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Dota 2 Damage Calculation and Armor Resistance Multiplier

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  • Wyn-Ryder
    replied
    That was a follow up to this thread And you're slightly incorrect... My equation was (0.06 * armor) / (1 + 0.06 * ABS(armor))

    Leave a comment:


  • Bashtime
    replied
    Someone in another thread mentioned that minus armor is calculated symmetricly to positive armor reduction with (1 + 0.06)^n whereas n can be negative!

    Leave a comment:


  • Synth
    replied
    Originally posted by Wyn-Ryder View Post
    Try doing it with less variables? Also MoM is 1.3 times, not 1.25 times. Perhaps without the MoM active for one trial, to see if that's causing the issues or it is indeed just the armour calc?

    I did a few tests on MoM before and found that the only bug with it was with Dispersion (and perhaps other pseudo-evasions) where it wasn't multiplied correctly, as in this thread.

    Alright. Actually figured it out, there's no cap on armour, and if you use 1.95 * 1.3 * 4 = 10.14 modifier, so that equals 19530 damage, perhaps just rounding + hero damage fluctuating leading to it being slightly different.

    The bug is: Hero -armour is not capped.

    EDIT:

    also I have no idea why it's "capping" at 94% increased damage (1 - 0.94^n) where n is the absolute value of your negative armour... It should be at +100% damage at -315 armour... Perhaps negative armour is calculated incorrectly? Probably worth an investigation.
    Huh. Always remembered it being +25% damage... Testing this now, and this possibly warrants a bug, since slardar with some massive -armor items, along with a dazzle, could destroy even PL with high armor exceedingly fast. Also going to see what the max damage amplification by unnatural means is, since the HIGHEST possible by one team alone is <-80.

    Ok, here it is.

    Damage with 8% resistance

    Damage with 38% resistance

    Maximum Amplification, about -800 armor, -97%. I've been hitting about at this point from now on.

    Hit w/o MoM at -97% resistance

    and then with.


    Using D*Crit*amp*MoM amp, which is 1926*4*1.97*1.3, and substituting/giving when needed.

    8% resist(.92 amplification)=7087.68 Very close to what is seen. No issues there.
    38% resist(.62 amplification)=4776.48 Also extremely close
    -97% resistance(1.97 amp)=15176.88 just under the 15220 seen.
    -97% resist with MoM amp=19729.944 also just under the amount seen.

    I think the damage amplification from -armor doesn't exist, nor is the exponential calculation of it correct.
    Last edited by Synth; 02-15-2013, 11:01 AM. Reason: Additional testing with more accurate info.

    Leave a comment:


  • Wyn-Ryder
    replied
    Try doing it with less variables? Also MoM is 1.3 times, not 1.25 times. Perhaps without the MoM active for one trial, to see if that's causing the issues or it is indeed just the armour calc?

    I did a few tests on MoM before and found that the only bug with it was with Dispersion (and perhaps other pseudo-evasions) where it wasn't multiplied correctly, as in this thread.

    Alright. Actually figured it out, there's no cap on armour, and if you use 1.95 * 1.3 * 4 = 10.14 modifier, so that equals 19530 damage, perhaps just rounding + hero damage fluctuating leading to it being slightly different.

    The bug is: Hero -armour is not capped.

    EDIT:

    also I have no idea why it's "capping" at 94% increased damage (1 - 0.94^n) where n is the absolute value of your negative armour... It should be at +100% damage at -315 armour... Perhaps negative armour is calculated incorrectly? Probably worth an investigation.
    Last edited by Wyn-Ryder; 02-15-2013, 01:15 AM.

    Leave a comment:


  • winxp
    replied
    MoM's damage amp is multiplicative. Should be 1926*4*1.71*1.25 for the total damage after all resistances.
    See what numbers you can come up with without the MoM on. It could be an issue with it not stacking correctly.

    Leave a comment:


  • Dota 2 Damage Calculation and Armor Resistance Multiplier

    A small question, if I may. Just attempted a high damage attempt with Tusk in dota 2. Now, Before you scream "MAX -ARMOR IS -71%" I know. Except I'm a small bit curious how I got this number.


    Better image, shows the visual of -armor as well.


    126+1800=1926 Tuskarr's Damage.

    Now, Crit, MoM, -325 armor for what dota 2 reveals as the max -armor amount before you have to dive REALLY deep, Around -95% resistance was used in this.
    Lets go through the equations possible.
    D x (Armor multiplier+.25) x 4
    1926 x 1.96 x 4 = 15099.84 1.71 used as multiplier
    1926 x (2.2) x 4 = 16948.8 1.95 used as multiplier

    Next.
    (D x M[Armor Multiplier]) x 1.25 x 4
    -71% armor = 16467
    -95% armor = 18778.5
    Now, lets see if we do D x (M x 1.25 x4)
    Using 1.71, the dota 1 max damage amp, the multiplier goes to 8.55, which times 1926 hits 16467.3
    Using 1.95, however, boots the amp to 9.75, times 1926, the damage equates to 18778.5

    Now, how in the hell am I closing in on 20k damage when I can't seem to find the math for it, and the cap is apparently 1.71 multiplier and -20 armor?

    If you care to replicate this, Make ally+enemy dazzle bots, and have tusk on one side. Dazz with Tusk give scepter, target dazzle give MoM. Tusk 6 rapiers, level all to 25, stats+ulti.
    Use a couple dozen weaves from scepter dazzle onto the target.
    Let target dazzle shallow grave, due to almost 2k damage killing it, along with the inevitable crit as well.
    Hit once, let rip the 4x crit.

    And if Anybody could boot up wc3 and test it there, I'd appreciate it, since I cannot. I wish I could use wc3 dota still, but I can't.
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