselves are alive in the sense of being a unit, like everything else in the world. Since the charge propagates through beings, the charge is able to exert a restorative influence over the building since its in physical contact. This also naturally explains other properties of the world, like fountain regen: youre standing in a liquid which is in physical contact with part of the space rock, and since your alignment is the same, you receive a restorative influence similar to the towers. This liquid is radioactive: parts of the space rock have dissolved into the liquid. Naturally, this means you can bottle it and take it with you in order to get its effect on demand. Thats why bottles regen you whenever you drink from it. Why do creeps negate backdoor regen, and prevent it from activating? Because, remember, the creeps themselves are the medium through which the charge propagates. When the opposing creeps come in close proximity to a tower, their opposing charge is enough to cancel out the restorative properties of the backdoor regen. This also explains why, when you kill the barracks, your creeps in that lane become stronger: the charge in that lane is completely dominated by one charge. (Radiant or Dire charge.) In the same way every mass exerts gravitational force on every other mass in the universe, the barracks in the same lane exert charge on the opposing barracks. Since they exert the same charge, they chancel each other out, and thats why creeps start out at the same strength. That is, until you destroy the opposing barracks. At that point, your creeps have more charge than the enemys, which is why theyre stronger. And thats why, if your barracks are also destroyed, then your creeps and their creeps are now at same strength: the charges are again equal, so both radiant and dire have stronger creeps in that lane, but of equal strength. The reason youre attacked when you step into the enemy fountain is because the physical contact with the opposingly-charged liquid causes the charge to resonate: your charge flows through your body, out your feet, and into the liquid. Since the liquid has opposite charge, it reacts by violently rejecting the charge. If youve studied analog circuits, its similar to how a capacitor-inductor circuit[1] will resonate back and forth. The resonance manifests itself as a burst of radiation that shoots towards you. The resonance happens very fast, about ~5 times per second, which is why the fountain seems to shoot at you very quickly. This charge effect is also the reason why projectiles track their targets. Your projectile carries your charge, and is attracted to opposing charges, similar to electricity. Thats why arrows can curve. The miss chance doesnt actually mean your attack physically missed; its simply the quantum probability that your attack was negated by a burst of opposing charge. The more evasion you have, the higher your tendency to emit such bursts, negating incoming damage. The reason a Monkey King Bar overrides this effect is because it physically short circuits the process, acting as a direct conduit for your charge to affect the enemy. The reason that the battle is won when you kill the throne is because the death of the throne causes a cascading resonance failure which is propagated to all lanes, and backpropagated to the fountain. Its similar to your heart, in that the throne acts as a muscle which pumps charge to all other units, including structures and the fountain. The reason the throne cant be moved is because the space rock happened to impact there. #justdota2things
Posted on: Tue, 04 Nov 2014 15:03:51 +0000

Trending Topics



Recently Viewed Topics




© 2015