Damage manipulation
“ | ▶️ That harms me not.
— Abaddon
|
” |
There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic resistance are the most common damage manipulators, affecting incoming physical and magical damage respectively (no similar trait exists for pure damage). They usually reduce damage, but can also amplify it if their values are negative. Spell damage amplification is the main trait for amplifying (but not for reducing) outgoing spell damage (no similar trait exists for attack damage). Besides these, there are some other ways to manipulate damage, ranging from amplifying damage, reducing damage and even negating damage completely.
Contents
Sources of damage manipulation[edit]
Amplifying incoming damage[edit]
Damage amplification causes afflicted units to take additional damage.
Besides these, other ways to amplify damage is by reducing armor for physical damage or magic resistance for magical damage.
- Based on the ability the illusion is created by, it may take more damage than the hero it is based on.
- Damage Amplification: 25%/30%/35%
Duration: 6
Amplifying outgoing damage[edit]
Besides spell damage amplification, these abilities amplify outgoing damage.
- Damage Amplification: 6%/8%/10%/12%
Duration: 9
Amplifies all damage from Beastmaster and units under his control for each axe hit.
Reducing incoming damage[edit]
Just like how damage can be amplified, it can also be reduced.
Besides these, other ways to reduce damage is by increasing armor against physical damage or magic resistance against magical damage.
- Damage Reduction: 100%
Duration: 2.5 - Rear Damage Reduction: 16%/24%/32%/40%
Side Damage Reduction: 8%/12%/16%/20%
Reduces damage for Bristleback when taking damage from his rear or sides. - Damage Reduction: 40%
Illusion Damage Reduction: 75%
Reduces damage from all sources (more from illusions) while under Backdoor Protection. Also reduces damage from illusions by 50% while not protected. - Self Damage Reduction: 0% (
70%)
Duration: 1.5/2/2.5/3 (2.75/3.25/3.75/4.25)
Can be cast on self when Aghanim's Shard is consumed. - Based on the ability the illusion is created by, it may take less damage than the hero it is based on.
- Damage Reduction: 40%
Duration: 10
Reduces damage for all buffed allies, making them take that portion of damage later. - Attack Damage Reduction: 30%/40%/50%/60%
Duration: 6 (8.5)
Only reduces damage from attacks. Physical damage from spells is not reduced. - Front Damage Reduction: 25%/40%/55%/70%
Side Damage Reduction: 12%/20%/27%/35%
Only reduces damage from attacks. Physical damage from spells is not reduced. - Damage Reduction: 70%
Damage Absorbed per Mana: 1.6/1.9/2.2/2.5 - Damage Reduction: 40%
- Damage Reduction per hero: 12%/14%/16%/18%
Duration: 10 - Damage Reduction: 80%
Duration: 4/4.5/5 - Max Layers: 4 (
9)
Damage Reduction per Layer: 8%/12%/16%/20%
Damage Reduction Cap: 80%
Layer Recharge Time: 6/5/4/3
Passive, loses 1 layer when taking player-based damage. Layers recharge after a short time. Also affects Visage's Familiars within range.
Reducing outgoing damage[edit]
These abilities are able to reduce outgoing damage.
- Damage Reduction: 100%
Duration: 2.5
Stacking damage reduction & amplification[edit]
Armor and magic resistance work separately from other damage manipulators. This means they always stack multiplicatively with any other listed ability.
Besides Ghostship's rum and Mana Shield, all damage reducing and damage amplifying effects stack additively with each other. Ghostship and Mana Shield stack multiplicatively with them. Mana Shield also stacks multiplicatively with Ghostship. The damage amplification which illusions usually have stacks multiplicatively with all other damage amplifying and reducing effects (considering they are able to affect illusions).
Examples of additive stacking (all values consider highest possible value, examples ignore armor and magic resistance, 100% is the base value):
- Ursa affected by Enrage and max level Flesh Golem takes:
100 - 80 + 35 = 55% damage
- Spectre affected by Dispersion and Stampede (
) takes:
100 - 20 - = Expression error: Missing operand for -.% damage
- A hero affected by Winter's Curse and max level Flesh Golem takes:
100 - 100 + 35 = 35% damage
Examples of multiplicative stacking:
- Medusa affected by Mana Shield and max level Flesh Golem takes:
(100 + 35) * 30% = 40.5% damage
- Medusa affected by the same as above, but also additionally by Ghostship takes:
(100 + 35) * 30% * 60% = 24.3% damage
- A Conjure Image illusion (taking
320%
damage) affected by max level Flesh Golem and Stampede () takes:
(100 + 35 - ) * 320% = Expression error: Missing operand for -.% damage
Stacking outgoing damage manipulation stacks in the same way as incoming damage manipulation, i.e. additively. However, since incoming and outgoing manipulations happen at different times (outgoing happens first), they stack multiplicatively with each other.
Damage negation[edit]
Damage negation causes entire instances of damage to deal no damage to its target, however, the instance is still registered. This means, if something reacts on damage without having a minimum damage threshold, it still reacts on the negated damage.
- Chance: 20%
- Negated Damage: 120
Charges: 5
Can only negate magical damage. Can only negate a certain amount of damage per charge. Goes on cooldown upon negating an instance. Ignores damage lower than 50. - Duration: 0.2
- Duration: 2.25
Can only negate 1 instance of damage from each player. - Duration: 4
Can only negate physical damage.
Preventing on-damage effects[edit]
Many abilities react on damage a unit receives. In some cases, fully negating the damage causes them to not proc. However, some on-damage effects also react on 0 damage so they still may proc even when the proccing damage got negated.
The following abilities and effects do not react on damage when it gets fully negated (reduced to 0):
Aegis of the Immortal – Expire Restore
Ancient Black Dragon – Splash Attack1
Blink Dagger – Blink
Bloodthorn – Soul Rend
Bottle – Regenerate
Bristleback – Bristleback2
Clarity – Replenish
Healing Salve – Salve
Lifesteal – All sources1 3
Lifestealer – Open Wounds
Mjollnir – Static Charge
Monkey King – Tree Dance
Orchid Malevolence – Soul Burn
Pugna – Life Drain
Regeneration Rune – Regeneration
Spirit Vessel – Soul Release
Templar Assassin – Psi Blades1
Tidehunter – Kraken Shell2
Urn of Shadows – Soul Release
Visage – Soul Assumption2
1 These work when the damage gets negated by Aphotic Shield.
2 These abilities have damage counters, which do not work when the damage gets negated.
3 Includes all sources of lifesteal and spell lifesteal, except Feast, Open Wounds and Octarine Core's Spell Lifesteal, which are listed separately.
The following abilities still do react on fully negated damage:
Bane – Nightmare
Batrider – Sticky Napalm
Battle Fury – Cleave
Blade Mail – Damage Return
Chen – Divine Favor
Death Prophet – Exorcism
Dragon Knight – Elder Dragon Form (splash damage)
Elder Titan – Echo Stomp
Kunkka – Tidebringer
Lifestealer – Feast
Lone Druid – Summon Spirit Bear
Magnus – Empower
Spectre – Dispersion1
Spirit Bear – Return
Sven – Great Cleave
Tiny – Tree Grab
Tiny – Tree Throw
Viper – Corrosive Skin
Warlock – Fatal Bonds1
1 The damage of Dispersion and the damage spread of Fatal Bonds are fully unaffected by any form of reduction, except for magic resistance and armor.
Min Health[edit]
Min Health, just like regular damage negation, prevents a unit from dying. However, the way in which that is achieved is completely different. Instead of directly reducing or negating damage, this mechanic rather manipulates the health of the unit. This property (MODIFIER_PROPERTY_MIN_HEALTH) prevents a unit's health from dropping below the value it is set to. It does not affect the damage itself, meaning on-damage effects react on the full damage, and not how much damage was dealt effectively, so they can be triggered normally.
The following abilities use the Min Health mechanic:
- Min health: 1
Duration: 4/4.5/5/5.5 - Min health: 1
Ally duration: - Min health: 1
Duration: 7
Requires Aghanim's Scepter. Affects all allied heroes within a 1200 radius. Once the min health is reached, the ally gets a buff that continues applying min health, for the given duration, followed by an ensured death.
|