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# A hero has a base bullet damage of '''100''' and '''0''' flat weapon damage for simplicity. | # 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). | # The hero is affected by {{ItemIcon|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|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). | # {{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). | ||
Revision as of 20:40, 8 July 2026
Damage Amplification or Damage Amp is a stat that multiplies the damage caused by the player to affected enemies and NPCs.
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:
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).
- 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).
- 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
| 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
| 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
| 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 | - | - | Instance Damage Amp (Two-instance) |
Sources of Damage Reduction (Negative Additive Amps)
Weapon and Spirit Reduction
| Hero | Ability | Tier | Stat change |
|---|---|---|---|
| Mirage | Fire Scarabs | 0 | -20% Damage Reduction |
| 3 | -15% 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 Reduction
| 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.) |