Damage Amplification: Difference between revisions

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Voxic. (talk | contribs)
LVL (talk | contribs)
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), do not simply add together. Instead, they stack '''multiplicatively''', '''augmented'''.
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), simply '''add''' together. (Though this is most probably a bug)
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:'''  


# {{HeroIcon|Drifter}} deals a base bullet damage of '''41'''.
# A hero deals a base bullet damage of '''100'''.
# {{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).
# 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|Drifter}} to give him an additional '''20%''' amplification.  
# {{HeroIcon|Ivy}} casts {{AbilityIcon|Air Drop}} on the hero to give them an additional '''20%''' amplification.  
# {{HeroIcon|Drifter}} now deals '''57''' bullet damage (41 x 1.15 x 1.20 = 56.58, rounded up in game).
# The hero now deals '''138''' bullet damage (100 x 1.15 x 1.20 = 138).


=== Calculating Damage Reduction ===
=== 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:
'''Current formula:''' Damage Reduction from multiple sources adds together before being applied to the base damage.


<s><math>\text{Damage Reduction} = (\text{DR}_1) + (\text{DR}_2) +...</math></s>
<math>\text{Total Damage Reduction (Decimal)} = \text{DR}_1 + \text{DR}_2 + ...</math>


'''Example:'''  
'''Example:'''  


# {{HeroIcon|Drifter}} deals a base bullet damage of '''41'''.
# A hero deals a base bullet damage of '''100'''.
# {{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}} 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|Drifter}} with {{AbilityIcon|Inhibitor}}, reducing his damage by another '''30%'''.
# {{HeroIcon|Mirage}} now afflicts the hero with {{ItemIcon|Inhibitor}}, reducing their damage by another '''30%'''.
# {{HeroIcon|Drifter}} now deals '''20''' bullet damage (41 x 0.5 = 20.5, rounded up in game).
# 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.


(Wiki admins feel free to remove this but just in case this gets fixed I'll keep it up here.)
'''Intended formula (not currently active):''' Should Damage Reduction be changed to stack multiplicatively, the formula for the damage multiplier would be:


For now this is not true, but to find your '''damage reduction,''' use the following formula:
<math>\text{Damage Multiplier} = (1 - \text{DR}_1) \times (1 - \text{DR}_2) \times ...</math>


<s><math>\text{Damage Reduction} = 1 - (1 - \text{DR}_1) \times (1 - \text{DR}_2) \times ...</math></s>
'''Example (hypothetical, not reflective of current gameplay):'''  
'''Example:'''  
 
# {{HeroIcon|Drifter}} deals a base gun damage of '''41'''.
# A hero deals a base bullet damage of '''100'''.
# {{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}} 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|Drifter}} with {{AbilityIcon|Inhibitor}}, reducing his damage by another '''30%'''.
# {{HeroIcon|Mirage}} now afflicts the hero with {{ItemIcon|Inhibitor}}, reducing their damage by another '''30%'''.
# {{HeroIcon|Drifter}} now deals '''23''' bullet damage (41 x 0.56 = 22.96, rounded up in game).
# 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>


=== Calculating Total Amplification ===
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:
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>
<math>\text{Damage} = \text{Base Damage} \times \text{Outgoing Multiplier} \times (1 + \text{Target Modifier})</math>


'''Example:'''  
'''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.
# 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 ==