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Attack Damage is the amount of damage a unit is shown to deal with a regular attack. A unit's total attack damage is the sum of its main attack damage (white) and bonus attack damage (green). Attack damage is and can be modified by many different effects in the game, and ends up going through a number of steps in order to determine how much damage an attack actually deals as its overall or total attack damage.

Calculating the outgoing damage of an attack involves using many different multipliers and values. Outgoing attack damage is synonymous with how much health a target immediately loses as a direct result of the attack. Some on-hit effects that are not affected by critical strikes are still considered part of attack damage, and some are not. These interactions are usually stated in the abilities' respective notes.

In short, the outgoing attack damage is loosely defined as

Outgoing Attack Damage = (Total Attack Damage + Conditional Bonuses) × Damage Manipulation Sources

Priority
Among all attack damage sources, the main and bonus attack damage along with the total attack damage are shown in or when hovering over the hero's attributes in the HUD because these values the easiest to understand. Other ability effects or attack damage manipulative sources are generally conditional.

This priority tree list below shows the attack damage calculation priority, with certain sources having higher priority from top to bottom. Some conditional bonus sources are grouped together due to their nature instead to better explain their mechanics.

Certain outgoing damage manipulation mechanics are also described here to better visualize what happens to a hero attack damage's value when attacking. Incoming damage manipulation is explicitly not mentioned on this page because they manipulated the damage received by the attacked target.

For example, Damage Negation is located before Physical Attack Modifier Damage. Therefore, Physical Attack Modifier Damage (eg. ) can still trigger when.

Also, Mana Feedback is located after Magical Convert Attack Modifier Damage. Therefore, Mana Feedback physical attack damage will not convert to magical damage. can still deal physical damage when equipped with.


 * Attack Damage
 * Main
 * Base
 * + Flat Base Bonus
 * + Attributes
 * × (1 + %-based Sources)i ± Flat Sources
 * +  Against Building Bonus
 * + Unique Flat Bonus
 * + Procs
 * = Set
 * ⊗ Illusion Negation
 * × Total Attack Damage Manipulation
 * × Unique Total Attack Damage Manipulation
 * × Illusion Outgoing Attack Damage Manipulation
 * × Unique Illusion Outgoing Attack Damage Manipulation
 * × Attack Classes Damage Manipulation
 * × Critical Strike
 * × Target Critical Strike
 * + Out of Invisibility Attack Bonus Damage
 * + Bonus Damage
 * ⊗ Damage Negation
 * + Attack Modifier Damage
 * + Physical Attack Modifier Damage
 * + Magical Attack Modifier Damage
 * + Target Magical Attack Modifier Damage
 * ≈ Magical Convert Attack Modifier Damage
 * + Mana Feedback Attack Modifier Damage
 * × Outgoing Universal Damage Manipulation

Total Attack Damage can be defined as


 * Attack Damage
 * Base and Main Value
 * ± Base Attack Damage Values (× Multiplier)
 * × % Bonus Attack Damage Multiplier
 * ± Flat Bonus Attack Damage Values
 * × Critical Strike Multiplier
 * ± Instant Attack Damage Bonus (× Multiplier)
 * ± × Conditional Bonuses
 * − Damage Block
 * × Attack Class Multiplier
 * × Damage Manipulation

Main Attack Damage
Main attack damage is the damage value shown in white numbers on a hero's statistics consisting of the base attack damage with the damage granted by a hero's primary attribute on top. A hero's main attack damage can only be increased by raising its primary attribute, or by very few specific abilities.

Main Attack Damage is defined as

Main Attack Damage = (Base Attack Damage + Σ Primary Attribute) × $$\prod_{i=1}^{n}$$(1 - Modifiers i)

For a detailed table of all heroes' main attack damage, please refer to this page.

Base 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. Every time an attack is issued, a random value between the minimum and maximum is chosen to help decide the damage output.

The most extreme hero example of this is, with his base attack damage ranging between – , causing his damage output to be somewhat unpredictable. This range of is always part of his attack calculations, no matter how many attributes or how much bonus attack damage he acquires.

Only a handful of sources with the  flag can increase the base attack damage.

Attributes
Attribute points can be acquired by leveling up, or by using specific items, abilities, or talents that grant bonus attributes. Other attribute-granting sources are listed in their respective attribute pages. Some abilities reduce main attack damage based on percentages, and some abilities manipulate the primary attribute of the hero, therefore reducing its main attack damage.

The following sources manipulate the primary attribute of the hero and therefore increasing its main attack damage.

Bonus Attack Damage
Bonus attack damage is the attack damage value shown in green (red when negative) numbers with a plus on the left, right after the white attack damage number on a unit's statistics. But, not all green number on stats belong to Bonus Attack Damage. Whenever a bonus attack damage granting item or ability shows a, e.g.   , it increases the bonus attack damage of the affected unit.

Probably the most important difference between main and bonus attack damage is that illusions only benefit from main attack damage, although their HUD still shows the bonus armor just like on other heroes, to make them less obvious to the enemy. Illusions have their bonus attack damage reduced by 100% based on the  modifier, dealing only main attack damage. However, the HUD still displays the attack damage bonus value for camouflaging purposes.

Bonus Attack Damage is defined as

Bonus Attack Damage = [(Main Attack Damage × (1 + $$\prod_{i=1}^{n}$$Bonus Value Modifiers i) + Flat Bonus Values] × ( 1 - Illusion Negation )

Illusion Negation
Bonus attack damage negation only affects the bonus attack damage value of units, their main attack damage is unaffected and still can be manipulated by other attack damage manipulation sources normally.

Flat Sources
The following sources with the  flag grant flat attack damage bonuses or reductions.

The majority of attack damage increasing talents grants bonus attack damage. Therefore, it does not benefit illusions and is unaffected by most percentage-based damage-increasing or reducing effects.

Percentage-based Sources
The following sources with the  flag grant flat attack damage bonuses or reductions based on a percentage of the affected unit's main attack damage.

Unique Flat Bonus
The following attack damage bonus sources have the  flag. These sources grant flat attack damage bonus upon the unit's attack point or in unique situations based on the ability conditionally. Therefore, Unique Flat Bonus sources (e.g. ) specifically do not increase the attack-damage-based spell damage of particular abilities (e.g. ), because attack-damage-based spell damage is based on the current total attack damage values, and spell damage does not deal damage upon a unit's attack point.

These unique flat bonus attack damage sources are also considered as a Conditional Attack Damage Bonus. They also do not increase the damage of attack-damage-based spell damage abilities.

The following sources display the attack damage bonus value on the HUD for the ability's duration. More information can be found in the abilities' respective notes.

Set Attack Damage
Only a handful of sources with the  flag can set the unit's Main Attack Damage to the given values. Set Attack Damage sources are not affected by any Flat Physical Damage Block sources (e.g. . Set Attack Damage of multiple sources does not stack, with the one with a higher value taking priority.

Total Attack Damage
Total Attack Damage sources manipulate both the main and bonus attack damage of the affected unit, it does not reduce conditional attack damage sources. Most of these percentage-based sources stack additively of each other. The Total Attack Damage multiplier is defined as

Attack Damage = (Main Attack Damage + Bonus Attack Damage) × Total Attack Damage Multiplier

These sources fully affect illusions and amplify or reduce the affected unit's damage before Damage Block is applied.

Conditional Attack Damage Bonus
Conditional Attack Damage Bonus grants bonuses or reductions conditionally or under certain circumstances, they are considered attack damage since it is dealt in one instance together with a unit's attack damage.

These sources may or may not display in the HUD and their damage type is not limited to physical damage. They are also fully affected by attack classes and other mechanics affecting damage types. It is also not affected by percentage-based attack damage bonuses or reductions but can be reduced with flat reductions (i.e. Damage Block).

The flat attack damage bonus is granted conditionally based on the ability's restrictions. Therefore, these sources specifically do not increase the attack-damage-based spell damage of specific attack-damage-based spell damage abilities (e.g. ).

Not Displayed
Although the following sources' attack damage bonus values are not displayed in the HUD, it is still considered bonus attack damage directly added to the attacker's attack damage dealing damage in a single instance.

These sources are usually considered by critical strike, cleave, and lifesteal, and they can be reduced only by flat reductions. Since it is considered bonus attack damage, it is not affected by percentage-based attack damage bonuses or reductions.

The following conditional attack damage bonus sources have the  flag.

Uniquely Procced
The following conditional attack damage bonus sources rely on allies' attack landing on the target to proc. These sources are usually considered by critical strike, cleave, and lifesteal, and they can be reduced only by flat reductions. Since it is considered bonus attack damage, it is not affected by percentage-based attack damage bonuses or reductions.

Attack Modifier
Driven by MODIFIER_PROPERTY_PROCATTACK_BONUS_DAMAGE_PHYSICAL.

Add the attack damage directly when on-hit, do not yield additional damage instance.

The bonus damage is attack damage.

Magical Attack Modifier
Driven by MODIFIER_PROPERTY_PROCATTACK_BONUS_DAMAGE_MAGICAL.

The bonus damage is attack damage.

Against Buildings
The following sources conditionally grant an attack damage bonus against buildings. The attack damage bonus values are not displayed in the HUD.

All percentage-based bonuses do not further increase the bonus attack damage value.

Magical Convert
Driven by MODIFIER_PROPERTY_PROCATTACK_CONVERT_PHYSICAL_TO_MAGICAL.

All the outgoing attack damage until here will convert to magical spell damage.

Actually decreases 100% attack damage then increases the same value magical spell damage.

Do not yield additional damage instance.

Multiplicative
The following sources manipulates the main, bonus and conditional bonus attack damage of the affected unit. Stack multiplicatively with other sources of the same type.

Illusion Attack Damage Manipulation
Driven by MODIFIER_PROPERTY_DAMAGEOUTGOING PERCENTAGE_ILLUSION.

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.

Illusion Attack Damage Manipulation
Driven by MODIFIER_PROPERTY_DAMAGEOUTGOING_PERCENTAGE_ILLUSION_AMPLIFY.

Manipulates illusion attack damage by percentage when attacking specific targets.

Stacks with Illusion Attack Damage Manipulation multiplicatively.
 * Decreases 80% illusion attack damage when attacking.
 * Decreases 60% illusion attack damage when attacking buildings.

Attack Classes Damage Manipulation
Driven by MODIFIER_PROPERTY_PHYSICALDAMAGEOUTGOING_PERCENTAGE.

There are currently 3 different classes of attack damage types (also known as Attack Classes) that manipulate the damage value of a unit's attack against certain other unit types. Each attack class deals either reduced, increased, or unchanged damage against heroes, creeps (i.e. non-hero units), and buildings, before all armor reduction values.

The attack classes are represented by 3 abilities visible in the unit's HUD. If a unit does not have any of these 3 abilities, their attacks deal 100% damage and are only altered by the target's armor and other damage manipulators.

These abilities are not acquirable via.

This table shows how much damage each attack class deals against each defense class, and which units use which attack class:

Critical Strike


Driven by MODIFIER_PROPERTY_PREATTACK_CRITICALSTRIKE.

Critical Strike Red-colored Number value are not calculated here, it will calculate until Out of Invisibility Attack Bonus Damage.

If an attack procs more than one source of critical strike, only the highest multiplier is applied.

Out of Invisibility Attack Bonus Damage
Driven by MODIFIER_PROPERTY_PREATTACK_BONUS_DAMAGE_POST_CRIT.

Add the attack damage directly, do not yield additional damage instance.

God's Rebuke Bonus Damage
will deal bonus damage on heroes.

Add the attack damage directly, do not yield additional damage instance.

Blade Fury Attack Damage Negation
Negates 100% attack damage until here when.

Do not proc when attacking buildings and wards.

Do not proc when with.

Outgoing Universal Damage Manipulation
Driven by MODIFIER_PROPERTY_TOTALDAMAGEOUTGOING_PERCENTAGE.

Generally affects all types damage by percentage.

Incoming Attack Damage
Incoming Attack Damage effects are not shown in this page due to the readability and page size.

More descriptions are shown in the link below.

Instant Attacks
Instant Attacks are abilities that uses the hero's regular attack damage values as ability damage to the target unit(s) or area. Instant Attacks do not use the hero's attack animation, are independent from attack speed, and ignores the regular downtime between attacks. Certain abilities that deal instant attack damage are not affected by evasion. If an instant attack is performed by a Ranged hero, it still uses their regular attack projectile for the attack, unless it is set not to.

If an instant attack occurs while already attacking an enemy normally, it does not interfere with the regular attacks. Instant Attacks do not interfere with any other actions of the hero either, meaning they neither interrupt movement, nor cancel ability casts nor stop channeling abilities.

Since instant attacks do not use attack animations and jump straight to the attack point, they cannot proc effects which react on the start of an attack (e.g. or ). However, they can proc effects which react on attack hit (e.g. or ), although there are some exceptions to this.

Instant attacks may proc on-hit effects only when they are allowed to. An instant attack which is not allowed to proc attack modifiers is not allowed to proc on-hit effects either. Evasion and blind fully work against instant attacks. Just like regular attacks, most instant attacks also cause the attacking hero to get revealed under and/or when attacking from the Fog of War unless stated in their respective ability notes.

Attack-based Projectiles
Some abilities generate projectiles that are based on an attack, but are technically not an attack. These abilities' projectiles use the source's attack projectile, and deal damage based on the attacking unit's attack damage, and have their damage flagged as attack damage as well, but are not counted as attacks otherwise. Instead, they are treated like regular ability projectiles (like e.g. ), and therefore cannot trigger attack modifier or on-hit effects, ignore evasion and blind, and do not reveal the attacking units through the Fog of War. This also means that these abilities continue to use projectiles even when their source is a melee hero.

Attack Immunity
Урон от атаки 攻击力