Damage Amplification: Difference between revisions

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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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* {{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.
=== Weapon Reduction ===
{| class="wikitable sortable"
|+List of heroes
!Hero
!Ability
!Tier
!Stat change
|-
| rowspan="1" |{{HeroIcon|Warden}}
| rowspan="1" |{{AbilityIcon|Alchemical Flask}}
|0
|'''{{#invoke:Abilities|get_ability_prop|Alchemical Flask|WeaponPowerDebuff}}%''' Weapon Damage Reduction
|-
| rowspan="1" |{{HeroIcon|Warden}}
| rowspan="1" |{{AbilityIcon|Alchemical Flask}}
|2
|'''{{#invoke:Abilities|get_ability_upgrade_prop|Alchemical Flask|2|WeaponPowerDebuff}}%''' Weapon Damage Reduction
|-
| rowspan="1" |{{HeroIcon|Graves}}
| rowspan="1" |{{AbilityIcon|Essence Theft}}
|0
| '''-{{#invoke:Abilities|get_ability_prop|Essence Theft|MaxStolenAttackDamage}}%''' Maximum Weapon Damage stolen (scales with spirit)
|-
| rowspan="1" |{{HeroIcon|Graves}}
| rowspan="1" |{{AbilityIcon|Essence Theft}}
|2
|'''-{{#invoke:Abilities|get_ability_upgrade_prop|Essence Theft|2|MaxStolenAttackDamage}}%''' Maximum Weapon Damage stolen (scales with spirit)
|}


=== Spirit Reduction ===
=== Spirit Reduction ===

Revision as of 19:44, 8 July 2026

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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.

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

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) 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)[1], but testing confirms this change has not yet been implemented, and Damage Reduction continues to add together in the current build.

Calculating Damage Amplification

To find your amplification, use the following formula:

Total Amplification Multiplier=(1+A1)×(1+A2)×...

Example:

  1. A hero deals a base bullet damage of 100.
  2. The hero gains 15% damage amplification from an ability, increasing their damage from 100 to 115 (100 x 1.15 = 115).
  3. Ivy casts Air Drop on the hero to give them an additional 20% amplification.
  4. The hero now deals 138 bullet damage (100 x 1.15 x 1.20 = 138).

Calculating Damage Reduction

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

Total Damage Reduction (Decimal)=DR1+DR2+...

Example:

  1. A hero deals a base bullet damage of 100.
  2. Mirage casts base Fire Scarabs on the hero, reducing their damage by 20%, decreasing their bullet damage from 100 to 80 (100 x 0.8 = 80).
  3. Mirage now afflicts the hero with Inhibitor, reducing their damage by another 30%.
  4. The hero now deals 50 bullet damage (100 x 0.5 = 50).

Self-inflicted Damage Reduction, such as Golden Goose Egg, Cursed Relic, or 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:

Damage Multiplier=(1DR1)×(1DR2)×...

Example (hypothetical, not reflective of current gameplay):

  1. A hero deals a base bullet damage of 100.
  2. Mirage casts base Fire Scarabs on the hero, reducing their damage by 20%, decreasing their bullet damage from 100 to 80 (100 x 0.8 = 80).
  3. Mirage now afflicts the hero with Inhibitor, reducing their damage by another 30%.
  4. 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 Air Drop), or enemy debuffs (such as Fire Scarabs and Inhibitor), are collectively referred to here as outgoing modifiers. In the current game version, all outgoing modifiers combine using the following process:

  1. Compute the Total Amplification Multiplier by multiplying all outgoing amplification sources as shown in the Amplification section.
  2. Compute the Total Damage Reduction (Decimal) by adding all outgoing reduction sources as shown in the Damage Reduction section.
  3. The Outgoing Multiplier is then:

Outgoing Multiplier=Total Amplification MultiplierTotal Damage Reduction (Decimal)

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 Bloodscent's bonus against isolated heroes. Target modifiers apply as a separate multiplier on top of the outgoing multiplier:

Damage=Base Damage×Outgoing Multiplier×(1+Target Modifier)

Example:

  1. A hero deals a base bullet damage of 100.
  2. The hero is attacking an isolated target and has Bloodscent active (a target modifier of +15%).
  3. Ivy casts Air Drop on the hero (an outgoing amplification of +20%, so Total Amplification Multiplier = 1.20).
  4. Mirage afflicts the hero with Fire Scarabs (-20%) and Inhibitor (-30%), giving Total Damage Reduction (Decimal) = 0.20 + 0.30 = 0.50.
  5. Outgoing Multiplier = 1.20 - 0.50 = 0.70.
  6. The hero deals 81 bullet damage (100 x 0.70 x 1.15 = 80.5, rounded up in game).

Sources of Damage Amplification

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This page may contain factual inaccuracies. The information presented requires verification against reliable sources.
Issue: List may be outdated

Weapon and Spirit Amp

List of heroes
Hero Ability Tier Stat change
Calico Ava 3 +18% Ramping Damage Amp
Drifter Bloodscent 0 +15% Damage Amp on Isolated Heroes
3 +11% Damage Amp on Isolated Heroes
Infernus Napalm 0 +16% Damage Amp
3 +17% Damage Amp
Ivy Air Drop 0 +20% Damage Amp on Ivy and carried ally
Lady Geist Malice 0 +7% Damage Amp per Stack
3 +8% Damage Amp per Stack
McGinnis Spectral Wall 1 +20% Damage Amp
Mo & Krill Scorn 3 +15% Damage Amp per Stack
Paradox Pulse Grenade 0 +4% Damage Amp per Stack
Pocket Barrage 0 +6% Damage Amp per Stack
3 +4% Damage Amp per Stack
Shiv Killing Blow 0 +8% Damage Amp
2 +16% Damage Amp
Sinclair Rabbit Hex 0 +15% Damage Amp
3 +7% Damage Amp
Victor Aura of Suffering 3 +15% Damage Amp

Spirit Amp

This is a dynamic list "Spirit Amp". Edit contents.
NameSoulsCostCategoryStat change
Escalating Exposure6,400 Spirit+4.5% Spirit Amp

Sources of Damage Reduction

Weapon and Spirit Reduction

List of heroes
Hero Ability Tier Stat change
Mirage Fire Scarabs 0 -20% Damage Reduction
3 -15% 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 Reduction

List of heroes
Hero Ability Tier Stat change
Infernus Afterburn 2 -35% Spirit Damage Reduction
This is a dynamic list "Spirit Damage Reduction". Edit contents.
NameSoulsCostCategoryStat change
Silencer6,400 Weapon-25% Spirit Damage Reduction