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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'''.


* '''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) currently stack '''additively'''. Valve's May 22 patch notes state that Damage Reduction is intended to stack diminishingly (i.e., multiplicatively, in the same manner as Resistance)<ref>{{Update link|May|22|2026}}</ref>, but testing confirms this change has not yet been implemented, and Damage Reduction continues to add together in the current build.
* '''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{Total Amplification Multiplier} = (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:'''
 
# A hero deals a base bullet damage of '''100'''.
# The hero gains '''15%''' damage amplification from an ability, increasing their damage from '''100''' to '''115''' (100 x 1.15 = 115).
# {{HeroIcon|Ivy}} casts {{AbilityIcon|Air Drop}} on the hero to give them an additional '''20%''' amplification.
# The hero now deals '''138''' bullet damage (100 x 1.15 x 1.20 = 138).
 
=== Calculating Damage Reduction ===
'''Current formula:''' Damage Reduction from multiple sources adds together before being applied to the base damage.
 
<math>\text{Total Damage Reduction (Decimal)} = \text{DR}_1 + \text{DR}_2 + ...</math>


'''Example:'''  
'''Example:'''  


# A hero has a base bullet damage of '''100''' and '''0''' flat weapon damage for simplicity.
# A hero deals a base bullet damage of '''100'''.
# 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 the hero, reducing their damage by '''20%''', decreasing their bullet damage from '''100''' to '''80''' (100 x 0.8 = 80).
# {{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 the hero with {{ItemIcon|Inhibitor}}, reducing their 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).
# The hero now deals '''50''' bullet damage (100 x 0.5 = 50).
 
Self-inflicted Damage Reduction, such as {{ItemIcon|Golden Goose Egg}}, {{ItemIcon|Cursed Relic}}, or {{ItemIcon|Cheat Death}} (active portion), is added into this same pool alongside any Damage Reduction debuffs applied by enemies.
 
'''Intended formula (not currently active):''' Should Damage Reduction be changed to stack multiplicatively, the formula for the damage multiplier would be:
 
<math>\text{Damage Multiplier} = (1 - \text{DR}_1) \times (1 - \text{DR}_2) \times ...</math>


== Damage Amplification ==
'''Example (hypothetical, not reflective of current gameplay):'''


=== Sources of Damage Amplification ===
# A hero deals a base bullet damage of '''100'''.
# {{HeroIcon|Mirage}} casts base {{AbilityIcon|Fire Scarabs}} on the hero, reducing their damage by '''20%''', decreasing their bullet damage from '''100''' to '''80''' (100 x 0.8 = 80).
# {{HeroIcon|Mirage}} now afflicts the hero with {{ItemIcon|Inhibitor}}, reducing their damage by another '''30%'''.
# Under this formula, the hero would deal '''56''' bullet damage (100 x 0.56 = 56), rather than the 50 produced by the current additive formula.


==== Additive Amplifiers ====
=== Calculating Combined Amplification and Reduction ===
Damage Amplification and Damage Reduction that apply to the attacker's own damage output, whether from self-inflicted items, ally buffs (such as {{AbilityIcon|Air Drop}}), or enemy debuffs (such as {{AbilityIcon|Fire Scarabs}} and {{ItemIcon|Inhibitor}}), are collectively referred to here as '''outgoing modifiers'''. In the current game version, all outgoing modifiers combine using the following process:


# Compute the '''Total Amplification Multiplier''' by multiplying all outgoing amplification sources as shown in the Amplification section.
# Compute the '''Total Damage Reduction (Decimal)''' by adding all outgoing reduction sources as shown in the Damage Reduction section.
# The '''Outgoing Multiplier''' is then:
<math>\text{Outgoing Multiplier} = \text{Total Amplification Multiplier} - \text{Total Damage Reduction (Decimal)}</math>
Some sources of amplification instead apply to a specific target rather than the attacker, increasing the damage that target takes from the attacker's hits. These are referred to here as '''target modifiers''' and include effects such as {{AbilityIcon|Bloodscent}}'s bonus against isolated heroes. Target modifiers apply as a separate multiplier on top of the outgoing multiplier:
<math>\text{Damage} = \text{Base Damage} \times \text{Outgoing Multiplier} \times (1 + \text{Target Modifier})</math>
'''Example:'''
# A hero deals a base bullet damage of '''100'''.
# The hero is attacking an isolated target and has {{AbilityIcon|Bloodscent}} active (a target modifier of '''+15%''').
# {{HeroIcon|Ivy}} casts {{AbilityIcon|Air Drop}} on the hero (an outgoing amplification of '''+20%''', so Total Amplification Multiplier = 1.20).
# {{HeroIcon|Mirage}} afflicts the hero with {{AbilityIcon|Fire Scarabs}} ('''-20%''') and {{ItemIcon|Inhibitor}} ('''-30%'''), giving Total Damage Reduction (Decimal) = 0.20 + 0.30 = 0.50.
# Outgoing Multiplier = 1.20 - 0.50 = 0.70.
# The hero deals '''81''' bullet damage (100 x 0.70 x 1.15 = 80.5, rounded up in game).
== 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 88:
|'''+{{#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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|3
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Napalm|3|IncomingDamagePercentFromCaster}}%''' Damage Amp
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Napalm|3|IncomingDamagePercentFromCaster}}%''' Damage Amp
|-
|{{HeroIcon|Ivy}}
|{{AbilityIcon|Air Drop}}
|0
|'''+20%''' Damage Amp on Ivy and carried ally
|-
| rowspan="2" |{{HeroIcon|Lady Geist}}
| rowspan="2" |{{AbilityIcon|Malice}}
|0
|'''+{{#invoke:Abilities|get_ability_prop|Malice|VulnerabilityPerStack}}%''' Damage Amp per Stack
|-
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Malice|3|VulnerabilityPerStack}}%''' Damage Amp per Stack
|-
|-
|{{HeroIcon|McGinnis}}
|{{HeroIcon|McGinnis}}
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|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Scorn|3|DamageBonus}}%''' Damage Amp per Stack
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Scorn|3|DamageBonus}}%''' Damage Amp per Stack
|-
|-
|{{HeroIcon|Victor}}
|{{HeroIcon|Paradox}}
|{{AbilityIcon|Aura of Suffering}}
|{{AbilityIcon|Pulse Grenade}}
|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
|'''+{{#invoke:Abilities|get_ability_prop|Bloodscent|AmpDamagePercent}}%''' Damage Amp on Isolated Heroes
|-
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Bloodscent|3|AmpDamagePercent}}%''' Damage Amp on Isolated Heroes
|-
| rowspan="2" |{{HeroIcon|Lady Geist}}
| rowspan="2" |{{AbilityIcon|Malice}}
|0
|'''+{{#invoke:Abilities|get_ability_prop|Malice|VulnerabilityPerStack}}%''' Damage Amp per Stack
|-
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Malice|3|VulnerabilityPerStack}}%''' Damage Amp per Stack
|-
| rowspan="2" |{{HeroIcon|Paradox}}
| rowspan="2" |{{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 139:
|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 156:
|'''+{{#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 174:
!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 196:
!Stat change
!Stat change
|-
|-
| rowspan="2" |{{HeroIcon|Mirage}}
| rowspan="1" |{{HeroIcon|Warden}}
| rowspan="2" |{{AbilityIcon|Fire Scarabs}}
| rowspan="1" |{{AbilityIcon|Alchemical Flask}}
|0
|0
|'''{{#invoke:Abilities|get_ability_prop|Fire Scarabs|OutgoingDamagePenaltyPercent}}%''' Damage Reduction
|'''{{#invoke:Abilities|get_ability_prop|Alchemical Flask|WeaponPowerDebuff}}%''' Weapon Damage Reduction
|-
| rowspan="1" |{{HeroIcon|Warden}}
| rowspan="1" |{{AbilityIcon|Alchemical Flask}}
|2
|'''{{#invoke:Abilities|get_ability_upgrade_prop|Alchemical Flask|2|WeaponPowerDebuff}}%''' Weapon Damage Reduction  
|-
|-
|3
| rowspan="1" |{{HeroIcon|Graves}}
|'''{{#invoke:Abilities|get_ability_upgrade_prop|Fire Scarabs|3|OutgoingDamagePenaltyPercent}}%''' Damage Reduction
| rowspan="1" |{{AbilityIcon|Essence Theft}}
|0
| '''-{{#invoke:Abilities|get_ability_prop|Essence Theft|MaxStolenAttackDamage}}%''' Maximum Weapon Damage stolen (scales with spirit)
|-
|-
|{{HeroIcon|Silver}}
| rowspan="1" |{{HeroIcon|Graves}}
|{{AbilityIcon|Boot Kick}}
| rowspan="1" |{{AbilityIcon|Essence Theft}}
|3
|2
| -35% Damage Reduction
|'''-{{#invoke:Abilities|get_ability_upgrade_prop|Essence Theft|2|MaxStolenAttackDamage}}%''' Maximum Weapon Damage stolen (scales with spirit)
|}
|}


{{Item stat table|Damage Reduction}}
=== Spirit 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 228:
|{{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/>
 
== Navigation ==
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