User:HD93129/Sandbox2

Iris's Notes: The information is good regarding your edit. However, we have to redesign the headers and formatting of this page since there is too much terminology and it is confusing to the average reader. Temporarily added it to this page and will submit it once everything is good to go live.

Some parts of the article will need to be consolidated and simplified while keeping it simple. I wasn't able to work much on your previous sandbox because I was feeling unwell recently. Thank you for your contribution and understanding!

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 strike are still considered part of attack damage, and some are not.

Attack damage ( $$A$$ ) 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.

Outgoing Attack Damage

 * Attack Damage
 * Main Attack Damage
 * Base Attack Damage
 * + Base Attack Damage Bonus
 * + Attribute Attack Damage
 * ± Bonus Attack Damage
 * ± Flat Bonus Attack Damage
 * ± %Main-based Bonus Attack Damage
 * + Unqiue %Main-based Bonus Attack Damage
 * + Target Bonus Attack Damage
 * + Proc Target Bonus Attack Damage
 * = Attack Damage Setting
 * ⊗ Illusion Bonus Attack Damage 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

Among them, Main Attack Damage, Bonus Attack Damage and Total Attack Damage Manipulation are shown in the HUD because they are almost always effective. Therefore, the sum result of these three effects are generally called Total Attack Damage. Other effects in Outgoing Attack Damage are generally conditional.

This diagram is shown by the trigger priority. It means that the upper effects take effect before the lower effects, and the lower effects will affect based on the upper effects.

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

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.

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.

Bonus Attack Damage is defined as

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

Flat Bonus
Driven by MODIFIER_PROPERTY_BASEATTACK_BONUSDAMAGE.

The following sources grant flat bonus attack damage.

The following sources reduce flat bonus attack damage.

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.

Items

Percentage-based Bonus
Value depends on Main Attack Damage and stacks additively.

Unique Percentage Bonus Attack Damage
Driven by MODIFIER_PROPERTY_BASEDAMAGEOUTGOING_PERCENTAGE_UNIQUE.

Almost the same as Percentage Bonus Attack Damage but trigger conditionally.
 * Only attacking on buildings belongs to this.

Target Bonus Attack Damage
Driven by MODIFIER_PROPERTY_PREATTACK_BONUS_DAMAGE_TARGET.

Confirms the target at the beginning of the attack moment, 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.
 * But, only the attack moment will gain attack bonus actually.
 * Therefore, damage calculated by attack (eg. ) are not affected by them.

Some Target Bonus Attack Damage show the green attack number in the HUD when only attacking moment.

Some Target Bonus Attack Damage never shows the green attack number in the HUD.

Proc Target Bonus Attack Damage
Driven by MODIFIER_PROPERTY_PREATTACK_BONUS_DAMAGE_PROC.

Almost the same as Target Bonus Attack Damage but proc by enemy unit.
 * Only belongs to this.

Attack Damage Setting
Driven by MODIFIER_PROPERTY_OVERRIDE_ATTACK_DAMAGE.

Sets Attack Damage to the given values. Only higher values are effective when multiple triggers.

Can not be reduced by Constant Physical Damage Block.

Illusion Bonus Attack Damage Negation
Driven by MODIFIER_PROPERTY_BONUSDAMAGEOUTGOING_PERCENTAGE.

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 for camouflaging.

Total Attack Damage Manipulation
Driven by MODIFIER_PROPERTY_DAMAGEOUTGOING_PERCENTAGE.

Manipulates base attack damage and bonus attack damage by percentage and stacks additively.

Also affects the bonus attack damage and attack damage on illusions.

Unique Total Attack Damage Manipulation
Driven by MODIFIER_PROPERTY_DAMAGEOUTGOING_PERCENTAGE_MULTIPLICATIVE.

Almost the same as Total Attack Damage Manipulation but do not stack with Total Attack Damage Manipulation additively.
 * Only belongs to this.

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.

Unique 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.

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

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

Target Critical Strike
Driven by MODIFIER_PROPERTY_PREATTACK_TARGET_CRITICALSTRIKE.

Almost the same as Critical Strike but proc by enemy unit.

Confirms the target at the beginning of the attack, judging whether the condition increases the attack damage.
 * Only belongs to this.

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.

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

Physical Attack Modifier Damage
Driven by MODIFIER_PROPERTY_PROCATTACK_BONUS_DAMAGE_PHYSICAL.

The bonus damage is attack damage.

Magical Attack Modifier Damage
Driven by MODIFIER_PROPERTY_PROCATTACK_BONUS_DAMAGE_MAGICAL.

The bonus damage is attack damage.

Target Magical Attack Modifier Damage
Driven by MODIFIER_PROPERTY_PROCATTACK_BONUS_DAMAGE_MAGICAL_TARGET.

Almost the same as Magical Attack Modifier Damage but proc by enemy unit.

The bonus damage is attack damage.
 * Only belongs to this.

Magical Convert Attack Modifier Damage
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.

Mana Feedback Attack Modifier Damage
Driven by MODIFIER_PROPERTY_PROCATTACK_FEEDBACK.

The bonus damage is attack physcial damage.

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