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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.

Total Attack Damage
Calculating the total damage of an attack involves using many different multipliers and values. Total 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.



With  being the Main Attack Damage,   being the Bonus Attack Damage,   being the Critical Strike Multiplier,   being Other Attack Damage Bonuses,   being the Defense Class Damage Multiplier and   being the Damage Multiplier.

are for Other Attack Damage sources (e.g. Mana Break sources).

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.

Attribute points can be acquired by leveling up, or by using specific items, abilities, or talents that grants bonus attributes.

{| class="wikitable" style="text-align:center;" ! class="header" width="225px" | Primary Attribute ! class="header" width="225px" | Main Attack Damage/Point
 * }
 * }

Main Attack Damage is defined as:



With  being the main attack damage,   being the base attack damage,    being the hero's primary attribute and other main attack damage sources from abilities. For a detailed table of all heroes' main attack damage, please refer to this page.

Abilities
The following abilities manipulates the primary attribute of the hero, and therefore increasing its main attack damage.

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.

Talents
{| class="wikitable" style="table-style:fixed; width:45%" ! class="header" style="width:15%" | Heroes ! class="header" style="width:15%" | Bonuses ! class="header" style="width:15%" | Σ Base Attack Damage
 * }
 * }

Bonus Attack Damage
Bonus attack damage is the attack damage value shown in green numbers with a plus on the left, right after the white attack damage number on a unit's statistics. 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.

There are two types of bonus attack damage:
 * Flat Bonuses: Adds a flat number of damage to the unit's damage total (e.g. etc.).
 * Main Attack Damage Percentage Bonuses: Adds an amount of bonus attack damage equal to a percentage of the affected unit's main attack damage (e.g.,  etc.). While bonus attack damage is usually positive values, it can also use a negative value to reduce a unit's net attack damage (e.g.  etc.).

Bonus Attack Damage is defined as:

With  being the main attack damage,  being the amplified values and   being the reduction values.

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

Critical Strike Multiplier


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

Other Attack Damage Sources
These abilities are provide attack damage bonuses and is dealt in one instance together with the attack damage, but they are not considered by lifesteal, crit or cleave. It is also not affected by percentage-based attack damage bonuses or reductions, but can be reduced with flat reductions (i.e. Damage Block).

Damage Block
If an attack activates more than one damage block ability, only the highest block value is applied.

All Melee heroes have an innate  ability, which has a  chance to block  damage.

Attack Classes
There are several different classes of attack damage (also known as Attack types or attack damage types), which determine how much damage a unit's attack deals against certain attack classes. Each of the 3 different attack classes deals either reduced, increased, or unchanged damage against each of the defense classes, on top of it being also manipulated by the armor value of the target.

Attack damage dealt against defense class is defined as



With  being the Attack Damage,   being the Defense Class Damage Multiplier and   being the Damage Multiplier.

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

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. Just like regular attacks, instant attacks also cause the attacking hero to get revealed if attacking from the Fog of War.

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

Conditional Bonus
These abilities give direct attack damage bonuses under certain circumstances. Due to this, they do not display their damage bonus in the HUD. Their damage type can also vary and is not necessarily physical; nonetheless, they still count as attack damage since their damage is dealt in one instance together with a unit's attack damage. This means they are affected by defense class (even when dealing magical damage), but not by spell damage amplification.

Percentage Reduction

 * Main attack damage reduction applies to main attack (white damage) only.
 * Overall attack damage reduction applies to both main attack damage (white) and bonus damage (green).
 * All effects shown here reduce the affected unit's damage before any damage block is applied.

Flat Reduction
Flat damage reduction is applied before crits as negative bonus attack damage.

Conditional Reduction
These abilities reduce total attack damage under certain conditions and their reduction are not reflected in the HUD.

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