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Did some testing and think I figured out how damage amp/reduction works. Made some changes to the examples and fixed up some other stuff and added an explanation for weird damage result with bloodscent. |
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== Calculation == | == Calculation == | ||
Multiple sources of abilities and items that display damage amplification percentages (e.g., +20% Damage) | Multiple sources of abilities and items that display damage amplification percentages (e.g., +20% Damage) do not simply add together. Instead, they stack '''multiplicatively'''. | ||
Multiple sources of abilities and items that display damage reduction percentages (e.g., -30% Damage) | 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. | ||
=== Calculating Damage Amplification === | === Calculating Damage Amplification === | ||
To find your '''amplification''', use the following formula: | To find your '''amplification''', use the following formula: | ||
<math>\text{Amplification} = (1 + \text{A}_1) \times (1 + \text{A}_2) \times ...</math> | <math>\text{Total Amplification Multiplier} = (1 + \text{A}_1) \times (1 + \text{A}_2) \times ...</math> | ||
'''Example:''' | '''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 | # {{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 === | === 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 deals a base bullet damage of '''100'''. | ||
# {{HeroIcon|Mirage}} casts base {{AbilityIcon|Fire Scarabs}} on | # {{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 | # {{HeroIcon|Mirage}} now afflicts the hero with {{ItemIcon|Inhibitor}}, reducing their damage by another '''30%'''. | ||
# | # 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> | |||
'''Example (hypothetical, not reflective of current gameplay):''' | |||
'''Example:''' | |||
# | # A hero deals a base bullet damage of '''100'''. | ||
# {{HeroIcon|Mirage}} casts base {{AbilityIcon|Fire Scarabs}} on | # {{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 | # {{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. | ||
=== 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:''' | '''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 == | == Sources of Damage Amplification == | ||