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.
Name CostCategoryStat 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.)