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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'''.
<!-- 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 ==
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'''.
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 reduction percentages (e.g., -30% Damage), simply '''add''' together. (Though this is most probably a bug)
 
=== Calculating Damage Amplification ===
To find your '''amplification''', use the following formula:
 
<math>\text{Amplification} = (1 + \text{A}_1) \times (1 + \text{A}_2) \times ...</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''', 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:'''


# {{HeroIcon|Drifter}} deals a base bullet damage of '''41'''.
* '''Additive Amps:''' These add together with each other (including additive Damage Reductions) into a single pool.
# {{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).
* '''Multiplicative Amps:''' These multiply the total damage one by one.
# {{HeroIcon|Mirage}} now afflicts {{HeroIcon|Drifter}} with {{AbilityIcon|Inhibitor}}, reducing his damage by another '''30%'''.
* '''Instance Amps:''' These are nearly identical to multiplicative amps, main exception being they create a new instance of damage.
# {{HeroIcon|Drifter}} now deals '''20''' bullet damage (41 x 0.5 = 20.5, rounded up in game).


=== The Damage Formula ===


(Wiki admins feel free to remove this but just in case this gets fixed I'll keep it up here.)
Based on testing, the generalized formula for how these amps apply to weapon damage is as follows:


For now this is not true, but to find your '''damage reduction,''' use the following formula:
<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>


<s><math>\text{Damage Reduction} = 1 - (1 - \text{DR}_1) \times (1 - \text{DR}_2) \times ...</math></s>
'''Example:'''  
'''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 down in game).


=== Calculating Total Amplification ===
# A hero has a base bullet damage of '''100''' and '''0''' flat weapon damage for simplicity.
To find the total '''amplification''', use the following formula:
# The hero is affected by {{ItemIcon|Inhibitor}} (an Additive Damage Reduction of '''-30%'''). Their damage drops to '''70''' (100 * 0.70 = 70).
# {{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).
# 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).


<s><math>\text{Total Amplification} = (\text{Base Damage} \times \text{Total A}) \times \text{Total DR}</math></s>
== Damage Amplification ==
'''Example:'''
# {{HeroIcon|Drifter}} deals a base gun damage of '''41'''.
# With {{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.
Damage Reduction from self-inflicted sources of damage 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 you have.


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}} make {{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 ===


== Sources of Damage Amplification ==
==== Additive Amplifiers ====
{{Correction|List may be outdated}}


=== Weapon and Spirit Amp ===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+List of heroes
|+List of heroes
Line 73: Line 36:
!Stat change
!Stat change
|-
|-
| rowspan="2" |{{HeroIcon|Drifter}}
| rowspan="1" |{{HeroIcon|Calico}}
| rowspan="2" |{{AbilityIcon|Bloodscent}}
| rowspan="1" |{{AbilityIcon|Ava}}
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Ava|3|OutgoingDamagePercent}}%''' Ramping Damage Amp
|-
|{{HeroIcon|Ivy}}
|{{AbilityIcon|Air Drop}}
|0
|'''+20%''' Damage Amp on Ivy and carried ally
|-
| rowspan="2" |{{HeroIcon|Shiv}}
| rowspan="2" |{{AbilityIcon|Killing Blow}}
|0
|0
|'''+{{#invoke:Abilities|get_ability_prop|Bloodscent|AmpDamagePercent}}%''' Damage Amp on Isolated Heroes
|'''+{{#invoke:Abilities|get_ability_prop|Killing Blow|BuffDamage}}%''' Damage Amp
|-
|2
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Killing Blow|2|BuffDamage}}%''' Damage Amp
|-
|-
|3
|{{ItemIcon|Rebuttal}}
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Bloodscent|3|AmpDamagePercent}}%''' Damage Amp on Isolated Heroes
| -
| -
|'''+{{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}}
Line 89: Line 77:
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Napalm|3|IncomingDamagePercentFromCaster}}%''' Damage Amp
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Napalm|3|IncomingDamagePercentFromCaster}}%''' Damage Amp
|-
|-
|{{HeroIcon|Ivy}}
|{{HeroIcon|McGinnis}}
|{{AbilityIcon|Air Drop}}
|{{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 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
|'''+20%''' Damage Amp on Ivy and carried ally
|'''+{{#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" |{{HeroIcon|Lady Geist}}
Line 102: Line 128:
|'''+{{#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|McGinnis}}
| rowspan="2" |{{HeroIcon|Paradox}}
|{{AbilityIcon|Spectral Wall}}
| rowspan="2" |{{AbilityIcon|Pulse Grenade}}
|1
|0
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Spectral Wall|1|BonusDamagePercent}}%''' Damage Amp
|'''+{{#invoke:Abilities|get_ability_prop|Pulse Grenade|DamageAmplificationPerStack}}%''' Damage Amp per Stack
|-
|-
|{{HeroIcon|Mo & Krill}}
|{{AbilityIcon|Scorn}}
|3
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Scorn|3|DamageBonus}}%''' Damage Amp
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Pulse Grenade|3|DamageAmplificationPerStack}}%''' Damage Amp per Stack
|-
|{{HeroIcon|Paradox}}
|{{AbilityIcon|Pulse Grenade}}
|0
|'''+{{#invoke:Abilities|get_ability_prop|Pulse Grenade|DamageAmplificationPerStack}}%''' Damage Amp per Stack
|-
|-
| rowspan="2" |{{HeroIcon|Pocket}}
| rowspan="2" |{{HeroIcon|Pocket}}
Line 124: Line 143:
|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 141: Line 152:
|'''+{{#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
|-
|-
|{{HeroIcon|Victor}}
|{{ItemIcon|Escalating Exposure}}
|{{AbilityIcon|Aura of Suffering}}
| -
| -
| '''+{{ItemData|Escalating Exposure|MagicIncreasePerStack}}''' Spirit Damage Amp per Stack
|}
 
==== Unique Amplifiers ====
These amplifiers have unique mechanics that do not cleanly fit into the Additive, Multiplicative, or Instance categories.
 
{| class="wikitable sortable"
|+List of heroes
!Hero
!Ability
!Tier
!Stat change
!Notes
|-
| rowspan="2" |{{HeroIcon|Billy}}
| rowspan="2" |{{AbilityIcon|Blasted}}
|0
|'''+{{#invoke:Abilities|get_ability_prop|Blasted|BulletDamageAmp}}%''' Bullet Damage Amp against wrecked enemies
| 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|Aura of Suffering|3|IncomingDamagePercent}}%''' Damage Amp
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Radiant Daggers|3|MagicIncreasePerStack}}%''' Spirit Damage Amp per Stack
|}
|}


=== Spirit Amp ===
== Damage Reduction ==
{{Item stat table|Spirit Amp}}
 
'''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).
 
=== 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 ===


== Sources of Damage Reduction ==
==== Weapon and Spirit Reduction ====


=== Weapon and Spirit Reduction ===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+List of heroes
|+List of heroes
Line 167: Line 216:
|3
|3
|'''{{#invoke:Abilities|get_ability_upgrade_prop|Fire Scarabs|3|OutgoingDamagePenaltyPercent}}%''' Damage Reduction
|'''{{#invoke:Abilities|get_ability_upgrade_prop|Fire Scarabs|3|OutgoingDamagePenaltyPercent}}%''' Damage Reduction
|-
|{{HeroIcon|Silver}}
|{{AbilityIcon|Boot Kick}}
|3
| -35% Damage Reduction
|}
|}


Line 173: Line 227:
* {{ItemIcon|Cheat Death}}, {{ItemIcon|Golden Goose Egg}} and {{ItemIcon|Cursed Relic}} reduce damage dealt by its user.
* {{ItemIcon|Cheat Death}}, {{ItemIcon|Golden Goose Egg}} and {{ItemIcon|Cursed Relic}} reduce damage dealt by its user.


=== Spirit Reduction ===
==== 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
|+List of heroes and items
!Hero
!Hero / Item
!Ability
!Ability
!Tier
!Tier
Line 184: Line 240:
|{{AbilityIcon|Afterburn}}
|{{AbilityIcon|Afterburn}}
|2
|2
|'''{{#invoke:Abilities|get_ability_upgrade_prop|Afterburn|2|OutgoingTechDamagePercent}}%''' Spirit Damage Reduction
|'''{{#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>
|-
|{{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 ==
{{Stat navbox}}
{{Stat navbox}}

Latest revision as of 15:37, 24 August 2026

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.

Video explaining Damage Amplification

Calculation

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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:

  • Additive Amps: These add together with each other (including additive Damage Reductions) into a single pool.
  • 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

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Based on testing, the generalized formula for how these amps apply to weapon damage is as follows:

Damage=[(Base Bullet Damage×Weapon Multiplier)×(1+Total Additive Amps)+Flat Bonus]×Multiplicative Amp1×Multiplicative Amp2×Instance Amp Damage1×Instance Amp Damage2

Example:

  1. A hero has a base bullet damage of 100 and 0 flat weapon damage for simplicity.
  2. The hero is affected by Inhibitor (an Additive Damage Reduction of -30%). Their damage drops to 70 (100 * 0.70 = 70).
  3. Ivy casts 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).
  4. 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).

Damage Amplification

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Sources of Damage Amplification

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Additive Amplifiers

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List of heroes
Hero Ability Tier Stat change
Calico Ava 3 +18% Ramping Damage Amp
Ivy Air Drop 0 +20% Damage Amp on Ivy and carried ally
Shiv Killing Blow 0 +8% Damage Amp
2 +16% Damage Amp
Rebuttal - - +30% Damage Amp

Multiplicative Amplifiers

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List of heroes
Hero Ability Tier Stat change
Infernus Napalm 0 +16% Damage Amp
3 +17% Damage Amp
McGinnis Spectral Wall 1 +20% Damage Amp
Mo & Krill Scorn 3 +15% Damage Amp per Stack
Victor Aura of Suffering 3 +15% Damage Amp
Bebop Hook 1 +20% Weapon Damage Amp against hooked targets
All Heroes Parry 0 +25% Damage Amp (Parried target takes 25% increased damage from all sources)

Instance Amplifiers

[edit | edit source]
List of heroes and items
Hero / Item Ability Tier Stat change
Drifter Bloodscent 0 +15% Damage Amp on Isolated Heroes
3 +11% Damage Amp on Isolated Heroes
Lady Geist Malice 0 +7% Damage Amp per Stack
3 +8% Damage Amp per Stack
Paradox Pulse Grenade 0 +4% Damage Amp per Stack
3 +4% Damage Amp per Stack
Pocket Barrage 0 +6% Damage Amp per Stack
3 +4% Damage Amp per Stack
Sinclair Rabbit Hex 0 +15% Damage Amp
3 +7% Damage Amp
Escalating Exposure - - +4.5% Spirit Damage Amp per Stack

Unique Amplifiers

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These amplifiers have unique mechanics that do not cleanly fit into the Additive, Multiplicative, or Instance categories.

List of heroes
Hero Ability Tier Stat change Notes
Billy Blasted 0 +10% Bullet Damage Amp against wrecked enemies Post‑mitigation true damage amp. (See Bugs section.)
2 +7% Bullet Damage Amp against wrecked enemies
Celeste Radiant Daggers 0 +7% Spirit Damage Amp per Stack Functions like a multiplicative amp with additive bugs. (See Bugs section.)
3 +4% Spirit Damage Amp per Stack

Damage Reduction

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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).

Damage Reduction Stacking

[edit | edit source]

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)[1].

However, live testing confirms that standard Damage Reduction debuffs have not been fully migrated to this new system. Currently, Damage Reductions (such as Inhibitor or 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

[edit | edit source]

Weapon and Spirit Reduction

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List of heroes
Hero Ability Tier Stat change
Mirage Fire Scarabs 0 -20% Damage Reduction
3 -15% Damage Reduction
Silver Boot Kick 3 -35% Damage Reduction
This is a dynamic list "Damage Reduction". Edit contents.
NameSoulsCostCategoryStat change
Haunting ShotLegendary Weapon-40% Damage Reduction
Cheat Death6,400 Vitality-60% Damage Reduction
Inhibitor6,400 Vitality-30% Damage Reduction
Golden Goose Egg800 Spirit-10% Damage Reduction
Cursed Relic6,400 Spirit-25% Damage Reduction

Spirit Damage Reduction

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Spirit Damage Reduction from Infernus's Afterburn (T2) and 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 Inhibitor.

List of heroes and items
Hero / Item Ability Tier Stat change
Infernus Afterburn 2 -35% Spirit Damage Reduction
Note: Additive with itself, but multiplicative with other additive amps.
Silencer - - -25% Spirit Damage Reduction
Note: Additive with itself, but multiplicative with other additive amps.

Bugs, Quirks, and Exceptions

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  • 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 Calico's Leaping Slash T3 upgrade), Capacitor active, Backstabber, etc.
  • Headhunter: Multiplicative non-instance amps are the only amps that work correctly with Headhunter damage.
  • 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.
  • Billy's Blasted bullet amp is unique as it is a post-mitigation true damage amp. Because of this, it does not work at all against barriers.
  • Silencer and Infernus's 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.
  • Celeste's Spirit damage amp from Radiant Daggers works like a multiplicative amp but is affected by additive amp bugs (see the Additive Amps entry above).

References

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