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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.  
'''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}}


== Damage Reduction ==
== Damage Amplification ==
'''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 (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{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:'''
 
# 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).


=== Damage Reduction Stacking ===
=== Sources of Damage Amplification ===
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 ==
* '''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.
* '''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 ====


=== Additive Amplifiers ===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+List of heroes
|+List of heroes
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|}
|}


=== Multiplicative Amplifiers ===
==== Multiplicative Amplifiers ====
 
{| class="wikitable sortable"
{| class="wikitable sortable"
|+List of heroes
|+List of heroes
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|}
|}


=== Instance Amplifiers ===
==== Instance Amplifiers ====
 
{| class="wikitable sortable"
{| class="wikitable sortable"
|+List of heroes and items
|+List of heroes and items
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|}
|}


== Sources of Damage Reduction (Negative Additive Amps) ==
== 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 ====


=== Weapon and Spirit Reduction ===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+List of heroes
|+List of heroes
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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.


=== Spirit Damage 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}}.
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"
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|'''{{ItemData|Silencer|TechDamageReduction}}''' Spirit Damage Reduction <small><br>'''Note:''' Additive with itself, but multiplicative with other additive amps.</small>
|'''{{ItemData|Silencer|TechDamageReduction}}''' Spirit Damage Reduction <small><br>'''Note:''' Additive with itself, but multiplicative with other additive amps.</small>
|}
|}
== 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{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:'''
# 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).
== 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.
* '''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.


==References==
==References==
<references/>
<references/>
{{Stat navbox}}
{{Stat navbox}}

Revision as of 19:24, 16 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.

Video explaining Damage Amplification

Damage Amplification

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 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

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 - - +4.5% 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

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 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.

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 - - -25% Spirit Damage Reduction
Note: Additive with itself, but multiplicative with other additive amps.

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:

Damage=[(Base Bullet Damage×Weapon Multiplier)×(1+Total Additive Amps)+Flat Bonus]×Multiplicative Amp1×Multiplicative Amp2×Instance Amp Damage1×Instance Amp Damage2

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 -30%). Their damage drops to 70 (100 * 0.70 = 70).
  3. 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).
  4. 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).

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 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.

References