Damage Amplification: Difference between revisions

 
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|'''+{{#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
|-
|-
|{{HeroIcon|Paradox}}
| rowspan="2" |{{HeroIcon|Paradox}}
|{{AbilityIcon|Pulse Grenade}}
| 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
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|-
| rowspan="2" |{{HeroIcon|Pocket}}
| rowspan="2" |{{HeroIcon|Pocket}}
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=== Damage Reduction Stacking ===
=== Damage Reduction Stacking ===


Multiple sources of damage reduction stack multiplicatively.
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 ===
=== Sources of Damage Reduction ===
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* {{ItemIcon|Headhunter}}: Multiplicative non-instance amps are the only amps that work correctly with Headhunter damage.
* {{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.
* {{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.
* {{HeroIcon|Billy}}'s {{AbilityIcon|Blasted}} bullet amp is unique as it is a post-mitigation [[True Damage|pure 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.
* {{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).
* {{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).
* {{ItemIcon|Unstoppable}}: Suppresses all sources of Damage Reduction while active, but only for [[Spirit Damage]].
* Abilities that scale with Bonus Weapon Damage such as {{AbilityIcon|Gutshot}}, are not impacted at all by Additive Amps or Reductions.
* [[True Damage|Pure damage]] from abilities such as {{AbilityIcon|Ira Domini}} is affected by Additive Amps and Reductions, but not multiplicative ones.


==References==
==References==