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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 defined as

Outgoing Attack Damage = Total Attack Damage × Damage Manipulation Sources

Equations
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

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.

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.

Conditional Flat Bonus
The following attack damage bonus sources have the  flag. These sources grant flat attack damage bonus upon the unit's attack point. Therefore, Conditional Flat Bonus sources (e.g. ) specifically do not increase the attack-damage-based spell damage of certain 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.

Sources that do not display the attack damage bonus on the HUD and deal damage in one instance together with a unit's attack damage are considered as 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.

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.

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 as 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).

Not Displayed
Flat bonus ataack Damage not displayed and deals in one instance.

The following attack damage bonus sources have the  flag. These sources grant flat attack damage bonus upon the unit's attack point. Therefore, Conditional Flat Bonus sources (e.g. ) specifically do not increase the attack-damage-based spell damage of certain 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.

conditional Base Attack Damage

 * Only

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.

Conditional %-based
The following sources with the  flag conditionally grant attack damage bonus based on a percentage of the affected unit's main attack damage.

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

Physical Attack Modifier
Driven by MODIFIER_PROPERTY_PROCATTACK_BONUS_DAMAGE_PHYSICAL.

The bonus damage is attack damage.

Magical Attack Modifier
Driven by MODIFIER_PROPERTY_PROCATTACK_BONUS_DAMAGE_MAGICAL.

The bonus damage is attack damage.

Target Magical Attack Modifier
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
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
Driven by MODIFIER_PROPERTY_PROCATTACK_FEEDBACK.

The bonus damage is attack physcial damage.

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.

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.

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