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The Word of Thoth - A Smite Mechanics Guide

The Word of Thoth - A Smite Mechanics Guide



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Published by Flareb00t
A long-in-the-making guide on various Smite-related mechanics and mathermatics.
A long-in-the-making guide on various Smite-related mechanics and mathermatics.

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Published by: Flareb00t on Sep 08, 2013
Copyright:Attribution Non-commercial


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The Word of Thoth: A Smite Mechanics and Formulae Guide
The Word of Thoth offers an insight to the internal mechanisms and formulae responsible for the gears underneath the shiny, polished and god-filled surface that is Smite. Enjoy!
Flareb00t Fixed for Janus Patch 23
 May 2014
Tower Tier 1 Towers have 2000 HP and the first shot will deal 170 damage. Killing a Tier 1 Tower will grant the entire team 100 exp and 100 gold. Tier 2 Towers also have 2000 HP, but their first shot will deal 230 damage. Along with this, they will be immune to all forms of damage until the Tier 1 tower in that lane has been destroyed. Killing one will grant the entire team 200 exp and 300 gold. After the first shot, towers become progressively more damaging towards enemy gods. The additional damage is equivalent to 20% of the first hit, which is added on each successive hit. This can be shown through the formula:
 where D is the tower damage, T is how many shots the tower has fired, and X is armour. So for the first shot on a Tier 1 tower, it would be
 where X is armour.
Tower/Phoenix shots cannot be dodged once it has been fired, and once it has been fired the damage it will deal is locked. Towers have 150 Physical Protections along with 150 Magical Protections. Unlike a normal in-hand attack, physical inhands on towers will only deal 85% of your physical power. This means that at 300 physical power and zero pen, you would be dealing 255 * 100/250 = 102 damage, with 153 damage being mitigated. Magical inhand damage appears to be regular inhand damage with a 1.2x damage coefficient. If there are no minions within range of the tower (
and this extends slightly outwards of the tower’s
 maximum firing range) then the tower will take 50% damage. Once the final minion has been killed and there are none left in the range to make the tower take 100% damage and someone is still attacking the tower, then there is a roughly 2-3 second gap in which there will be no minions but you are hitting for 100% damage.
 First shot has 300 base damage and is subject to the same scaling as towers, and have 2500 HP. However, the Phoenix will be immune until both the Tier 1 and Tier 2 towers on that lane have been destroyed. Phoenixes have the same physical and magical protections as a tower, and are hit by basic attacks in the same manner. 4 minutes after a Phoenix has been killed, it will respawn with 25% HP. Phoenixes that have been destroyed previously have 50% max HP and 50% damage on their shots, so base is 150. Phoenixes have the same logic for minion presence and damage reduction as towers do. Killing a Phoenix will grant your entire team 150 gold.
 The Titans of Order and Chaos are the most varied case in terms of stats, as their strength is determined by the number of structures presently up and alive. This means, for every tower and Phoenix that is alive, the Titan will be stronger. The less towers and phoenixes alive, the less HP, damage and protections the Titan has. This scaling is based on a formula of
 where x is the increase in stats, and p is equal to the number of phoenixes up, and t is equal to the number of towers up. However, it seems impossible to be able to work out X at this time.
 If all 3 phoenixes are alive, then the Titan is immune to damage. The only exception to this is if you are still attacking the Titan when a third Phoenix revives. In this case, it will remain damageable until the Titan has reset to its standing position. With 0 Phoenixes and Towers up, the Titan has 5500 HP.
 Magical Protection: 45 at 0 Structures. Physical Protection: 61-64(Precise number yet to be calculated).
 The Titan has a base damage of 250 on the first hit, but this is increased by 30 for every tower left standing, and 60 for every Phoenix left standing. He is subject to the same scaling damage formula as towers, where 20% of the first hit is added every successive hit. Another way of putting the T
itan’s damage would be as so:
 Where p is number of phoenixes alive and t is number of towers alive. The Titan will regenerate 15% of its maximum HP if it is brought to its maximum leash range by a god. Minions: All minions are subject to a percentage mitigation formula as the game progresses, to help reduce efficacy of the increase in how strong players are as the game progresses. This is a percentage reduction of the damage dealt to them by 10+X%, where X is the minutes that have passed in the match. This caps at 40 minutes, resulting in a total possible mitigation of 50% damage.
Normal Melee
: Base damage: 12. Protections: 1 + Damage Mitigation. Health: 375 HP.
Normal Ranged
: Base damage: 25 Protections: 1 + Damage Mitigation. Health: 270 HP
Normal Brute
: Base damage: 50. Protections: 16 + Damage Mitigation. Health: 720 HP
Fire Ranged
: Base damage: 50. Protections: Unknown. Health: 475 HP
Fire Melee
: Base damage: 24. Protections: Unknown. Health: 585 HP
Fire Brute
: Base Damage: 100. Protections: Unknown. Health: 940 HP
Melee: 65xp, 17 gold without a last hit, 25 gold with last hit. Brute: 65xp, 17 gold without last hit, 25 gold with. Archer: 45xp, 12 gold without last hit, 18 gold with.
Note: All of these are divided by the number of gods on that team present(given rounding).
Fire Giant
: The Fire Giant is the toughest non-god enemy in the Conquest map, and should be treated with extreme caution when fighting, but the reward is well worth the effort. The Fire Giant has 3 attacks, each with varying effects and damage.
The first is his ‘basic attack’,
Flaming Boulder. This deals 155 Physical Damage, and applies the
‘Flaming Boulder’ debuff. This reduces healing
 and regeneration of the target by 40%, and reduces the damage of the target by 20%. The second is Magma Slam. This is where the Fire Giant slams his weapon to the floor. This attack deals 250 Magical Damage, and knocks the target upwards. It does not apply the Flaming Boulder debuff. The third attack is called Lava Flow. This attack is where the Fire Giant holds his weapon up and summons a lava pool into the lair. This lava pool will deal 100 Magical Damage per second to everyone standing inside.
 Attack Pattern:
Flaming Boulder 2.
Flaming Boulder 3.
Magma Slam 4.
Flaming Boulder 5.
Flaming Boulder 6.
Magma Slam 7.
Flaming Boulder 8.
Flaming Boulder 9.
Lava Flow 10.
Repeat from 1.

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So moist Kreygasm :)
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Good guide, poor font choice.
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