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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 Season 2 Edition
Version: 2.9.2834.0
 July 6
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. With Season 2 there have been a lot of changes, so it may be a good idea to read even if you think you know everything! -
 Special thanks to HiRez for their co-operation in putting this together.
Tier 1 Towers have 2000 HP and the first shot will deal 170 damage. Killing a Tier 1 Tower grants each player 100xp and 200 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. Tier 2 towers are worth 200xp and 300 gold to each player when killed. Towers deal progressively more damage the more shots there are. For each hit, you add on 20% of the first hit. This can be shown through the formula:
 where D is the tower damage, T is the shot number on a god, 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 and Magical Protections. However, physical attacks on towers take a 0.85x damage coefficient, meaning if you have 100 damage and zero pen, you will deal 0.85(100*100/(100+150)) = 34 damage. Magical damage damage on towers has a 1.2x damage coefficient on it, so if your basic attacks are
dealing 100 damage with zero pen, you’ll deal (100*1.2) * (100/100+150) = 48 damage.
 If there are no minions within range of the tower(roughly range 80 from the tower) 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. You can also use pets to break the backdoor protection.
 Phoenixes are quite similar to towers, with a couple of small but noticeable differences. They deal 300 base damage as physical damage, with the same damage scaling formula as towers have. This damage number also applies to the base defence turrets in Arena. Their base HP is 2000, although Joust Phoenixes have 1500 HP. Phoenixes take the same damage that towers would, including the damage reduction if a minion is not in range. However, phoenixes regenerate 8 health a second. Killing a Phoenix will grant your entire team 150 gold, and fire minions will begin to spawn in that lane. After 4 minutes, it will respawn with 250 HP, and their maximum HP is halved to 1000 with 50% damage on the shots(150 damage base).
 The Titans of Order and Chaos are the final objective in Smite, and have varying stats depending on the number of structures up on the map. 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. The scaling is as follows: Health has a base of 8000, scaling up by 500 per Tower and 1500 per phoenix. Physical Power starts at 250, increasing by 20 per tower and 60 per phoenix. Protections are slightly different, with 60 base Physical and 45 base Magical, increasing by 5 physical and 2 magical per tower or 15 physical and 6 magical per phoenix. However, if all phoenixes are alive, the Titan is completely immune to damage. Shown below is a table that will list all possible scenario
s for the Titan’
s stats.
indicates the Titan is immune to damage, so these values are really only theoretical. Titans are also completely immune to crowd control, critical hits and lifesteal does not work on them, although self-healing abilities that
require enemies such as Hel’s Restoration will work.
 It also has immunity to attack speed debuffs and will walk through player deployables.
Health/Protections/Damage Table
Phoenixes Towers Health Physical Protection Magical Protection Physical Power
0 0 8000 60 45 250 1 0 9500 75 51 310 1 1 10000 80 53 330 1 2 10500 85 55 350 2 0 11000 90 57 370 2 1 11500 95 59 390 2 2 12000 100 61 410 2 3 12500 105 63 430 2 4 13000 110 65 450 3 0
105 63 430 3 1
110 65 450 3 2
115 67 470 3 3
120 69 490 3 4
125 71 510 3 5
130 73 530 3 6
135 75 550
Joust Titans work slightly differently, with 7500 HP(and damage immunity) with the Phoenix up, and 6000 HP when the Titan is down. Protections in Joust are 60/45 Physical/Magical respectively with 250 physical power. Minions: All minions are subject to a percentage mitigation formula as the game progresses. At the start of a match, minions will mitigate 10% of damage dealt, increasing by 1% every minute up until 40, at which point they have 50% damage mitigation. This does not apply to damage from NPCs such as Towers and other minions, although damage from player pets will still be reduced.
Minion Type Damage Health Physical Protection Magical Protection Damage vs Towers EXP Reward Gold Reward(Solo)
Melee 12 370 1 0 5 65 17, 25 LH Ranged 25 265 0 1 10 45 12, 18 LH Brute 50 720 16 ? 20 65 17, 25 LH Fire Melee 24 465 ? ? 11 65 17, 25 LH Fire Ranged 50 750 ? ? 24 45 12, 18 LH Fire Brute 100 900 ? ? 48 65 17, 25 LH
 Jungle Objectives
Fire Giant
: The Fire Giant is the toughest non-god enemy in the game, and you should only be fighting him if you feel you have the strength to take him down. The Fire Giant has 4 main attacks. The first two are similar, with the exception of range. This is his Mighty Swing and Boulder Toss. He will use these depending on if the person who is the target for
the FG’s aggro is in melee range or not. Both of these will deal 155 physical damage.
 Next, is the deadliest move the FG has, Magma Blast. He will slam his weapon into the ground, creating a line of lava into the floor towards his target. Anyone standing on the lava line will be slowed by 80 %(before diminishing returns). After 1.5s, the line will detonate, knocking up anyone who is still standing on it, dealing 500 magical damage to all targets there. Lastly is the Molten Pools. The Fire Giant will summon pools of magma around where each player in range of his attacks is, dealing 225 magical damage upon spawn, then again once every second for 5 seconds. If you are standing over multiple pools, the damage is applied for each pool.
All of the Fire Giant’s attacks will apply a debuff that causes you to t
ake 40% less healing and regeneration, and deal 20% less damage. Boulder Toss applies Flaming Boulder, whilst Mighty Swing applies Cleave, but they have the same effect.
 Attack Pattern:
Boulder Toss/Mighty Swing 2.
Boulder Toss/Mighty Swing 3.
Magma Blast

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AlexanderEdoja reviewed this
Rated 4/5
ust started reading, cant help but notice there is a problem with your math xD
Tower damage that you do:(100*1.2) * (100/100+150) this should be ((100 * 1.2) * 100) / (100 + 150)
Titan damage: 250 + (20 * ((3 * 3) + 4))
Just thought you should know.
this guy's account that im using :)

LewisPhun reviewed this
Rated 5/5
So moist Kreygasm :)
marijn added this note
this is very interesting and i will use this when playing
marijn liked this
DongHoonJang added this note
Great Job~!
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