“ | ▶️ Armored to the teeth!
— Clockwerk
|
” |
Armor ( ) is a stat that reduces (or increases, if negative) physical damage a unit takes from spells 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 agility 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 agility increases a hero's armor by 0.167 or .
Total armor is defined as
With R
being the Total Armor, RB
the Base Armor, RnegMu
the Armor Negating Multiplier and RBonus
the Bonus Armor (Flat armor values other than agility sources).
Attribute | Bonus Base Armor |
---|---|
Agility | +0.167 |
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.
Heroes
Heroes | Armor |
---|---|
-3 | |
-2 | |
-1 | |
0 | |
1 | |
2 | |
2.5 | |
3 | |
4 | |
5 |
Creeps
Summons
Summons | Armor |
---|---|
Astral Spirit | 0 |
Familiar | 0/2/4 |
Spirit Bear | 0/2/4/6 |
Fire | 0/8/16 |
Storm | 2 |
Mars Soldier | 3 |
Void | 3/4/5 |
Earth | 3/5/7 |
Warlock Golem | 8/12/14 |
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 agility, which is gained by leveling up, acquiring certain items, or with the help of certain abilities.
The main armor is defined as
With RM
being the Main Armor, RB
being the Base Armor and RnegMu
the Armor Negating Multiplier.
Hero Armor | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Bonus Armor
Bonus armor is the armor value shown in green numbers with a plus on the left, right below the white armor number on a unit's statistics. Whenever an armor granting item or armor increasing ability shows a +Value Armor
, e.g. Blade Mail +7 Armor
, 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.
Some abilities like Marksmanship and Natural Order also only affect main armor.
Modifying Armor
A lot of abilities and items have abilities that grant or reduce armor.
These changes mostly affect bonus armor, and never added to the main armor, with Attribute Shift, Essence Shift and Whirling Death being exceptions.
Armor Increasing Abilities
The following abilities increase armor:
- Armor Bonus: 1200
Aura, affects nearby allies. Multiple instances fully stack. The buff lingers for 3 seconds. - Armor Bonus: 25
Duration: 1.8/2.2/2.6/3
Affects the caster. - Self Armor Bonus per Affected Enemy: 7
Non-Hero Multiplier: 0.5
Duration: 90°
Requires Aghanim's Scepter, affects the caster. - Armor Change per Second: 1.0
Armor Duration:
Requires Aghanim's Shard, can drain up to 6 armor from the target when the link lasts its full duration. - Armor Bonus per Hero: 1.5/3/4.5/6
Armor Bonus per Non-Hero Unit: 0.5
Duration: 10
Affects the caster. Bonuses are granted once the spirit rejoins with the caster. Bonuses are based on how many enemies the spirit touched while out. - Creep Armor Bonus:
Enchant Duration: 4/5/6/6 - Armor Bonus: 8/10/12
Duration: 40
Affects the caster. - Armor Bonus: 14/19/24
Max Duration: 13
Affects the caster. - Armor Gain/Loss per Shifted Agility: 0.167
Takes away main armor when shifting agility to strength, and grants armor when shifting strength to agility. - Armor Bonus: 4/5/6/8
Duration: 45
Affects the target ally. - Armor Bonus per Minute: 1
Passive. - Skywrath Mage - [[Skywrath Mage#|]]Bonus Armor: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Duration: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Requires Aghanim's Shard, grants Skywrath Mage Lua error in Module:Show at line 70: attempt to index field '?' (a nil value). armor every time he casts an ability. Stacks independently. - River Armor Bonus: 12/13/14/15
Requires Aghanim's Scepter. Affects the caster. Passively provided while standing in the river or in a Slithereen Crush puddle. - Permanent Agility Steal: 1
Agility Gained per Attack: 1
Duration: 3
Passive. Provides Slark with 0.167 main armor per permanant Essence Shift stack and 0.167 main armor per temporary Essence Shift stack. - Armor Bonus: 100/200/300
Passive. - Armor bonus (Tier 1 Towers): 3/5/5/5
Armor bonus (Tier 2/3/4 Towers): 1/3/3/3
Aura, affects nearby allies. The buff lingers for 0.5 seconds. - Armor Bonus: 4/5/6/7
Affects the caster. Lasts until toggled off. - Armor Bonus: 1200
Aura, affects nearby allies. The buff lingers for 3 seconds.
- Armor Bonus: 4
Affects the caster. Armor is granted after the delay. Lasts until toggled off. - Armor Bonus: 5
Aura, affects nearby allies. The buff lingers for 0.5 seconds. - Armor Bonus: 2
Aura, affects nearby allies. The buff lingers for 0.5 seconds. Can be toggled to only affect heroes. - Boosted Armor Bonus: 12
Aura, affects nearby allied heroes that are below 1.5 health. The buff lingers for 5 seconds. - Armor Bonus: 4
Affects dominated creep/unit. - Armor Bonus: 6
Duration: 8
Affects the target ally.This is an old ability. - Armor Bonus: 2
Aura, affects nearby allies. The buff lingers for 0.5 seconds. Can be toggled to only affect heroes. - Armor Bonus: 70
Duration:
Affects the target ally. - Armor Bonus: 18%
Aura, affects nearby allies. The buff lingers for 2 seconds.
Armor Reducing Abilities
The following abilities reduce armor:
- Armor Reduction: 3/4/5/6
Duration: 15
Aura, affects enemies within the target area. The debuff lingers for 0.5 seconds. - Enemy Armor Reduction:
Non-Hero Multiplier: 0.5
Duration: 90°
Requires Aghanim's Scepter, affects the target enemy. - Once the Hairball reaches the center of the area, every enemy within the radius gets targeted by Viscous Nasal Goo based on the current level.
- Armor Reduction: 4/5/6/7
Duration: 6
Affects the target enemy. - Armor Reduction: 25%/30%/35%/40%
Duration: 4/5/6/7
Affects nearby enemies, and all enemies around each Lycan Wolf that is alive. - Armor Reduction: 40/80/120/160
Duration: 2.5/3/3.5/4
Has a chance to proc on attack, affecting the attacked enemy. - Armor Reduction per Strike: 1
Duration: 30
Strikes the lowest health enemy within range. Does not reduce armor of hit buildings. The armor duration of each strike is based on the storm's remaining duration. - Corrosive Haze Duration: 5
Requires Aghanim's Shard, the current level of Corrosive Haze gets applied to all enemies hit by Slithereen Crush. - Permanent Agility Steal: 1
Agility Gained per Attack: 1
Duration: 3
The affected target enemy loses 0.167 main armor per permanant Essence Shift debuff stack and 0.167 main armor per temporary Essence Shift debuff stack. - Armor Reduction (per Attack): 0.5
Number of Attacks: 6
Debuff Duration: 5
The armor reduction is applied on any attacked target, including buildings and allies. - Primary Attribute Reduction: 13% ( 15.5%)
Armor Lost per Point of Agility: 0.02171 ( 0.025885)
On agility heroes, takes away main armor for each lost agility point upon losing it, and grants health back regaining the lost strength after ability duration ends. - Armor Reduction per Stack:
Max Stacks: 25/65/105/145 ( )
Requires Aghanim's Shard, affects the target enemy.
- Armor reduction: 5
Aura, affects nearby enemies. The debuff lingers for 0.5 seconds. - Armor Reduction: 2
Duration: 8
Affects the attacked enemy. - Armor Reduction: 6
Duration: 7
Affects the attacked enemy. - Armor Reduction: 8
Duration: 6
Affects the caster. - Self Armor Reduction: 6
Enemy Armor Reduction: 6
Duration: 8
Affects the caster and the target enemy.This is an old ability. - Armor Reduction: 3
Duration: 4%
Affects the attacked enemy. - Armor Reduction: 3
Duration: 4
Affects the attacked enemy. - Self Armor Reduction: 7
Enemy Armor Reduction: 8
Duration:
Affects the caster and the target enemy. - Armor Reduction: 10
Duration: 7
Affects the attacked enemy.
Armor Negating Abilities
Some abilities negate or ignores a unit's armor by reducing or increasing armor based on the unit's armor, effectively removing a percentage of the armor on the target. This Armor negation only affects the armor value of units, their defense class is unaffected and still reduces damage normally.
The following abilities negate base armor:
- Proc Chance: 15%/20%/25%
Main Armor Reduction: 100%
Has a chance to completely ignore the target's main armor value on attack, dealing damage as if they had 0 main armor. - Base Armor Reduction: 40%/60%/80%/100%
The effects is provided by an aura, affects nearby enemies. The reduction is based on the enemies' main armor. The debuff lingers for 1 second.
Pure Damage
Pure Damage is a damage type that is not reduced by Armor or Magic Resistance. It is also not amplified by magical damage amplification abilities, fully ignores Armor and Damage Block. It does not affect invulnerable units.
There are a few sources that can manipulate Pure Damage, with Dispersion being one of them. This mechanic is called damage reduction. Pure damage affects units with Spell Immunity (because spell immunity does not block damage), but that does not mean that an ability that deals pure damage is able to target spell immune units.
Talents
The following heroes have a talent that grants them bonus armor.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Armor |
Besides these, the following heroes have talents which increase the armor of the units they summon
- +7 Spirit Bear Armor:
Bonus armor. - +20 Chaotic Offering Golems Armor:
Bonus armor.
Armor Corruption
Armor Corruption is granted by choosing a Talent, that causes hero attacks to reduce armor of the attacked target.
- Successive attacks do not stack the debuff, but refresh the duration instead.
- The attacks first apply the debuff, then their own damage.
- Works against wards, buildings, and allied units.
- Fully stacks with any other items or other sources of Armor Corruption.
The following heroes have a talent that grants them Armor Corruption.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Armor Corruption |
Items
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.
Armor Formula Base b
|
Armor Formula Factor f
|
---|---|
1 | 0.06 |
For any real-valued armor, the damage multiplier is defined as
With DMu
being the Damage Multiplier and R
the armor value.
The damage multiplier limits are 0 and 2 , for infinitely negative and positive armor, respectively. Expand the table below for a more detailed information on how much negative and positive armor affects damage multiplier.
- Examples
Armor (+) | Multiplier | Armor (-) | Multiplier |
---|---|---|---|
1 | 94% | -1 | 106% |
2 | 89% | -2 | 111% |
3 | 85% | -3 | 115% |
4 | 81% | -4 | 119% |
5 | 77% | -5 | 123% |
6 | 74% | -6 | 126% |
7 | 70% | -7 | 130% |
8 | 68% | -8 | 132% |
9 | 65% | -9 | 135% |
10 | 63% | -10 | 138% |
11 | 60% | -11 | 140% |
12 | 58% | -12 | 142% |
13 | 56% | -13 | 144% |
14 | 54% | -14 | 146% |
15 | 53% | -15 | 147% |
16 | 51% | -16 | 149% |
17 | 50% | -17 | 150% |
18 | 48% | -18 | 152% |
19 | 47% | -19 | 153% |
20 | 45% | -20 | 155% |
21 | 44% | -21 | 156% |
22 | 43% | -22 | 157% |
23 | 42% | -23 | 158% |
24 | 41% | -24 | 159% |
25 | 40% | -25 | 160% |
26 | 39% | -26 | 161% |
27 | 38% | -27 | 162% |
28 | 37% | -28 | 163% |
29 | 36% | -29 | 164% |
30 | 36% | -30 | 164% |
31 | 35% | -31 | 165% |
32 | 34% | -32 | 166% |
33 | 34% | -33 | 166% |
34 | 33% | -34 | 167% |
35 | 32% | -35 | 168% |
36 | 32% | -36 | 168% |
37 | 31% | -37 | 169% |
38 | 30% | -38 | 170% |
39 | 30% | -39 | 170% |
40 | 29% | -40 | 171% |
41 | 29% | -41 | 171% |
42 | 28% | -42 | 172% |
43 | 28% | -43 | 172% |
44 | 27% | -44 | 173% |
45 | 27% | -45 | 173% |
Defense Classes
There are several different classes of armor defense (also known as armor type), which determine how much damage a unit takes against certain attack classes. Each of the 3 different defense classes (Hero, Basic, Structure) either reduces, increases or does not affect the damage from each of the attack classes, on top of armor values manipulating them.
Attack damage dealt against defense class is defined as
With A
being the Attack Damage, RTMu
being the Defense Class Damage Multiplier and DMu
being the Damage Multiplier.
The following table shows how much damage each defense class reduces against each attack class, and the unit's defense class (units which take a set amount of damage per attack are excluded).
Defense Class | Used by | Attack Class Against Armor Multiplier RTMu
| |||
---|---|---|---|---|---|
Hero | Basic | Pierce | Siege | ||
Hero | Error 1054: Unknown column 'armor_type' in 'where clause'
Function: CargoSQLQuery::run Query: SELECT CONCAT("",title,"") AS `CONCAT("",title,"")` FROM `cargo__units` WHERE armor_type="Hero" AND game IS NULL GROUP BY `_pageID` ORDER BY CONCAT("",title,"") LIMIT 100 |
100% | 75% | 50% | 100% |
Basic | Error 1054: Unknown column 'armor_type' in 'where clause'
Function: CargoSQLQuery::run Query: SELECT CONCAT("",title,"") AS `CONCAT("",title,"")` FROM `cargo__units` WHERE armor_type IS NULL AND game IS NULL GROUP BY `_pageID` ORDER BY CONCAT("",title,"") LIMIT 100 |
100% | 100% | 150% | 100% |
Structure | Error 1054: Unknown column 'armor_type' in 'where clause'
Function: CargoSQLQuery::run Query: SELECT CONCAT("",title,"") AS `CONCAT("",title,"")` FROM `cargo__units` WHERE armor_type="Structure" AND game IS NULL GROUP BY `_pageID` ORDER BY CONCAT("",title,"") LIMIT 100 |
50% | 70% | 35% | 250% |
Examples
- Sven with 100 damage attacks a siege creep which has 0 armor and deals 50 damage to it. If the siege creep gained 5 armor, how much the 100 damage attack would deal?
-
- Siege Creep's Base Armor for this example is 5.
- Siege Creep's Damage Multiplier is 0.76923.
- According to the table values, the attack class multiplier is 0.5 because the attack class "hero" (from Sven) deals 50% less damage against the defense class "structure" (to the Siege Creep).
- Therefore in this example, Sven's 100 damage attack to the siege creep with 5 armor would be 38.4615. The same attack would deal 76.923 damage to a unit with any other defense class, since attack class hero deals full damage to them.
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 100% to EHP. This means a unit with 1000 health and 16.66 armor can take 2000 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.
Armor | -40 | -30 | -20 | -10 | 0 | 10 | 20 | 30 | 40 |
---|---|---|---|---|---|---|---|---|---|
Effective HP | 586.21 | 608.7 | 647.06 | 727.27 | 1000 | 1600 | 2200 | 2800 | 3400 |
This definition of EHP assumes all damage taken is physical. EHP against magical damage (such as Laguna Blade or Finger of Death) is modified by magic resistance.
Effective HP against physical damage is defined as
With CHP
being the Current Health and DMu
the Damage Manipulation.
Examples
- Example 1
- A Level 25 Sven has a total health of 2293.6 and 11.3 points of armor without any items. What is his effective HP against physical damage?
-
- Sven's damage multiplier is 0.595948 in this example.
- Sven's effective HP against physical damage in this example is 3848.66.
- Example 2
- The same Level 25 Sven from the previous example (has a total health of 2293.6) is affected by a Level 3 Corrosive Haze, and his armor is now Expression error: Missing operand for -.. What is his effective HP against physical damage?
- Failed to parse (unknown function "\begin{align}"): {\displaystyle \begin{align} D_{Mu} &= 1 - \frac{0.06 \times (<strong class="error">Expression error: Missing operand for -.</strong>)}{1 + 0.06 \times \vert <strong class="error">Expression error: Unexpected < operator.</strong> \vert} \\ \\ &= <strong class="error">Expression error: Unexpected < operator.</strong> \end{align} }
- Sven's damage multiplier is Expression error: Unexpected < operator. in this example.
- Failed to parse (unknown function "\begin{align}"): {\displaystyle \begin{align} E_{HP} &= {2293.6 \over <strong class="error">Expression error: Unexpected < operator.</strong>} \\ \\ &= <strong class="error">Expression error: Unexpected < operator.</strong> \end{align} }
- Sven's effective HP against physical damage in this example is Expression error: Unexpected < operator..
Trivia
- In DotA the base magic resistance was bound to the assigned armor. In case of Hero Armor only 75% of the magic damage was applied. Some heroes possessed hidden passive skills to alter their base magic susceptibility albeit Hero Armor to 90% ( Visage) or 65% ( Meepo). Nowadays, in Dota 2 magic resistance works independently from armor.
- In 6.86 defense classes were renamed and some other classes were removed.
- The following defense classes were renamed: Unarmored ➜ Soft, Light ➜ Weak, Medium ➜ Basic, Heavy ➜ Strong and Fortified ➜ Structure.
- Weak and Basic defense classes were removed. Units who previously uses the Weak and Basic defense class now use the Soft and Strong defense class respectively.
Negative Armor Disparity
Amplified damage from negative armor is calculated differently in WC3 DotA than in Dota 2.[1]
Negative armor in WC3 DotA has a cap of -20 armor (71% damage increase). Further reducing the armor does not change the damage increase.[2] Also, the more aggressive damage amplify formula is used resulting in a max damage increase of 71%.
The amplified damage is defined as
With R
being the armor value.
Comparison table
Armor | WC3 DotA Damage amplification | Dota 2 Damage amplification | Relative difference |
---|---|---|---|
0 | 0.0% | 0.0% | N/A |
-5 | 26.6% | 23.1% | 3.5% |
-10 | 46.1% | 37.5% | 8.6% |
-20 | 71.0% | 54.5% | 16.5% |
-40 | 71.0% | 70.6% | 0.41% |
-60 | 71.0% | 78.3% | -7.3% |
Recent Changes
References
- ↑ Dota2 Development Forum bug report: [Confirmed] Negative armor has a different effect in DotA2 in comparison to Dota1
- ↑ PlayDotA Mechanics: Damage and Armor - DotA Mechanics