Pure damage does get amp'd by int as far as I know. At least it shows it does when you alt QoP ult and the damage is shown to increase.
For nuke DMG its 0.01*(INT/16)*DMG
For physical u gotta look at the armor DMG reduction * DMG of auto attack or spell
i just randomly came here to tell that raw intelligence increases the radius of effect of timberchain
boom
bye
Pure damage does get amp'd by int as far as I know. At least it shows it does when you alt QoP ult and the damage is shown to increase.
I have heard the same, but it is easy to calcuate Pure Damage. Like say a hero has 400 health left, it is easy to know "Hmm, my omni with heal at level 4 will do 360 damage, which will drop him to 40 health, then riki can backstab for the kill."
For nuke DMG its 0.01*(INT/16)*DMG
For physical u gotta look at the armor DMG reduction * DMG of auto attack or spell
So, for nuke. Say a hero has 44 int, and my spell does 200 base damage. The formula to find out would be 0.01 * (44/16) * 200 = 5.5???
0.01 * 2.75 * 200 = 5.5
I don't think I am doing 5.50 damage per nuke. Or do I have the formula wrong, or is 5.5 damage from the 200 getting deducted so I do 194.5dmg vs 200????
i just randomly came here to tell that raw intelligence increases the radius of effect of timberchain
boom
bye
pretty damn good
pretty damn good
I do not play enough timber to know what that means, but that sounds great. Unless you mean the chain pull gets a greater radius to pull on trees?
Buncha nerds
Snorts and adjusts glasses "Are not!" he exclaims in disapproval
After u get this DMG, u have to multiply by magic resistance if applicable that's ur effective dmg
So I actually tried it in a lobby with an Aghs and 5 Mystic Staffs on the same 2 creep camps.
Without 5 Mystic Staff I chopped away 335 damage.
With 5 Mystic Staff I chopped away 361 damage.
Aghs in both cases added 10 pure damage when I alted the skill damage.
The difference went from 325 (335.7 Aghs alone) to 361.1 with Aghs and the 5 Mystic Staffs(staves?) in my inventory.
The actual math I won't even try to understand at this point, but I have now confirmed my suspicion that Spell Damage Amp applies to ALL spells, not just magical. And int is the stat that buffs them.
I meant u add the 0.01*(INT/16) to the total DMG sorry. That's the extra into DMG ur doing.After u get this DMG, u have to multiply by magic resistance if applicable that's ur effective dmg
So in steps
Formula: 0.01 *(INT/16) * 200 = x
1) 44(INT)/6 = 7.3333333333
2) 0.01 * 7.3333333333 = 0.0733333333
3) 0.0733333333 * 200 = 14.6666666666
4) x = 14.66?
So 14.66 damage would get reducted, so my 200 base damage spell will do 186dmg?
And is the formula almost the same for calculating damage. Because doesn't INT buff the 200 base damage by 1 per 16 int?
So I actually tried it in a lobby with an Aghs and 5 Mystic Staffs on the same 2 creep camps.
Without 5 Mystic Staff I chopped away 335 damage.
With 5 Mystic Staff I chopped away 361 damage.
Aghs in both cases added 10 pure damage when I alted the skill damage.
The difference went from 325 (335.7 Aghs alone) to 361.1 with Aghs and the 5 Mystic Staffs(staves?) in my inventory.
The actual math I won't even try to understand at this point, but I have now confirmed my suspicion that Spell Damage Amp applies to ALL spells, not just magical. And int is the stat that buffs them.
I don't know about all spells, try to test that with Techies Mines since that spell causes Physical Damage. May be try with Death Prophet ult as well. I would, but I am not home yet. And I know spells get buffed by 1% per 16int. But I do not know how to apply all the numbers into a formula to solve them and have that much more knowledge in combat.
Mocha ignore everything i said in the first post I mistyped. Basically u take the 0.01*(INT/16), which is the bonus percent DMG from INT (every 16 INT u get 1% bonus DMG on spells), u multiply it by the DMG to get the bonus DMG then add to the original. Shud look like (0.01*(INT/16)*DMG)+DMG
After that multiply by magic res of target to get
((0.01*(INT/16)*DMG)+DMG)*MAGIC RES
So if the DMG is 200 and INT is 44 shud get 154.125 given that u use base Magic Res of 25% meaning u replace MAGIC RES in the equation with 0.75 (1-25%)
DP ult would be REALLY hard to figure out tbh; like shutter lens conspiracy theory hard. As for Techies physical mines ~
150 to 164.7 with an Aghs and 5 Mystic Staves. The actual damage calculated is a bit rougher considering there is p dmg reduction to now think about as well as how close you are to the center when it explodes. I think the same math applies here, though.
But in the meantime I decided to run another test on the other end of the spectrum for Lina. Same level 1 as Techies, same items ~
Level 1 ult goes from 450 damage to 495.6.
And I redid QoPs for the same level to better even the math out for the overall % thingy.
Level 1 ult goes from 325 damage to 357.3.
As far as I can tell, Spell Damage Amp % works in the exact same way as movement based % items, only with int as the % multiplier (unless you get Aether ofc), but is less practical for anyone who doesn't have a bigger nuke as opposed to heroes like Lina and Lion who's base damage is buffed severely by the %. Um, I feel less smart now that I wrote all this.
Mocha ignore everything i said in the first post I mistyped. Basically u take the 0.01*(INT/16), which is the bonus percent DMG from INT (every 16 INT u get 1% bonus DMG on spells), u multiply it by the DMG to get the bonus DMG then add to the original. Shud look like (0.01*(INT/16)*DMG)+DMG
After that multiply by magic res of target to get
((0.01*(INT/16)*DMG)+DMG)*MAGIC RES
0.01 * 2.75 * 200 + 200 = 205.5
205.5 * 25% = 51.37
So let's just give the hero 25% mag resist.
Did my 205.5 nuke do 51.37 magic damage?
Sorry if I am slow, this is giving me a brain fart.
^ I think it did like 160 total magic damage after res. So if you have like a nuke that does 100 magic dmg level 1 and assuming your base magic res is the standard 25%, then reduce it by 25 to get your 75 magic dmg done. I believe. Sucks being dumb like me...
So if the DMG is 200 and INT is 44 shud get 154.125 given that u use base Magic Res of 25% meaning u replace MAGIC RES in the equation with 0.75 (1-25%)
154 damage is done. That sounds much more correct. I am slowly starting to understand now.
So that entire formula gave me 51.37
So I take my answer and do 205.5 - 51.37 = 154.13
Looks like I did something very slightly different, but we roughly got the same answer. So my spell would deal 154 dmg?
Me+your mom = you
So... so you're my daah-daah?
DP ult would be REALLY hard to figure out tbh; like shutter lens conspiracy theory hard. As for Techies physical mines ~
150 to 164.7 with an Aghs and 5 Mystic Staves. The actual damage calculated is a bit rougher considering there is p dmg reduction to now think about as well as how close you are to the center when it explodes. I think the same math applies here, though.
But in the meantime I decided to run another test on the other end of the spectrum for Lina. Same level 1 as Techies, same items ~
Level 1 ult goes from 450 damage to 495.6.
And I redid QoPs for the same level to better even the math out for the overall % thingy.
Level 1 ult goes from 325 damage to 357.3.
As far as I can tell, Spell Damage Amp % works in the exact same way as movement based % items, only with int as the % multiplier (unless you get Aether ofc), but is less practical for anyone who doesn't have a bigger nuke as opposed to heroes like Lina and Lion who's base damage is buffed severely by the %. Um, I feel less smart now that I wrote all this.
Don't feel dumb, this is great stuff. You just taught me something. I honestly had no idea physical damage spells get amp'd as well by the 1% per 16int buff. So all spells get amp'd? Even Pure Damage spells?
^ I think it did like 160 total magic damage after res. So if you have like a nuke that does 100 magic dmg level 1 and assuming your base magic res is the standard 25%, then reduce it by 25 to get your 75 magic dmg done. I believe. Sucks being dumb like me...
So my answer, which was 51.37 gets subtracted from the 205.5 and gives me my number of 154?
That actually makes sense to me.
154 damage for a nuke seems realistic.
I believe so. Nukers a.k.a. int heroes with high int growth and who build big int giving items generally have the bigger nukes in comparison to their agi and str counterparts. Reason is simple: they're meant to nuke, not right click, not survive; just blow someone apart with a huge magical burst. Hence you'll probably notice the increase LESS with physical damage spells because they're not meant to get big on their own. The hero is, or they're specializing by building utility items, I suppose. A QoP with an Aghs and Aether Lens sounds dumb to me, but the % increase in a max level ult might actually be worth looking into as opposed to just playing her as another standard Orchid core or w/e. Then again, on its own, that's like 40 added pure damage, so maybe throw in high int gain items like anything with Mystic Staves or Atos.
Edit: I don't know if this works with EVERY spell, but it is something to think about. % goes higher with the more int on nukers and Aether just further amps it like an SnY on an otherwise auto attack core that wants nothing more out of life than to go fast.
The INT percent scaling is really small. Every 16 INT only gives 1% amp, so scythe gives abt 2%, pretty small. Its not worth building items around such a small change, rather take it as a side benefit that is just nice to have, but u still buy hex for the hexxing, and Shivas for the armor+slowing etc.
154 for a magic DMG nuke of 200. If we take something like skywrath q, the fucking birds, which scales with base DMG and a multiplier of INT built into the spell. The DMG gets even more complicated.
Also keep in mind not to use magic res for pure and physical DMG spells (scream of pain, quill spray), and to adjust magic res numbers for heroes with different base numbers (like meepo with 35%) and skills (like spell shield and berserkers blood) that give extra magic res.
I believe so. Nukers a.k.a. int heroes with high int growth and who build big int giving items generally have the bigger nukes in comparison to their agi and str counterparts. Reason is simple: they're meant to nuke, not right click, not survive; just blow someone apart with a huge magical burst. Hence you'll probably notice the increase LESS with physical damage spells because they're not meant to get big on their own. The hero is, or they're specializing by building utility items, I suppose. A QoP with an Aghs and Aether Lens sounds dumb to me, but the % increase in a max level ult might actually be worth looking into as opposed to just playing her as another standard Orchid core or w/e. Then again, on its own, that's like 40 added pure damage, so maybe throw in high int gain items like anything with Mystic Staves or Atos.
Well let's find out. QoP's ult is Pure damage.
Let's say she is level 14 with a grand total of 111.5 Int.
Her ult is level 2 which would be 380 (no Aghs).
So we have 380 Pure, 111.5 int and the 5% spell buff to add at the end.
What would the formula be to find out how much damage our QoP ult will be doing?
I think ~
111.5 x 0.16 = 17.84
then
17.84 + 5 = 22.84
then
380 x 0.2284 = 86.792
then
380 + 86(87 rounded up) = 466 damage
I think... I mean if its true, that just took a pure aoe ult from QoP and added nearly 23% damage to it, so its not bad really.
@Daddy Yeah, I guess it wouldn't be much more than icing on the proverbial cake at that point. Best way to get the most bang for your buck would be something like: Treads - Linkens - Skadi - Scythe - Shivas - Aghs?
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What are the formulas as far as damage and resistances go?
Can someone give me a list of the formulas to use in a simple calculator app that I get accurate results of damage done?
Like, for physical. Would the calculation be: Damage * Armor = x?
And Magic damage.
Would the formula be: Nuke * Int = x?
Pure Damage is pretty self explanitory since it's pure damage and no resistances apply.
ty in advanced for the help.
NOTE: Please use "*" for multiplying and "/" for division.