Armor



Armor is a stat that reduces (or increases, if negative) physical damage a unit takes from abilities and attacks. Every unit is capable of gaining or losing armor, and most units start with a small amount of base armor, some even starting with negative armor. A hero's armor can be passively increased with via leveling up, certain items,  talents and some abilities. Armor of any unit can also be temporarily increased or reduced with some abilities.

Each point of increases a hero's armor by  or $$\tfrac{1}{6}$$.

Total armor is defined as

Σ Armor = Main Armor + Bonus Armor

Base Armor
Base armor is the part of the main armor that never changes throughout a game. It consists of one fixed value set for each unit individually. The base armor of a unit can be a negative number. Since only heroes have agility, the HUD of all non-hero units shows their base armor.

Main Armor
Main armor is the armor value shown in white numbers near the shield icon in the HUD, consisting of base armor and the armor granted by a hero's agility. The only way to improve a hero's main armor is to increase its, which is gained by leveling up, acquiring certain items, or with the help of certain abilities.

The main armor is defined as

Main Armor = (Base Armor + (Σ Current)/6) × (1 - Armor Negation)

Main Armor Sources
These abilities directly manipulate points and therefore it affects main armor instead.

Armor Negating Sources
Some abilities negate or ignore a unit's main armor by reducing or increasing armor based on the unit's main armor, effectively removing a percentage of the armor on the target. Armor negation only affects the armor value of units, their defense class is unaffected and still reduces damage normally.


 * Example
 * How much main armor with a  at Level 7 has?
 * Base Armor:
 * Base and gain:  +
 * bonus agility:


 * Main Armor
 * = + ( +  +  × 7)/6


 * has a total of main armor in this example.

Bonus Armor
Bonus armor is the armor value shown in green numbers with a plus on the left, right after the white armor number on a unit's statistics. Whenever an armor granting item or armor increasing ability shows a, e.g.   , it increases the bonus armor of the affected unit.

Probably the most important difference between main and bonus armor is that illusions only benefit from main armor, although their HUD still shows the bonus armor just like on other heroes, to make them less obvious to the enemy.

Sources of multiple bonus armor stack additively.

Armor Negation sources do not affect bonus armor.


 * Example1
 * How much main armor with a  and  at Level 7 has?
 * Base Armor:
 * Base and gain:  +
 * bonus agility:
 * bonus armor:


 * Total Armor
 * = + ( +  +  × 7)/6 +


 * has a total of main armor in this example.


 * Example 2
 * from the previous example is now affected by Level 3 . How much total armor he now has?
 * Level 2 Armor Negation:


 * Total Armor
 * = Main Armor + Bonus Armor
 * = ( + ( + +  × 7)/6) × (1 - ) +


 * when affected by Level 3 has a total of  armor in this example.

Modifying Armor
A lot of abilities and items have abilities that grant or reduce armor.

These changes mostly affect bonus armor, and are never added to the main armor.

Talents
Besides these, the following heroes have talents which increase the armor of the units they summon

Items
Armor from items are considered Bonus Armor.

Armor Corruption
Armor Corruption is granted by choosing a Talent, that causes hero attacks to reduce armor of the attacked target.

Damage Multiplier
All units, including buildings, have an inherent base armor value and defense class. Any physical damage dealt to a unit is multiplied by the damage multiplier, resulting in either damage reduction or increase depending on the target's armor value.

Damage Multiplier is also used to calculate a unit's Effective HP (EHP). The lower the damage multiplier, the higher the Effective HP of a unit, vice versa.

For any real-valued armor, the damage multiplier is defined as

With  being the Damage Multiplier and   the armor value.

The damage multiplier limits are and, for infinitely positive and negative armor, respectively. Expand the table below for more detailed information on how much positive and negative armor affects damage multiplier.


 * Examples

Effective HP
The total amount of physical damage a unit can take due to the armor it has is known as Effective HP (or EHP). 16.66 armor adds % to EHP. This means a unit with 1000 health and 16.66 armor can take physical damage. The formula adds 6% EHP per point of armor regardless of the previous armor value.

However, EHP value is of a diminished benefit as a player gaining 1 armor from 0 armor would increase EHP from 100% to 106%, while a player gaining 1 armor from 50 armor would increase EHP from 400% to 406%. On the other hand, the effectiveness of armor is much lower at negative values (refer to the attached graph). Total EHP trends downwards towards 50%, meaning a unit with 1000 health and infinitely low armor would still be able to take 500 physical damage. At this point, losing or gaining 1 armor has essentially no effect.

This definition of EHP assumes all damage taken is physical. EHP against magical damage (such as or ) is modified by magic resistance.

Effective HP against physical damage is defined as



With  being the Current Health and   the Damage Multiplier.


 * Example 1:


 * A Level 25 has a total health of  and  points of armor without any items. What is his effective HP against physical damage?


 * 's damage multiplier is in this example.
 * 's damage multiplier is in this example.




 * 's effective HP against physical damage in this example is.


 * Example 2:


 * The same Level 25 from the previous example (has a total health of ) is affected by a Level 3, and his armor is now . What is his effective HP against physical damage?




 * 's damage multiplier is in this example.




 * 's effective HP against physical damage in this example is.

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