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'''Damage Amplification''' or '''Damage Amp''' is a stat that multiplies the damage caused by the player to affected enemies and NPCs. It can be both positive and negative. In latter case it reduces damage and is also known as '''Damage Reduction'''.
{{Stub}}
<!-- Need to add info from the video -->'''Damage Amplification''' or '''Damage Amp''' is a stat that multiplies the damage caused by the player to affected enemies and NPCs.


{{#ev:youtube|apzBQPZyW_w|360|description=Video explaining Damage Amplification}}
{{#ev:youtube|apzBQPZyW_w|360|description=Video explaining Damage Amplification}}
== Damage Reduction ==
'''Damage Reduction''' is a negative form of Damage Amplification, that reduces the damage output of enemies or its user.


== Calculation ==
== Calculation ==
Contrary to what the percentages might suggest, multiple sources of damage amplification do not all stack in the same way. There are three distinct categories of Damage Amplification, each interacting with the damage formula differently:
Multiple sources of abilities and items that display damage amplification percentages (e.g., +20% Damage), do not simply add together. Instead, they stack '''multiplicatively''', '''augmented'''.


* '''Additive Amps:''' These add together with each other (including additive Damage Reductions) into a single pool.
Multiple sources of abilities and items that display damage reduction percentages (e.g., -30% Damage), simply '''add''' together. (Though this is most probably a bug)
* '''Multiplicative Amps:''' These multiply the total damage one by one.
* '''Instance Amps:''' These are nearly identical to multiplicative amps, main exception being they create a new instance of damage.


=== The Damage Formula ===
=== Calculating Damage Amplification ===
To find your '''amplification''', use the following formula:


Based on testing, the generalized formula for how these amps apply to weapon damage is as follows:
<math>\text{Amplification} = (1 + \text{A}_1) \times (1 + \text{A}_2) \times ...</math>


<math>\text{Damage} = [(\text{Base Bullet Damage} \times \text{Weapon Multiplier}) \times (1 + \text{Total Additive Amps}) + \text{Flat Bonus}] \times \text{Multiplicative Amp}_1 \times \text{Multiplicative Amp}_2 \dots \times \text{Instance Amp Damage}_1 \times \text{Instance Amp Damage}_2</math>
'''Example:'''
 
# {{HeroIcon|Drifter}} deals a base bullet damage of '''41'''.
# {{HeroIcon|Drifter}}'s base {{AbilityIcon|Bloodscent}} amplification of '''15%''' will increase his bullet damage from '''41''' to '''47''' (41 x 1.15 = 47.15, rounded down in game).
# {{HeroIcon|Ivy}} casts {{AbilityIcon|Air Drop}} on {{HeroIcon|Drifter}} to give him an additional '''20%''' amplification.
# {{HeroIcon|Drifter}} now deals '''57''' bullet damage (41 x 1.15 x 1.20 = 56.58, rounded up in game).
 
=== Calculating Damage Reduction ===
Notice: While Valve has stated in the May 22nd patch that Damage Reduction stacks '''diminishingly'''<ref>{{Update link|May|22|2026}}</ref>, however, this is not true. Damage Reduction still stacks '''additively'''. Unless there was a hidden patch note, it is safe to assume that this is a bug. This means that the current formula is:
 
<s><math>\text{Damage Reduction} = (\text{DR}_1) + (\text{DR}_2) +...</math></s>


'''Example:'''  
'''Example:'''  


# A hero has a base bullet damage of '''100''' and '''0''' flat weapon damage for simplicity.
# {{HeroIcon|Drifter}} deals a base bullet damage of '''41'''.
# The hero is affected by {{ItemIcon|Inhibitor}} (an Additive Damage Reduction of '''-30%'''). Their damage drops to '''70''' (100 * 0.70 = 70).
# {{HeroIcon|Mirage}} casts base {{AbilityIcon|Fire Scarabs}} on {{HeroIcon|Drifter}}, reducing his damage by '''20%''', decreasing his bullet damage from '''41''' to '''33''' (41 x 0.8 = 32.8, rounded up in game).
# {{HeroIcon|Ivy}} casts {{AbilityIcon|Air Drop}} on the hero (an Additive Amp of '''+20%'''). The additive pool is now -30% + 20% = -10%. The hero deals '''90''' damage (100 * 0.90 = 90).
# {{HeroIcon|Mirage}} now afflicts {{HeroIcon|Drifter}} with {{AbilityIcon|Inhibitor}}, reducing his damage by another '''30%'''.
# The hero parries an enemy hero (Multiplicative Amp of '''+25%''' against parried target''')'''. This is applied after the additive pool. The hero now deals '''112.5''' damage (90 * 1.25 = 112.5).
# {{HeroIcon|Drifter}} now deals '''20''' bullet damage (41 x 0.5 = 20.5, rounded up in game).
 


== Damage Amplification ==
(Wiki admins feel free to remove this but just in case this gets fixed I'll keep it up here.)


=== Sources of Damage Amplification ===
For now this is not true, but to find your '''damage reduction,''' use the following formula:


==== Additive Amplifiers ====
<s><math>\text{Damage Reduction} = 1 - (1 - \text{DR}_1) \times (1 - \text{DR}_2) \times ...</math></s>
'''Example:'''
# {{HeroIcon|Drifter}} deals a base gun damage of '''41'''.
# {{HeroIcon|Mirage}} casts base {{AbilityIcon|Fire Scarabs}} on {{HeroIcon|Drifter}}, reducing his damage by '''20%''', decreasing his bullet damage from '''41''' to '''33''' (41 x 0.8 = 32.8, rounded up in game).
# {{HeroIcon|Mirage}} now afflicts {{HeroIcon|Drifter}} with {{AbilityIcon|Inhibitor}}, reducing his damage by another '''30%'''.
# {{HeroIcon|Drifter}} now deals '''23''' bullet damage (41 x 0.56 = 22.96, rounded up in game).


=== Calculating Total Amplification ===
To find the total '''amplification''', use the following formula:
<s><math>\text{Total Amplification} = (\text{Base Damage} \times \text{Total A}) \times \text{Total DR}</math></s>
'''Example:'''
# {{HeroIcon|Drifter}} deals a base gun damage of '''41'''.
# With base {{AbilityIcon|Bloodscent}}, {{HeroIcon|Drifter}}'s gun damage is '''47''' with a '''15%''' increase.
# {{HeroIcon|Mirage}} now afflicts {{HeroIcon|Drifter}} with {{AbilityIcon|Inhibitor}} and {{AbilityIcon|Fire Scarabs}}, reducing his damage by '''50%'''.
# {{HeroIcon|Drifter}} now deals '''24''' bullet damage (47 x 0.5 = 23.5, rounded up in game)
Damage Reduction from self-inflicted sources work the same as damage reduction does currently, they are '''additive'''. If you have {{ItemIcon|Golden Goose Egg}} {{ItemIcon|Cursed Relic}}, or {{ItemIcon|Cheat Death}} (active portion), they will add onto any other damage reduction debuffs you get afflicted by.
Notice: Additional Amplifications seem to interact weirdly with this formula, I assume it's wrong. Having the {{AbilityIcon|Air Drop}} on {{HeroIcon|Drifter}} alongside the debuffs from {{AbilityIcon|Fire Scarabs}} and {{AbilityIcon|Inhibitor}} makes {{HeroIcon|Drifter}}'s bullet damage 33, which is actually a 42% decrease from the amplification, not 50%. Would appreciate if someone could check into this.
== Sources of Damage Amplification ==
{{Correction|List may be outdated}}
=== Weapon and Spirit Amp ===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+List of heroes
|+List of heroes
Line 41: Line 79:
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Ava|3|OutgoingDamagePercent}}%''' Ramping Damage Amp
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Ava|3|OutgoingDamagePercent}}%''' Ramping Damage Amp
|-
|-
|{{HeroIcon|Ivy}}
| rowspan="2" |{{HeroIcon|Drifter}}
|{{AbilityIcon|Air Drop}}
| rowspan="2" |{{AbilityIcon|Bloodscent}}
|0
|0
|'''+20%''' Damage Amp on Ivy and carried ally
|'''+{{#invoke:Abilities|get_ability_prop|Bloodscent|AmpDamagePercent}}%''' Damage Amp on Isolated Heroes
|-
|-
| rowspan="2" |{{HeroIcon|Shiv}}
|3
| rowspan="2" |{{AbilityIcon|Killing Blow}}
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Bloodscent|3|AmpDamagePercent}}%''' Damage Amp on Isolated Heroes
|0
|'''+{{#invoke:Abilities|get_ability_prop|Killing Blow|BuffDamage}}%''' Damage Amp
|-
|2
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Killing Blow|2|BuffDamage}}%''' Damage Amp
|-
|{{ItemIcon|Rebuttal}}
| -
| -
|'''+{{ItemData|Rebuttal|BonusDamagePercent}}''' Damage Amp
|}
 
==== Multiplicative Amplifiers ====
 
{| class="wikitable sortable"
|+List of heroes
!Hero
!Ability
!Tier
!Stat change
|-
|-
| rowspan="2" |{{HeroIcon|Infernus}}
| rowspan="2" |{{HeroIcon|Infernus}}
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|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Napalm|3|IncomingDamagePercentFromCaster}}%''' Damage Amp
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Napalm|3|IncomingDamagePercentFromCaster}}%''' Damage Amp
|-
|-
|{{HeroIcon|McGinnis}}
|{{HeroIcon|Ivy}}
|{{AbilityIcon|Spectral Wall}}
|{{AbilityIcon|Air Drop}}
|1
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Spectral Wall|1|BonusDamagePercent}}%''' Damage Amp
|-
|{{HeroIcon|Mo & Krill}}
|{{AbilityIcon|Scorn}}
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Scorn|3|DamageBonus}}%''' Damage Amp per Stack
|-
|{{HeroIcon|Victor}}
|{{AbilityIcon|Aura of Suffering}}
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Aura of Suffering|3|IncomingDamagePercent}}%''' Damage Amp
|-
|{{HeroIcon|Bebop}}
|{{AbilityIcon|Hook}}
|1
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Grapple Arm|1|BulletAmp}}%''' Weapon Damage Amp against hooked targets
|-
| All Heroes
| [[Parry]]
| 0
| '''+25%''' Damage Amp (Parried target takes 25% increased damage from all sources)
|}
 
==== Instance Amplifiers ====
 
{| class="wikitable sortable"
|+List of heroes and items
!Hero / Item
!Ability
!Tier
!Stat change
|-
| rowspan="2" |{{HeroIcon|Drifter}}
| rowspan="2" |{{AbilityIcon|Bloodscent}}
|0
|0
|'''+{{#invoke:Abilities|get_ability_prop|Bloodscent|AmpDamagePercent}}%''' Damage Amp on Isolated Heroes
|'''+20%''' Damage Amp on Ivy and carried ally
|-
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Bloodscent|3|AmpDamagePercent}}%''' Damage Amp on Isolated Heroes
|-
|-
| rowspan="2" |{{HeroIcon|Lady Geist}}
| rowspan="2" |{{HeroIcon|Lady Geist}}
Line 128: Line 108:
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Malice|3|VulnerabilityPerStack}}%''' Damage Amp per Stack
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Malice|3|VulnerabilityPerStack}}%''' Damage Amp per Stack
|-
|-
| rowspan="2" |{{HeroIcon|Paradox}}
|{{HeroIcon|McGinnis}}
| rowspan="2" |{{AbilityIcon|Pulse Grenade}}
|{{AbilityIcon|Spectral Wall}}
|1
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Spectral Wall|1|BonusDamagePercent}}%''' Damage Amp
|-
|{{HeroIcon|Mo & Krill}}
|{{AbilityIcon|Scorn}}
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Scorn|3|DamageBonus}}%''' Damage Amp
|-
|{{HeroIcon|Paradox}}
|{{AbilityIcon|Pulse Grenade}}
|0
|0
|'''+{{#invoke:Abilities|get_ability_prop|Pulse Grenade|DamageAmplificationPerStack}}%''' Damage Amp per Stack
|'''+{{#invoke:Abilities|get_ability_prop|Pulse Grenade|DamageAmplificationPerStack}}%''' Damage Amp per Stack
|-
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Pulse Grenade|3|DamageAmplificationPerStack}}%''' Damage Amp per Stack
|-
|-
| rowspan="2" |{{HeroIcon|Pocket}}
| rowspan="2" |{{HeroIcon|Pocket}}
Line 143: Line 130:
|3
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Barrage|3|AmpPercentPerStack}}%''' Damage Amp per Stack
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Barrage|3|AmpPercentPerStack}}%''' Damage Amp per Stack
|-
| rowspan="2" |{{HeroIcon|Shiv}}
| rowspan="2" |{{AbilityIcon|Killing Blow}}
|0
|'''+{{#invoke:Abilities|get_ability_prop|Killing Blow|BuffDamage}}%''' Damage Amp
|-
|2
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Killing Blow|2|BuffDamage}}%''' Damage Amp
|-
|-
| rowspan="2" |{{HeroIcon|Sinclair}}
| rowspan="2" |{{HeroIcon|Sinclair}}
Line 152: Line 147:
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|ability_magician_animalhexarea|3|DamageAmpPercentage}}%''' Damage Amp
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|ability_magician_animalhexarea|3|DamageAmpPercentage}}%''' Damage Amp
|-
|-
|{{ItemIcon|Escalating Exposure}}
|{{HeroIcon|Victor}}
| -
|{{AbilityIcon|Aura of Suffering}}
| -
|3
| '''+{{ItemData|Escalating Exposure|MagicIncreasePerStack}}''' Spirit Damage Amp per Stack
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Aura of Suffering|3|IncomingDamagePercent}}%''' Damage Amp
|}
|}


==== Unique Amplifiers ====
=== Spirit Amp ===
These amplifiers have unique mechanics that do not cleanly fit into the Additive, Multiplicative, or Instance categories.
{{Item stat table|Spirit Amp}}
 
== Sources of Damage Reduction ==


=== Weapon and Spirit Reduction ===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+List of heroes
|+List of heroes
Line 167: Line 165:
!Tier
!Tier
!Stat change
!Stat change
!Notes
|-
|-
| rowspan="2" |{{HeroIcon|Billy}}
| rowspan="2" |{{HeroIcon|Mirage}}
| rowspan="2" |{{AbilityIcon|Blasted}}
| rowspan="2" |{{AbilityIcon|Fire Scarabs}}
|0
|0
|'''+{{#invoke:Abilities|get_ability_prop|Blasted|BulletDamageAmp}}%''' Bullet Damage Amp against wrecked enemies
|'''{{#invoke:Abilities|get_ability_prop|Fire Scarabs|OutgoingDamagePenaltyPercent}}%''' Damage Reduction
| rowspan="2" | Post‑mitigation [[True Damage|true damage]] amp. (See [[#Bugs, Quirks, and Exceptions|Bugs section]].)
|-
|2
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Blasted|2|BulletDamageAmp}}%''' Bullet Damage Amp against wrecked enemies
|-
| rowspan="2" |{{HeroIcon|Celeste}}
| rowspan="2" |{{AbilityIcon|Radiant Daggers}}
| 0
|'''+{{#invoke:Abilities|get_ability_prop|Radiant Daggers|MagicIncreasePerStack}}%''' Spirit Damage Amp per Stack
| rowspan="2" | Functions like a multiplicative amp with additive bugs. (See [[#Bugs, Quirks, and Exceptions|Bugs section]].)
|-
|-
|3
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Radiant Daggers|3|MagicIncreasePerStack}}%''' Spirit Damage Amp per Stack
|'''{{#invoke:Abilities|get_ability_upgrade_prop|Fire Scarabs|3|OutgoingDamagePenaltyPercent}}%''' Damage Reduction
|}
|}


== Damage Reduction ==
{{Item stat table|Damage Reduction}}


'''Damage Reduction''' is a negative form of Damage Amplification, reducing the damage output of enemies or its user. Mechanically, standard Damage Reductions are treated as negative '''Additive Amps''' (see Calculation section).
* {{ItemIcon|Cheat Death}}, {{ItemIcon|Golden Goose Egg}} and {{ItemIcon|Cursed Relic}} reduce damage dealt by its user.
 
=== Damage Reduction Stacking ===
 
Valve's May 22 patch notes state that Damage Reduction debuffs are intended to stack diminishingly (i.e., multiplicatively, in the same manner as Resistance)<ref>{{Update link|May|22|2026}}</ref>.
 
However, live testing confirms that standard Damage Reduction debuffs have not been fully migrated to this new system. Currently, Damage Reductions (such as {{ItemIcon|Inhibitor}} or {{AbilityIcon|Fire Scarabs}}) simply act as negative Additive Amps. This means they add directly together with other additive amps (positive or negative) rather than multiplying against each other.
 
=== Sources of Damage Reduction ===
 
==== Weapon and Spirit Reduction ====


=== Weapon Reduction ===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+List of heroes
|+List of heroes
Line 209: Line 187:
!Stat change
!Stat change
|-
|-
| rowspan="2" |{{HeroIcon|Mirage}}
|{{HeroIcon|Warden}}
| rowspan="2" |{{AbilityIcon|Fire Scarabs}}
|{{AbilityIcon|Alchemical Flask}}
|0
|0
|'''{{#invoke:Abilities|get_ability_prop|Fire Scarabs|OutgoingDamagePenaltyPercent}}%''' Damage Reduction
|'''-25%''' Weapon Damage Reduction
|-
|-
|3
|{{HeroIcon|Warden}}
|'''{{#invoke:Abilities|get_ability_upgrade_prop|Fire Scarabs|3|OutgoingDamagePenaltyPercent}}%''' Damage Reduction
|{{AbilityIcon|Alchemical Flask}}
|-
|2
|{{HeroIcon|Silver}}
|'''-25%''' Weapon Damage Reduction
|{{AbilityIcon|Boot Kick}}
|3
| -35% Damage Reduction
|}
|}
 
=== Spirit Reduction ===
{{Item stat table|Damage Reduction}}
 
* {{ItemIcon|Cheat Death}}, {{ItemIcon|Golden Goose Egg}} and {{ItemIcon|Cursed Relic}} reduce damage dealt by its user.
 
==== Spirit Damage Reduction====
 
Spirit Damage Reduction from {{HeroIcon|Infernus}}'s {{AbilityIcon|Afterburn}} (T2) and {{ItemIcon|Silencer}} does '''not''' behave like standard Damage Reduction. Multiple sources of Spirit‑specific reduction stack additively with each other (e.g., Afterburn T2 + Silencer = sum of percentages). This combined spirit reduction is then applied as a '''separate multiplier''', multiplicative with all other additive amps such as {{ItemIcon|Inhibitor}}.
{| class="wikitable sortable"
{| class="wikitable sortable"
|+List of heroes and items
|+List of heroes
!Hero / Item
!Hero
!Ability
!Ability
!Tier
!Tier
Line 240: Line 208:
|{{AbilityIcon|Afterburn}}
|{{AbilityIcon|Afterburn}}
|2
|2
|'''{{#invoke:Abilities|get_ability_upgrade_prop|Afterburn|2|OutgoingTechDamagePercent}}%''' Spirit Damage Reduction <br><small>'''Note:''' Additive with itself, but multiplicative with other additive amps.</small>
|'''{{#invoke:Abilities|get_ability_upgrade_prop|Afterburn|2|OutgoingTechDamagePercent}}%''' Spirit Damage Reduction
|-
|{{ItemIcon|Silencer}}
| -
| -
|'''{{ItemData|Silencer|TechDamageReduction}}''' Spirit Damage Reduction <small><br>'''Note:''' Additive with itself, but multiplicative with other additive amps.</small>
|}
|}
 
{{Item stat table|Spirit Damage Reduction}}
== Bugs, Quirks, and Exceptions ==
* '''Additive Amps''' do not apply to many flat values, such as flat weapon damage bonuses, base damage for Melee abilities (Such as the bonus +60 damage from {{HeroIcon|Calico}}'s {{AbilityIcon|Leaping Slash}} T3 upgrade), {{ItemIcon|Capacitor}} active, {{AbilityIcon|Backstabber}}, etc.
* {{ItemIcon|Headhunter}}: Multiplicative non-instance amps are the only amps that work correctly with Headhunter damage.
* {{ItemIcon|Return Fire}}: Because Multiplicative Amps act as defensive stats on the target, if an attacker fires at a target with Return Fire while the attacker has an M-amp active against them, the attacker will take increased reflected damage.
* {{HeroIcon|Billy}}'s {{AbilityIcon|Blasted}} bullet amp is unique as it is a post-mitigation [[True Damage|true damage]] amp. Because of this, it does not work at all against barriers.
* {{ItemIcon|Silencer}} and {{HeroIcon|Infernus}}'s {{AbilityIcon|Afterburn}} Tier 2 Spirit Damage Reduction are exceptions to the standard Damage Reduction rule. They stack additively with themselves, but multiplicatively with other additive amps.
* {{HeroIcon|Celeste}}'s Spirit damage amp from {{AbilityIcon|Radiant Daggers}} works like a multiplicative amp but is affected by additive amp bugs (see the Additive Amps entry above).
 
==References==
<references/>
 
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