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Armor-Damage System Walkthrough

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caspian


Imperator Posts: 2452 Joined: 27 Mar 2007 gold

Armor-Damage System Walkthrough

Posted: Tue May 27, 2008 2:09 pm

Foreword

This topic will deal extensively with damage and how it is reduced (or amplified) in relation to armor type, attack type, damage type and other miscellaneous factors. It does not discuss the relation of armor with hitpoints so calculations on subjects like Effective Hit Points are not included here.

Even though various similar topics will appear in other DoTA forums, the following discussions are mathematically and factually related, and so cannot be copyrighted by any author. Only tables and images which are copied from other sources can be copyrighted and protected from plagiarism.
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Factors that determine the amount of damage that can be dealt towards a unit

In DoTA generally there are 4 main factors that actually determine how much damage a unit can receive. We will limit ourselves to what is relevant to DoTA as certain modifiers in Warcraft 3: The Frozen Throne are different.

a) Armor value reduction or amplification
b) Armor type and attack type
c) Damage type
d) Miscellanous factors

Conclusion
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(Use CTRL + F and enter any of the above terms to zoom into that content)
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a) Armor value damage reduction or amplification

Armor value refers to the “number” that is shown on the “Armor” property inside a unit’s display panel at the bottom of the screen. Obviously the higher the armor value the higher the damage reduction. Sometimes armor value can be reduced or even made to become negative, in which case any damage dealt will be amplified.

According to Battle.net, damage reduction via armor value is calculated through a mathematical formula that is as follows: (Please click on image to view it in full size)



The same goes for the negative:



For negative armor damage amplification however, the damage increase cannot go beyond -20 armor. At -20 armor, damage amplification is 71% - the maximum. Beyond that (eg. -26 armor), the damage amplification will not increase.
______________________________________________________________________

b) Armor type and attack type

What follows is very important and determines our understanding of this system of armor versus damage issue:

Armor value as a factor in determining output damage is intrinsically different from armor/attack type. Both are independent of each other and do not work the same way.On one hand the percentage of damage reduction /amplification is related to armor value as can be observed in the above formulae. But in the case of armor/attack type a set of tables exists which fixes damage dealt at a constant rate.

A common example of armor type damage reduction is Hero armor reducing Spell type attack by 25%, ie. reducing damage done by spells by 25%. The following table illustrates the damage modifiers against various armor types by various attack types:



What does the table essentially explain? The mathematical values explain how much the intended damage issued by the attack type would be multiplied against the targeted armor type.

Taking the Attack type Hero row as an example, any attack done under this type (eg. heroes) will retain 100% of its damage against Light armor units, 100% against Medium armor, 100% against Heavy armor, 50% against Fortified armor, 100% against Normal armor, 100% against Hero armor and 100% against Unarmored units. However this damage multiplier does not influence the damage reduction from armor value, so the resultant damage will still be affected by the armor value of the target.

If a hero has 100 damage, and attacks an enemy tower (Fortified Armor) which has 18 armor (ie. 52% damage reduction), the correct way to calculate the output damage would be to first multiply it with the damage multiplier – in this case 0.5 – and then take the result and multiply it with (1 - damage reduction)

Therefore a Hero type attack of 100 damage against Spirit Tower Level 1 would produce an output damage of:

Damage = 100 x 0.5 x (1 – 0.52) = 24 damage



In another example, Siege attacks deal 1.50 damage versus Fortified Armor, which means any attacks done by the Glaive Thrower or Meat Wagon (both of which have Siege attacks) would deal 50% more damage against Towers, which have Fortified armor. This does not take into account the quantity value of the armor which would have reduced damage by itself.

Another interesting implication from the above table, and also from the italicized quote above, is that Chaos attack deal 1.00 damage to all armor types except Fortified, but at the same time this attack, depending on the Damage Type of the attack (which will be discussed later), can be further reduced by armor value.


______________________________________________________________________

c) Damage Type

Basically under the Damage Type factor all sources of damage can be classified as:

1. Normal
2. Magic

Normal damage refers to damage that can be reduced by armor value (Factor (a)) and Magic damage refers to damage that ignores armor value but can be nullified by magic immunity.

Therefore this factor implies that some damage can be blocked simply by being magic-immune. A good example of this kind of damage is the Enchantress’ Impetus bonus damage, which falls under the category of Hero type attack, Magic type damage. Hero type attack means that this type of attack does 100% damage to heroes, while Magic type damage means that this type of attack will not work on magic-immune units.

An example of Normal type damage is Dwarven Sniper’s Scattershot – Piercing type attack, Normal type damage. The Piercing attack implies that it does a lot of damage against creep waves (Unarmored) but less damage against heroes, while its Normal damage type implies that it can be reduced by armor value – which explains why the spell is not very effective against heroes.


______________________________________________________________________

d) Miscellanous factors

Aside from the above there are also a number of other factors that can determine damage:

i. Evasion
ii. Damage block
iii. Miscellaneous damage amplification
iv. Miscellaneous damage reduction

Evasion reduces damage by making damage dealers miss on some of their attacks. Some of these items or abilities include the Butterfly, Troll Warlord’s Blind, Phantom Assassin’s Blur, etc.

Damage block works by removing a portion of the damage done, either in a set amount, such as the item Stout Shield (blocking 30 damage in a 40% chance) or in a set proportion, such as the Spectre’s Dispersion removing percentages of damage received.

Some abilities or items can further increase damage notwithstanding the armor value or type, like the Witch Doctor’s Maledict, or Orchid Malevolence’s Soulburn. In the same way, some abilities and items can also reduce damage, such as the Netherdrake’s Corrosive Skin and Hood of Defiance’s 30% spell resistance.
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Conclusion

We can see that many factors can determine how damage can be reduced or amplified. Each factor works uniquely in its own way to optimize damage in relation to the four main factors. Therefore by applying this knowledge correctly we can utilize each hero’s potential to its best.

PDF version
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Last edited by caspian on Wed May 28, 2008 6:45 am; edited 1 time in total


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Counter_Force[X]


Available no more
Beyond Godlike Posts: 3158 Joined: 13 Aug 2007 gold

Posted: Tue May 27, 2008 2:15 pm

WE NEED GUIDE GENERATORS FOR MISC GUIDES!!!!
NARNIANS OWNS!!

GJ btw, either you sticky this or damned it to the place i hate the most- The Library
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caspian


Imperator Posts: 2452 Joined: 27 Mar 2007 gold

Posted: Wed May 28, 2008 6:46 am

I have uploaded the PDF version of the file. Those who want to download it should have Adobe Acrobat Reader 8.1.
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War_Wrecker


Warnings : 2 Mega Kill Posts: 902 Joined: 19 Dec 2006 gold

Posted: Wed May 28, 2008 7:03 am

you need a new shield, one that says WINNAR!!
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quale


Mega Kill Posts: 900 Joined: 13 Aug 2007 gold

Posted: Wed Jun 04, 2008 5:28 am

if for example you have a Stygian Desolator and you attack the enemy, what will the enemy receive: attack damage only? or attack damage plus bonus damage due to Corruption?

i dunno how to rephrase the question but hopefully you do understand.

when you attack the enemy with Stygian, does minus armor amplify your attack damage on your first attack? or after?
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caspian


Imperator Posts: 2452 Joined: 27 Mar 2007 gold

Posted: Wed Jun 04, 2008 6:55 am

The answer is every time someone attacks with Stygian Desolator the debuff and the damage is applied at the same time - this means that any damage received by the Corrupted target is increased simultaneously. It is not a mere debuff applier. I think I have answered your question.
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quale


Mega Kill Posts: 900 Joined: 13 Aug 2007 gold

Posted: Wed Jun 04, 2008 7:00 am

caspian wrote:
I think I have answered your question.


got it. thanks!
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neph66


Dominating Posts: 169 Joined: 26 May 2008 gold

Posted: Wed Jun 04, 2008 7:23 am

nice..
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Cookie Monster


Monster Kill Posts: 286 Joined: 04 Mar 2007 gold

Posted: Thu Jul 17, 2008 6:08 pm

quick question, so for spell damage vs heroes (reduced by 25% due to the nature of the armour) is it also reduced by the armour value... again?
so say a 300 damage spell vs a hero with 5 armour value would be

Armour Type Armour Value Reduction Final Product
Reduction
300x(.75)- {(.06x5)/(1+.06x5))x300x.75 = 173.08 damage ??? is this correct?

Even a hero with low armour (say for example 2) recieves only a total of 187.5 damage
I feel I have to be wrong, no way a 300 damge nuke only really deals 62% damage at lvl 2 armour.
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caspian


Imperator Posts: 2452 Joined: 27 Mar 2007 gold

Posted: Thu Jul 17, 2008 7:13 pm

Cookie Monster wrote:
quick question, so for spell damage vs heroes (reduced by 25% due to the nature of the armour) is it also reduced by the armour value... again?


It depends on the damage type of the spell. Like I wrote, magic-type damage ignores armor value, while normal-type damage will be affected. So spells with the corresponding damage type will behave differently, like for example Scream of Pain vs. Quill Spray.

PS: Gosh, I'm typing this at 3 am! I guess I must be the most dedicated mod around!

Laughing haha jkjk don't take it to heart.
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sfsy1


Beyond Godlike Posts: 2999 Joined: 08 Sep 2007 gold

Posted: Fri Jul 18, 2008 9:09 am

I have a question here:

How is mixed damages (BM's axe, TS's edict) reduced. i know its both magic and armor value, but how much does armor helps in reducing the damage. is it directly? or its only the remaining damage (already reduced by magic resistance)

Hope you get my quenstion Smile
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[piG]Jenan


Warnings : 2 Beyond Godlike Posts: 2685 Joined: 30 Nov 2007 gold

Posted: Fri Jul 18, 2008 9:25 am

thx for the info.
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caspian


Imperator Posts: 2452 Joined: 27 Mar 2007 gold

Posted: Fri Jul 18, 2008 10:30 am

sfsy1 wrote:
I have a question here:

How is mixed damages (BM's axe, TS's edict) reduced. i know its both magic and armor value, but how much does armor helps in reducing the damage. is it directly? or its only the remaining damage (already reduced by magic resistance)


This is more like maths to me. Laughing In mathematics numeral multiplication is considered commutative, ie. AB = BA, ABC = ABC = BAC = BCA = CAB = CBA, etc. So for such spells you just multiply the hero spell resistance (from hero armor) and whatsoever damage reduction (armor value, misc) in any way you want. It still comes up to the same answer.
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sfsy1


Beyond Godlike Posts: 2999 Joined: 08 Sep 2007 gold

Posted: Sat Jul 19, 2008 6:32 am

So if your physical damage reduction is 10% and magic is 25%, and you got hit by a 100 mixed damage

It only deals 65 damage?
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caspian


Imperator Posts: 2452 Joined: 27 Mar 2007 gold

Posted: Sat Jul 19, 2008 10:18 am

sfsy1 wrote:
So if your physical damage reduction is 10% and magic is 25%, and you got hit by a 100 mixed damage

It only deals 65 damage?


100 x 0.75 x 0.9 = 67.5

and I'm sure you know that 100 x 0.75 x 0.9 = 100 x 0.9 x 0.75 and etc.
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