Damage manipulation


Info

There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 are the most common damage manipulators, affecting incoming physical and magical damage respectively (no similar trait exists for pure damage). They usually reduce damage, but can also amplify it if their values are negative. Spell damage amplification is the main trait for amplifying (but not for reducing) outgoing spell damage (no similar trait exists for attack damage). Besides these, there are some other ways to manipulate damage, ranging from amplifying damage, reducing damage and even negating damage completely.

Videos

Amplifying incoming damage

Damage amplification causes afflicted units to take additional damage.

Besides these, other ways to amplify damage is by reducing armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor dota2 for physical damage or magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 for magical damage.

Amplifying outgoing damage

Besides spell damage amplification   Spell damage   Spell damage sources     Spell damage is all damage which is not dealt by physical attacks. This includes all spells which deal magical, physical or pure damage. Even the damage dota2 , Bloodrage is the only ability able to amplify outgoing damage.

Reducing incoming damage

Just like how damage can be amplified, it can also be reduced.

Besides these, other ways to reduce damage is by increasing armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor dota2 against physical damage or magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 against magical damage.

Reducing outgoing damage

These abilities are able to reduce outgoing damage.

Stacking damage reduction & amplification

Armor and magic resistance work separately from other damage manipulators. This means they always stack multiplicatively with any other listed ability.

Besides Borrowed Time`s aura, Ghostship`s rum and Mana Shield, all damage reducing and damage amplifying effects stack additively with each other. Borrowed Time, Ghostship and Mana Shield stack multiplicatively with them. Mana Shield also stacks multiplicatively with Borrowed Time and Ghostship. Be that as it may, the damage reductions of Borrowed Time and Ghostship do not stack with each other, although both still react on the damage (Borrowed Time still heals Abaddon, and Ghostship`s rum wear-off still counts the damage). The damage amplification which illusions Default buff iconPlay Spawn soundPlay Death sound “ Play A legion sprouts from one! Click to listen— Phantom Lancer ” Illusions (also commonly called illus) are imperfect, weaker copies of heroes, created by spells or items. They dota2 usually have stacks multiplicatively with all other damage amplifying and reducing effects (considering they are able to affect illusions).

Examples of additive stacking (all values consider highest possible value, examples ignore armor and magic resistance, 100% is the base value):

  • A hero affected by Bloodrage, Soul Catcher and Overcharge takes:

100 + 40 + 50 - 20 = 170% damage

  • Spectre affected by Flesh Golem, Dispersion and Stampede (Upgradable by Aghanim`s Scepter.) takes:

100 + 30 - 22 - 50 = 58% damage

  • Ursa affected by Enrage and Overcharge takes:

100 - 80 - 20 = 0% damage

  • A hero affected by Winter`s Curse, Bloodrage, Penitence, Soul Catcher and Flesh Golem takes:

100 - 100 + 40 + 30 + 50 + 30 = 150% damage


Examples of multiplicative stacking:

  • Medusa affected by Overcharge, Soul Catcher and Mana Shield takes:

(100 - 20 + 50) * 40% = 52% damage

  • Medusa affected by the same as above, but also additionally by Ghostship takes:

(100 - 20 + 25) * 40% * 50% = 21% damage

  • A Conjure Image illusion (taking 400% damage) affected by Overcharge and Stampede (Upgradable by Aghanim`s Scepter.) takes:

(100 - 20 - 50) * 400% = 120% damage

Stacking outgoing damage manipulation stacks in the same way as incoming damage manipulation, i.e. additively. Be that as it may, since incoming and outgoing manipulations happen at different times (outgoing happens first), they stack multiplicatively with each other.

Damage negation

Damage negation causes entire instances of damage to deal no damage to its target, be that as it may, the instance is still registered. This means, if something reacts on damage without having a minimum damage threshold, it still reacts on the negated damage.

Preventing on-damage effects

Many abilities react on damage a unit receives. In some cases, fully negating the damage causes them to not proc. Be that as it may, some on-damage effects also react on 0 damage so they still may proc even when the proccing damage got negated.

The following abilities and effects do not react on damage when it gets fully negated (reduced to 0):