Damage Amplification: Difference between revisionsGive feedback
New damage amp page |
|||
| Line 1: | Line 1: | ||
'''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'''. | |||
{{#ev:youtube|apzBQPZyW_w|360|description=Video explaining Damage Amplification}} | {{#ev:youtube|apzBQPZyW_w|360|description=Video explaining Damage Amplification}} | ||
== 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: | |||
''' | * '''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 === | |||
Based on testing, the generalized formula for how these amps apply to weapon damage is as follows: | |||
<math>\text{ | <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:''' | '''Example:''' | ||
# A hero | # A hero has a base bullet damage of '''100''' and '''0''' flat weapon damage for simplicity. | ||
# 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). | |||
# {{HeroIcon| | |||
== Damage Amplification == | |||
=== Sources of Damage Amplification === | |||
== | ==== Additive Amplifiers ==== | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+List of heroes | |+List of heroes | ||
| Line 88: | Line 41: | ||
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Ava|3|OutgoingDamagePercent}}%''' Ramping Damage Amp | |'''+{{#invoke:Abilities|get_ability_upgrade_prop|Ava|3|OutgoingDamagePercent}}%''' Ramping Damage Amp | ||
|- | |- | ||
| rowspan="2" |{{HeroIcon| | |{{HeroIcon|Ivy}} | ||
| rowspan="2" |{{AbilityIcon| | |{{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| | |'''+{{#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}} | ||
| Line 104: | 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| | |{{HeroIcon|McGinnis}} | ||
|{{AbilityIcon| | |{{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 | ||
|'''+ | |'''+{{#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 116: | Line 127: | ||
|3 | |3 | ||
|'''+{{#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}} | |{{HeroIcon|Paradox}} | ||
| Line 139: | Line 140: | ||
|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|Sinclair}} | | rowspan="2" |{{HeroIcon|Sinclair}} | ||
| Line 156: | Line 149: | ||
|'''+{{#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| | |{{ItemIcon|Escalating Exposure}} | ||
|{{AbilityIcon| | | - | ||
| - | |||
| '''+{{ItemData|Escalating Exposure|MagicIncreasePerStack}}''' 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| | |'''+{{#invoke:Abilities|get_ability_upgrade_prop|Radiant Daggers|3|MagicIncreasePerStack}}%''' Spirit Damage Amp per Stack | ||
|} | |} | ||
=== | == 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). | |||
=== 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 ==== | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+List of heroes | |+List of heroes | ||
| Line 182: | Line 213: | ||
|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 188: | Line 224: | ||
* {{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 199: | Line 237: | ||
|{{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> | |||
|} | |} | ||
{{ | |||
== 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}} | ||
Revision as of 00:18, 17 July 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.
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:
- 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
Based on testing, the generalized formula for how these amps apply to weapon damage is as follows:
Example:
- A hero has a base bullet damage of 100 and 0 flat weapon damage for simplicity.
- The hero is affected by Inhibitor (an Additive Damage Reduction of -30%). Their damage drops to 70 (100 * 0.70 = 70).
- 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).
- 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
Sources of Damage Amplification
Additive Amplifiers
| 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
| 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
| 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 |
| 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% Damage Amp per Stack |
Unique Amplifiers
These amplifiers have unique mechanics that do not cleanly fit into the Additive, Multiplicative, or Instance categories.
| 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
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)[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
Weapon and Spirit Reduction
| Hero | Ability | Tier | Stat change |
|---|---|---|---|
| Mirage | Fire Scarabs | 0 | -20% Damage Reduction |
| 3 | -15% Damage Reduction | ||
| Silver | Boot Kick | 3 | -35% Damage Reduction |
| Name | Category | Stat change | |
|---|---|---|---|
| Haunting Shot | Legendary | -40% Damage Reduction | |
| Cheat Death | 6,400 | -60% Damage Reduction | |
| Inhibitor | 6,400 | -30% Damage Reduction | |
| Golden Goose Egg | 800 | -10% Damage Reduction | |
| Cursed Relic | 6,400 | -25% Damage Reduction |
- Cheat Death, Golden Goose Egg and Cursed Relic reduce damage dealt by its user.
Spirit Damage Reduction
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.
| 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
- 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).