User:LVL/Sandbox2: Difference between revisions

From The Deadlock Wiki
Jump to navigation Jump to search
LVL (talk | contribs)
No edit summary
LVL (talk | contribs)
No edit summary
Line 1: Line 1:
<poll>
'''Damage Amplification''' or '''Damage Amp''' is a stat that multiplies the damage caused by the player to affected enemies and NPCs.
Test1
 
Test2
{{#ev:youtube|apzBQPZyW_w|360|description=Video explaining Damage Amplification}}
Test3
 
</poll>
== 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).
 
== 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 (and with Damage Reductions) into a single pool. They multiply the attacker's base bullet damage '''before''' flat weapon damage is added.
* '''Multiplicative Amps:''' These multiply the total damage (including flat weapon damage) one by one. They act as a defensive debuff on the target rather than an offensive stat on the attacker.
* '''Instance Amps:''' These run a completely separate damage calculation and apply the damage alongside the original damage, resulting in two visible damage instances on screen.
 
=== The Damage Formula ===
Based on testing, the generalized formula for how these amps apply to weapon damage is as follows:
 
<math>\text{Damage} = [(\text{Base Bullet Damage} \times \text{Weapon Multiplier}) \times (1 + \text{Total Additive Amps}) + \text{Flat Weapon Damage}] \times \text{Multiplicative Amp}_1 \times \text{Multiplicative Amp}_2 \dots + \text{Instance Amp Damage}</math>
 
'''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 '''-35%'''). Their damage drops to '''65''' (100 * 0.65 = 65).
# {{HeroIcon|Ivy}} casts {{AbilityIcon|Air Drop}} on the hero (an Additive Amp of '''+20%'''). The additive pool is now -35% + 20% = -15%. The hero deals '''85''' damage (100 * 0.85 = 85).
# {{HeroIcon|McGinnis}} inflicts the target with {{AbilityIcon|Spectral Wall}} (a Multiplicative Amp of '''+15%'''). This is applied after the additive pool. The hero now deals '''97.75''' damage (85 * 1.15 = 97.75).
 
=== 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.
 
== Bugs, Quirks, and Exceptions ==
* '''Instance Double Numbers:''' Instance Amps run a separate damage calculation, causing two damage numbers to appear on screen simultaneously.
* '''Headhunter Interaction:''' Multiplicative non-instance amps are the only amps that work correctly with {{ItemIcon|Headhunter}} damage.
* '''Return Fire / Reflection:''' Because Multiplicative Amps act as defensive stats on the target, if an attacker fires at a target with {{ItemIcon|Return Fire}} while the attacker has an M-amp active against them, the attacker will take increased reflected damage.
* '''Barrier Interaction:''' {{HeroIcon|Billy}}'s bullet amp from {{AbilityIcon|Blasted}} is unique as it is a post-mitigation [[True Damage|true damage]] amp. Because of this, it does not work at all against barriers.
* '''Silencer / Infernus Afterburn T2:''' {{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.
* '''Celeste:''' {{HeroIcon|Celeste}}'s self Spirit damage amp works like a multiplicative amp but is affected by additive amp bugs.
 
== Sources of Damage Amplification ==
 
=== Additive Amplifiers ===
{| class="wikitable sortable"
|+List of heroes
!Hero
!Ability
!Tier
!Stat change
|-
| rowspan="1" |{{HeroIcon|Calico}}
| 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
|'''+{{#invoke:Abilities|get_ability_prop|Killing Blow|BuffDamage}}%''' Damage Amp
|-
|2
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Killing Blow|2|BuffDamage}}%''' Damage Amp
|}
 
=== Multiplicative Amplifiers ===
{| class="wikitable sortable"
|+List of heroes
!Hero
!Ability
!Tier
!Stat change
|-
| rowspan="2" |{{HeroIcon|Infernus}}
| rowspan="2" |{{AbilityIcon|Napalm}}
|0
|'''+{{#invoke:Abilities|get_ability_prop|Napalm|IncomingDamagePercentFromCaster}}%''' Damage Amp
|-
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Napalm|3|IncomingDamagePercentFromCaster}}%''' Damage Amp
|-
|{{HeroIcon|McGinnis}}
|{{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|Bebop}}
|{{AbilityIcon|Hook}}
|0
|'''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
|'''+{{#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" |{{AbilityIcon|Malice}}
|0
|'''+{{#invoke:Abilities|get_ability_prop|Malice|VulnerabilityPerStack}}%''' Damage Amp per Stack
|-
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Malice|3|VulnerabilityPerStack}}%''' 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" |{{AbilityIcon|Barrage}}
|0
|'''+{{#invoke:Abilities|get_ability_prop|Barrage|AmpPercentPerStack}}%''' Damage Amp per Stack
|-
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|Barrage|3|AmpPercentPerStack}}%''' Damage Amp per Stack
|-
| rowspan="2" |{{HeroIcon|Sinclair}}
| rowspan="2" |{{AbilityIcon|Rabbit Hex}}
|0
|'''+{{#invoke:Abilities|get_ability_prop|ability_magician_animalhexarea|DamageAmpPercentage}}%''' Damage Amp
|-
|3
|'''+{{#invoke:Abilities|get_ability_upgrade_prop|ability_magician_animalhexarea|3|DamageAmpPercentage}}%''' Damage Amp
|-
|{{ItemIcon|Escalating Exposure}}
| -
| -
| '''Instance Damage Amp''' (Two-instance)
|}
 
== Sources of Damage Reduction (Negative Additive Amps) ==
 
=== Weapon and Spirit Reduction ===
{| class="wikitable sortable"
|+List of heroes
!Hero
!Ability
!Tier
!Stat change
|-
| rowspan="2" |{{HeroIcon|Mirage}}
| rowspan="2" |{{AbilityIcon|Fire Scarabs}}
|0
|'''{{#invoke:Abilities|get_ability_prop|Fire Scarabs|OutgoingDamagePenaltyPercent}}%''' Damage Reduction
|-
|3
|'''{{#invoke:Abilities|get_ability_upgrade_prop|Fire Scarabs|3|OutgoingDamagePenaltyPercent}}%''' Damage Reduction
|}
 
{{Item stat table|Damage Reduction}}
 
* {{ItemIcon|Cheat Death}}, {{ItemIcon|Golden Goose Egg}} and {{ItemIcon|Cursed Relic}} reduce damage dealt by its user.
 
=== Spirit Reduction ===
{| class="wikitable sortable"
|+List of heroes and items
!Hero / Item
!Ability
!Tier
!Stat change
|-
|{{HeroIcon|Infernus}}
|{{AbilityIcon|Afterburn}}
|2
|'''{{#invoke:Abilities|get_ability_upgrade_prop|Afterburn|2|OutgoingTechDamagePercent}}%''' Spirit Damage Reduction <br>('''Note:''' Additive with itself, but multiplicative with other additive amps.)
|-
|{{ItemIcon|Silencer}}
| -
| -
| '''Spirit Damage Reduction''' <br>('''Note:''' Additive with itself, but multiplicative with other additive amps.)
|}
 
{{Stat navbox}}

Revision as of 20:37, 8 July 2026

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, reducing the damage output of enemies or its user. Mechanically, standard Damage Reductions are treated as negative Additive Amps (see Calculation section).

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 (and with Damage Reductions) into a single pool. They multiply the attacker's base bullet damage before flat weapon damage is added.
  • Multiplicative Amps: These multiply the total damage (including flat weapon damage) one by one. They act as a defensive debuff on the target rather than an offensive stat on the attacker.
  • Instance Amps: These run a completely separate damage calculation and apply the damage alongside the original damage, resulting in two visible damage instances on screen.

The Damage Formula

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 Weapon Damage]×Multiplicative Amp1×Multiplicative Amp2+Instance Amp Damage

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 -35%). Their damage drops to 65 (100 * 0.65 = 65).
  3. Ivy casts Air Drop on the hero (an Additive Amp of +20%). The additive pool is now -35% + 20% = -15%. The hero deals 85 damage (100 * 0.85 = 85).
  4. McGinnis inflicts the target with Spectral Wall (a Multiplicative Amp of +15%). This is applied after the additive pool. The hero now deals 97.75 damage (85 * 1.15 = 97.75).

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.

Bugs, Quirks, and Exceptions

  • Instance Double Numbers: Instance Amps run a separate damage calculation, causing two damage numbers to appear on screen simultaneously.
  • Headhunter Interaction: Multiplicative non-instance amps are the only amps that work correctly with Headhunter damage.
  • Return Fire / Reflection: 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.
  • Barrier Interaction: Billy's bullet amp from Blasted is unique as it is a post-mitigation true damage amp. Because of this, it does not work at all against barriers.
  • Silencer / Infernus Afterburn T2: 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: Celeste's self Spirit damage amp works like a multiplicative amp but is affected by additive amp bugs.

Sources of Damage Amplification

Additive Amplifiers

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

Multiplicative Amplifiers

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
Bebop Hook 0 Damage Amp against hooked targets
All Heroes Parry 0 +25% Damage Amp (Parried target takes 25% increased damage from all sources)

Instance Amplifiers

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
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 - - Instance Damage Amp (Two-instance)

Sources of Damage Reduction (Negative Additive Amps)

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 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 - - Spirit Damage Reduction
(Note: Additive with itself, but multiplicative with other additive amps.)