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== Ability Scaling and damage == Abilities can [[Scaling|scale]] their properties based on other stats. === Scaling === Most abilities scale on [[Spirit Power]], but they can also scale with [[Boon|Boons]], [[Melee Damage]] and [[Weapon Damage]]. The scaling type of an ability usually indicated its damage type, but there can be exceptions, such as {{AbilityIcon|Paradox}}'s {{AbilityIcon|Kinetic Carbine}} scaling with Weapon Damage but dealing Spirit Damage. The scaling type is indicate by the icon next to the scaling integer, while the damage type is indicated by the icon next to the damage value. A few abilities have no scaling at all, only increasing in power when spending {{Ap}} '''Ability Points''' to upgrade them. This includes {{AbilityIcon|Lash}}'s {{AbilityIcon|Grapple}}, {{AbilityIcon|Mo & Krill}}'s {{AbilityIcon|Sand Blast}} and {{AbilityIcon|Grey Talon}}'s {{AbilityIcon|Rain of Arrows}} and {{AbilityIcon|Spirit Snare}}. Some abilities apply their spirit scaling not in increased damage, but in other aspects of how they work. These vary wildly, and include {{AbilityIcon|Lash}}'s {{AbilityIcon|Death Slam}} which increases its throwing range, and {{AbilityIcon|McGinnis}}'s {{AbilityIcon|Medicinal Specter}} which extends its duration. === Spirit Damage === [[File:Spirit icon.png|frameless|20x20px]][[Spirit Damage]] is the main form of ability damage in [[Deadlock]], and the vast majority of abilities will deal all or some of its damage as [[File:Spirit icon.png|frameless|20x20px]] spirit damage. This damage is generally split into two parts: the '''base damage''' represented by an integer, and the '''spirit scaling''' '''damage''' represented by a percentage of the heros [[Spirit Power|spirit power]]. The base damage is a base value that can only be changed via leveling up the ability using {{Ap}} '''Ability Points''', the spririt scaling damage can be increased by obtaining more [[File:Spirit icon.png|frameless|20x20px]]spirit power via [[Item|items]], [[Golden Statue|golden statues]], [[Powerup|powerups]] or the [[rejuvenator]]. === Melee Damage === [[File:Melee damage light.png|frameless|20x20px]] '''[[Melee Damage|Melee damage]]''' means that the ability will deal a percentage of the hero's current [[File:Melee damage light.png|frameless|20x20px]] melee damage on contact. This will also apply any effect currently attributed to the melee of the hero, such as {{ItemIcon|Spirit Strike|size=30px}} or {{ItemIcon|Melee Lifesteal|size=30px}}. Conversely, this also means the damage is reduced by a hero's [[Damage Resistance#Melee Resist|melee damage resist]] from items like {{ItemIcon|Close Quarters|size=30px}}. Some heroes can upgrade their abilities to instead apply heavy [[File:Melee damage light.png|frameless|20x20px]] melee damage, and this will apply item effects that benefit from this such as {{ItemIcon|Melee Charge|size=30px}}. This will not, however, work with mechanics needing heavy melee attacks such as a [[Sinner's Sacrifice|sinner's sacrifice]], [[powerup]] or a [[rejuvenator]]. Abilities dealing [[File:Melee damage light.png|frameless|20x20px]] melee damage: {{AbilityTable|melee|collapsed=yes}} === Utility === Some abilities will have no damage dealt, but will instead provide the hero with some sort of utility to use while playing. This is a wide topic and can be anything from {{AbilityIcon|Calico}}'s {{AbilityIcon|Ava}} providing mobility and eventually [[File:Health regen.png|frameless|20x20px]][[Health Regen|health regeneration]], {{AbilityIcon|Mo & Krill}}'s {{AbilityIcon|Sand Blast}} providing a [[File:Status Disarm.png|frameless|20x20px]]disarm status effect on enemies, and {{AbilityIcon|Paige}}'s {{AbilityIcon|Plot Armor}} providing a barrier and weapon damage.
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