User:HD93129/Sandbox



Damage process is a mechanic that describes the whole occurance procedure on damage.

Among the damage process, damage event occurs from dealing outgoing unit, though multiple damage manipulation, finally affect the health on incoming unit.

Overview
Generally, the damage value will keep the negative value. The damage will not turn to 0 automatically in the halfway of damage process. Damage process on this page are arranged from top to bottom in order of effectiveness. Normally, the upper effects take effect before the lower effects, and the lower effects will affect based on the upper effects. This page only gives the simple display for the mechanics. For more information, please see the main page for them. All sub process are sorted by physical damage, magicical damage, pure damage and all damage by default, and there is usually no priority between the same effect on different damage types.

Outgoing Damage Process Sequence

 * Attack Damage
 * Main
 * + Base ± Base Bonus Modifiers (× Multiplier)
 * ± Flat Bonus Attack Damage Modifiers
 * × %-based Bonus Attack Damage Multiplier
 * × Unique %-based Bonus Attack Damage
 * ± Preattack-based Bonus Attack Damage
 * Set Attack Damage
 * × Illusion Bonus Attack Damage Negation
 * × Total Attack Damage Multiplier
 * × Unique Multiplier
 * × Illusion Outgoing Attack Damage Multiplier
 * × Illusion Conditional Outgoing Attack Damage Multiplier
 * × Attack Class Multiplier
 * × Critical Strike Multiplier
 * × Unique Crit Multiplier
 * + Post-Critical Strike (Out of Invisibility Attack Bonus)
 * Splash Damage and Attack Bounce Calc
 * × Damage Reduction (Conditional)
 * ± (or ×) Attack Modifiers (Conditional)
 * Physical Attack Damage Bonus as Separate Instance
 * Unique Target-based Physical Attack Damage Bonus
 * Magical Attack Damage Bonus as Separate Instance
 * Unique Target-based Magical Attack Damage Bonus
 * Physical to Magical Attack Damage Conversion Calc (Physical = Magical, then 100% Physical Outgoing Damage Reduction)
 * ± Mana Break (Conditional)
 * × %-based Universal Outgoing Damage Manipulation
 * Cleave Damage Calc
 * Cleave Damage Calc

Main Attack Damage
Generally shown by white number in the HUD.

Primary attribute with strength, agility and intelligence modify their main attack damage per 1 point of primary attribute. Universal heroes do not have a primary attribute. Every point of strength, agility, intelligence attribute increases main attack damage by 0.7.

Base Main Attack Damage
Base attack damage is the part of the main attack damage that stays the same throughout a game. It consists of two values, a minimum and maximum amount.

Bonus Main Attack Damage
Driven by Bonus Main Attack Damage Modifier Properties. Only few abilities/talents can increase the main attack damage.
 * Examples:, etc.

Flat Bonus Attack Damage
Driven by Bonus Main Attack Damage Modifier Properties. Gain constant value Attack Damage. Generally shown by green (positive) or red (negative) number in the HUD. But, not all green number on stats belong to Bonus Attack Damage.
 * Examples:, etc.

Percentage Bonus Attack Damage
Driven by Percentage Bonus Attack Damage Modifier Properties. Value depends on Main Attack Damage and stacks additively. Generally shown by green (positive) or red (negative) number in the HUD.
 * Examples:, etc.

Unique Percentage Bonus Attack Damage
Driven by Unique Percentage Bonus Attack Damage Modifier Properties. Almost the same as Percentage Bonus Attack Damage but do not stack with Percentage Bonus Attack Damage additively.
 * Only on buildings belongs to this.

Target Bonus Attack Damage
Driven by Target Bonus Attack Damage Modifier Properties. Confirms the target at the beginning of the attack, judging whether the condition increases the attack damage. Some Target Bonus Attack Damage show the green attack number in the HUD during the whole duration.
 * Sources:, ,

Some Target Bonus Attack Damage show the green attack number in the HUD when only attacking moment.
 * Examples:, etc.

Some Target Bonus Attack Damage never shows the green attack number in the HUD.
 * Examples:, etc.

Attack Damage Setting
Driven by Attack Damage Setting Modifier Properties. Sets Attack Damage to the given values. Higher values are effective when multiple triggers.
 * Sources: ,

Illusion Bonus Attack Damage Negation
Driven by Illusion Bonus Attack Damage Negation Modifier Properties. Illusions will not gain bonus attack damage, decreasing 100% by this modifier function. Thus, illusions only deal main attack damage. But the HUD will still display the bonus damage number.

Percentage Attack Damage Manipulation
Driven by Percentage Attack Damage Manipulation Modifier Properties. Manipulates attack damage by percentage and stacks additively. Also affects the bonus attack damage and attack damage on illusions.
 * Examples:, etc.

Unique Percentage Attack Damage Manipulation
Driven by Unique Percentage Attack Damage Manipulation Modifier Properties. Almost the same as Percentage Attack Damage Manipulation but do not stack with Percentage Attack Damage Manipulation additively.
 * Only belongs to this.

Illusion Attack Damage Manipulation
Driven by Illusion Attack Damage Manipulation Modifier Properties. Illusion will manipulate attack damage by percentage depending on the source abilities. Only affect the main attack damage because bonus damage attack are eliminated by Illusion Bonus Attack Damage Negation.

Unique Illusion Attack Damage Manipulation
Driven by Unique Illusion Attack Damage Manipulation Modifier Properties. Manipulates illusion attack damage by percentage when attacking specific targets.
 * Decreasing 80% illusion attack damage when attacking.
 * Decreasing 60% illusion attack damage when attacking buildings.

Attack Classes Damage Manipulation
Driven by Attack Classes Damage Manipulation Modifier Properties. Judges attack classes and manipulates attack damage by percentage when beginning attacking. Attack Classes stacks additively.
 * Sources:, ,

Critical Strike
Driven by Critical Strike Modifier Properties. Manipulates attack damage by percentage. Triggers independently. Higher values are effective when multiple triggers. Only deals when values are more than 100%.
 * Examples:, etc.

Target Critical Strike
Driven by Target Critical Strike Modifier Properties. Confirms the target at the beginning of the attack, judging whether the condition increases the attack damage.
 * Only belongs to this.

Attack Out of Invisibility
Driven by Attack Out of Invisibility Modifier Properties. Add the attack damage directly, do not cause extra damage event.
 * Sources: ,

Critical Strike Red-colored Number
Critical Strike Red-colored Number value are manipulated here when triggering Critical Strike.

God's Rebuke Bonus Damage
will deal bonus damage on heroes. Add the attack damage directly, do not cause extra damage event.

Attack Splash and Attack Bounce Original Damage
The original damage of Attack Splash and Attack Bounce depends on attack damage manipulated here. The manipulated damage of Attack Splash and Attack Bounce will recalculate from the Damage Process. Some unique Attack Splash and Attack Bounce do not manipulate here. But they are also shown in this page.
 * Attack Splash Sources:, ,
 * Attack Bounce Sources: ,

Blade Fury Attack Damage Negation
Decreasing 100% attack damage when. Do not proc when attacking buildings and wards. Do not proc when with.

Attack Modifier Damage
Add the attack damage directly when on-hit, do not cause extra damage event.

Physical Attack Modifier Damage
Driven by Physical Attack Modifier Damage Modifier Properties. The bonus damage is attack damage.
 * Examples:, etc.

Magical Attack Modifier Damage
Driven by Magical Attack Modifier Damage Modifier Properties. The bonus damage is attack damage.
 * Examples:, etc.

Target Magical Attack Modifier Damage
Driven by Target Magical Attack Modifier Damage Modifier Properties. The bonus damage is attack damage.
 * Only belongs to this.

Magical Convert Attack Modifier Damage
Driven by Magical Convert Attack Modifier Damage Modifier Properties. All the outgoing attack damage will convert to magical spell damage. Actually decreasing 100% attack damage then increasing the same value magical spell damage. Do not cause extra damage event.
 * Sources: ,

Mana Feedback Attack Modifier Damage
Driven by Mana Feedback Attack Modifier Damage Modifier Properties. The bonus damage is attack damage.
 * Examples:, etc.

Universal Outgoing Damage Manipulation
Driven by Universal Outgoing Damage Manipulation Modifier Properties. Generally affects all types damage by percentage.
 * Sources: ,

Attack Cleave Original Damage
The original damage of Attack Cleave depends on attack damage manipulated here. The original damage are only based on physical attack damage. Magical attack damage will not affect the value. The manipulated damage of Attack Cleave will recalculate from the Damage Process.
 * Examples:, etc.

Spell Amplification
Driven by Spell Amplification Modifier Properties. Affects spell damages by percentage and stacks additively.
 * Examples:, etc.

Unique Spell Amplification
Driven by Spell Amplification Unique Modifier Properties. Affects spell damages by percentage but do not stack each other and only the highest are effective.
 * Sources: -based items

Damage Share and Damage Reflection Original Damage
The original damage of Damage Share and Damage Reflection depends on damage manipulated here. The manipulated damage of Damage Share and Damage Reflection will recalculate from the Damage Process. Do not proc when base damage has No-reflection Flag. Deal physical damage when base damage belongs to attack damage.
 * Damage Share sources:, ,
 * Damage Reflection sources:, , ,

Mana Shield Damage Manipulation
Driven by Mana Shield Damage Manipulation Modifier Properties. affects all types damages, including damages with HP Removal. on illusions also manipulated here. But the damage will have a 100% damage reduction. And the mana cost will depend on the damage multiplied by Illusion Attack Damage Manipulation.

Constant Damage Block
Damage will reduce with a fixed value by Constant Damage Block.

Constant Physical Damage Block
Driven by Constant Physical Damage Block Modifier Properties. Blocks attack physical damage generally. Attack Cleave, Attack Splash, Attack Bounce and physcial damage from Damage Reflection are also reduced by Constant Physical Damage Block. Each effect will trigger when under multiple Terminal Incoming Damage Block status. However, only higher value damage block is effective when triggering simultaneously.
 * Examples:, etc.

Constant Magical Damage Block
Driven by Constant Magical Damage Block Modifier Properties. Blocks all magical damages. Only higher value is effective when triggering simultaneously.
 * Examples:, etc.

主要的背景... Primary

Damage Negation
Deals a constant 100% damage reduction. Each Damage Negation will trigger when under multiple Damage Negation status.

Some can only negate Physical Damage. Driven by Physical Damage Negation Modifier Properties.
 * Sources: All Ethereal sources, ,

Some can only negate Pure Damage. Driven by Pure Damage Negation Modifier Properties.
 * Sources: All Debuff Immunity sources.
 * Do not affect pure damage that pierces Debuff Immunity.

Some can negate all damage. Driven by Universal Damage Negation Modifier Properties.
 * Examples:, etc.

Armor Damage Manipulation
Affect all physical damages.

Main Armor
Main armor is the armor value shown in white numbers near the shield icon in the HUD.

Base Armor
Base Armor is the part of the Main Armor that stays the same throughout a game.

Agility Armor
Agility Armor is granted by a hero's agility. Every point of agility increases Main Armor by 1/6.

Percentage Main Armor
Driven by Percentage Main Armor Modifier Properties. Manipulates Main Armor by percentage.
 * Sources:

Flat Bonus Armor
Driven by Flat Bonus Armor Modifier Properties. Gain constant value armor. Generally shown with green numbers (positive) or red number (negative) armor in the HUD.
 * Examples:, etc.

Unique Bonus Armor
Driven by Unique Bonus Armor Modifier Properties. Modifies armor with constant value armor. But do not stack with Unique Active Bonus Armor below.
 * Only belongs to this.

Unique Active Bonus Armor
Driven by Unique Active Bonus Armor Modifier Properties. Modifies armor with constant value armor. Stacks with each other but do not stack with Unique Active Bonus Armor above.
 * Sources:, ,

Illusion Bonus Armor Negation
Driven by Illusion Bonus Armor Negation Modifier Properties. Illusions will not gain bonus armor, decreasing 100% by this modifier function. Thus, illusions can only gain main armor. But the HUD will still display the bonus armor number.

Percentage Total Armor
Driven by Percentage Total Armor Modifier Properties. Affects base armor and bonus armor.
 * Only belongs to this.

Magic Resistance Damage Manipulation
Affect all magical damages. Magic Resistance are shown as percentage and stacks multiplicatively.

Main Magic Resistance
Main Magic Resistance is the magic resistance value shown in white numbers near the eye icon in the HUD.

Base Magic Resistance
Base Magic Resistance is the part of the Main Magic Resistance that stays the same throughout a game.

Intelligence Magic Resistance
Intelligence Magic Resistance is granted by a hero's intelligence. Every point of intelligence increases Main Magic Resistance by 0.1%. Stack additively with Base Magic Resistance.

Percentage Main Magic Resistance
Driven by Percentage Main Magic Resistance Modifier Properties. Manipulates Main Magic Resistance by percentage.
 * Sources: ,

Bonus Magic Resistance
Driven by Bonus Magic Resistance Modifier Properties. Bonus Magic Resistance provided by Debuff Immunity are not effective when receiving magical damage that pierces Debuff Immunity.
 * Examples:, etc.

Illusion Bonus Magic Resistance Negation
Driven by Illusion Bonus Magic Resistance Negation Modifier Properties. Illusions will hardly gain bonus magic resistance, decreasing 100% by this modifier function. Thus, illusions can only gain main magic resistance. But the HUD will still display the bonus magic resistance number.

Unique Bonus Magic Resistance
Driven by Unique Bonus Magic Resistance Modifier Properties. Almost the same as Bonus Magic Resistance but are effective on illusions.
 * Only belongs to this.

Ethereal Bonus Magic Resistance
Driven by Ethereal Bonus Magic Resistance Modifier Properties. Only higher value is effective when triggering simultaneously. Can affect illusions.
 * Sources: All Ethereal sources.

Magic Resistance Setting
Driven by Magic Resistance Setting Modifier Properties. Keep magic resistance as a constant value. Can affect illusions.
 * Only belongs to this.

Incoming Physical Damage Manipulation
Driven by Incoming Physical Damage Manipulation Modifier Properties. Only affects physical attack damage.
 * Sources:, , ,

Damage Barrier
Damage barrier from different sourcre abilities can stack. Absorbs damage priority are shown as follows.

Physical Damage Barrier
are driven by Physical Damage Barrier Modifier Properties, which can only absorb physcial attack damage. are driven by Physical Damage Barrier Modifier Properties, which can absorb all physical damage.

Magical Damage Barrier
Driven by Magical Damage Barrier Modifier Properties. Absorbs all magical damage.
 * Sources:, , ,

Universal Damage Barrier
Driven by Universal Damage Barrier Modifier Properties. Absorbs all damage without HP Removal flag.
 * Examples:, etc.

Universal Incoming Damage Manipulation
Driven by Universal Incoming Damage Manipulation Modifier Properties. Damage Amplification are generally thought as postitve value, and Damage Reduction as negative value. Different sources stack additively. Therefore, some 100% Damage Reduction may receive damage when stack with other damage amplification.

Some source abilities can only affect attack damage.
 * Examples:, etc.

Some source abilities can only affect spell damage.
 * Examples:, etc.

Some source abilities can affect all damage.
 * Examples:, etc.

Unique Damage Negation
Driven by Unique Damage Negation Modifier Properties. Deals a constant 100% damage reduction.
 * Only belongs to this.

Terminal Incoming Damage Block
Driven by Terminal Incoming Damage Block Modifier Properties. Generally affects all damage. Each effect will trigger when under multiple Terminal Incoming Damage Block status. However, only higher value damage block is effective when triggering simultaneously.
 * Sources: ,

Psi Blades Original Damage
The original damage of depends on attack damage manipulated here. The original damage are only based on physical attack damage. Magical attack damage will not affect the value. The manipulated damage of Psi Blades will recalculate from the Damage Process.

Deal Damage Number
When the unit controlled by myself deal damages, the damaged target will emerge a white damage number manipulated here. This effect need to close Hide damage number Options in Game Setting. The white number will be displayed only when the value are not less than 1. And only the integer part are shown, and decimal part will be round off. Damage less than 1 (including 0, negative damages, etc.) are not shown.

Illusion Incoming Damage Manipulation
Driven by Illusion Incoming Damage Manipulation Modifier Properties. Illusion will receive Damage Manipulation when taking damage. The value depends on the source abilities.

Unique Attack Splash and Attack Bounce Original Damage
The original damage of Unique Attack Splash and Attack Bounce depends on attack damage manipulated here. The manipulated damage of Attack Splash and Attack Bounce will recalculate from the Damage Process.
 * Unique Attack Splash Sources:
 * Unique Attack Bounce Sources:

Take Damage Number
When the unit controlled by myself are taken damages, a red damage number manipulated here will be shown on this unit. This effect need to close Hide damage number Options in Game Setting. When the value is exactly an integer, the displayed result is +1 of this number. And when the damage are not a integer, all the decimal part will be round up. Therefore, the displayed results are always shown as an integer. Damage less than 1 (including 0, negative damages, etc.) and Physical Damage from Damage Reflection are always shown by 1.

Target Dummy Display Damage Number
Target Dummy displayed damage are manipulated here. If the damage are still negative when manipulated here, Target Dummy will display 0. The result are round to 2 decimal places.

Target Dummy Damage Negation
Target Dummy Damage Negation affects all damages including HP Removal.

Zero Zone
If the damage are still negative when manipulated here, the damamge will be corrected to 0.