Armor
From Liquipedia Dota 2 Wiki
(Redirected from Bonus armor)
| “ | <ab>Ratt attack 10.mp3</ab> Armored to the teeth!
— Clockwerk
|
” |
Armor is a stat that reduces (or increases, if negative) physical damage a unit takes from abilities 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 <math>\tfrac{1}{6}</math>.
- Total armor can be defined as
- Main Armor
- × % Armor Negation Multiplier
- ± Flat Bonus Armor Values
- Main Armor
Base Armor
[edit]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
[edit]Creeps
[edit]Summons
[edit]Main Armor
[edit]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.
| Attribute | Bonus Main Armor |
|---|---|
| Agility | +0.167 |
The main armor is defined as
Main Armor = (Base Armor + (Σ
Current)/6) × (1 - Armor Negation)
| Hero Armor | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Main Armor Sources
[edit]These abilities directly manipulate agility points and therefore it affects main armor instead.
Sources affecting Main Armor
Attributes – Attribute Bonus
Alchemist – Aghanim's Scepter Synth
Apex – Primary Attribute Bonus
Drow Ranger – Precision Aura
Magnus – Reverse Polarity1
Morphling – Adaptive Strike (Agility)
Riki – Tricks of the Trade
Slark – Essence Shift
Power Treads – Switch Attribute
Phantom Lancer – Phantom Rush
Morphling – Morph2a
Vambrace – Switch Attribute
Morphling – Attribute Shift (Strength Gain)
Timbersaw – Whirling Death1
- 1 Only affects agility heroes.
Armor Negating Sources
[edit]Some abilities negate or ignore a unit's main armor by reducing or increasing armor based on the unit's main armor, effectively removing a percentage of the armor on the target. Armor negation only affects the armor value of units, their defense class is unaffected and still reduces damage normally.
Armor Negating Sources
- Proc Chance:
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 second.
- Example
- How much main armor Terrorblade with a Blade of Alacrity at Level 8 has?
- Base Armor: 5
- Base Agility and agility gain: 22 and 4 per level
- Blade of Alacrity bonus agility: 10
- <math>\begin{align}
\text{Main Armor} &= 5 + \overbrace{\frac{ 10 + 22 + 4 \times 7}{6} }^\text{Agility} \\ &= 15 \end{align} </math>
- Terrorblade has a total of 15 main armor in this example.
Bonus Armor
[edit]Bonus armor is the armor value shown in green numbers with a plus on the left, right after 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.
Sources of multiple bonus armor stack additively.
Armor Negation sources do not affect bonus armor.
- Example1
- How much total armor does a Terrorblade with a Blade of Alacrity and Blade Mail at Level 8 have?
- Base Armor: 5
- Base Agility and gain: 22 + 4
- Blade of Alacrity bonus agility: 10
- Blade Mail bonus armor: 7
- <math>\begin{align}
\text{Armor} &= \underbrace{ 5 + \overbrace{\frac{ 10 + 22 + 4 \times 7}{6} }^\text{Agility} }_\text{Main Armor} + 7 \\ &= 15 + 7 \\ &= 22 \end{align} </math>
- Terrorblade has 22 total armor in this example.
- Example 2
- Terrorblade from the previous example is now affected by Level 3 Natural Order. How much total armor does he have now?
- Level 3 Natural Order Armor Negation: 80%
- <math>\begin{align}
\text{Armor} &= \underbrace{ \left( 5 + \overbrace{\frac{ 10 + 22 + 4 \times 7}{6} }^\text{Agility} \right) \times \overbrace{ (1 - 0.8) }^\text{Main Armor Negation} }_\text{Main Armor} + 7 \\ &= \underbrace{ 15 \times (0.2) }_\text{Main Armor} + 7 \\ &= 10 \end{align} </math>
- Terrorblade has 10 total armor in this example.
Modifying Armor
[edit]A lot of abilities and items have abilities that grant or reduce armor.
These changes only affect bonus armor. Reductions can nevertheless bring total armor into negative values if main armor is sufficiently small.
Armor Increasing Sources
[edit]Armor Increasing Sources
Ancient Black Dragon – Dragonhide Aura
Axe – Berserker's Call
Axe – Battle Hunger2a
Axe – Culling Blade
Chen – Divine Favor
Crystal Maiden – Freezing Field
Dazzle – Bad Juju
Dragon Knight – Dragon Blood
Elder Titan – Astral Spirit
Enchantress – Enchant3
Legion Commander – Overwhelming Odds2b
Lone Druid – Spirit Link
Lone Druid – True Form
Monkey King – Wukong's Command
Ogre Frostmage – Ice Armor
Oracle – False Promise1
Primal Beast – Uproar
Roshan – Strength of the Immortal
Skywrath Mage – Shield of the Scion
Slardar – Guardian Sprint2a
Sven – Warcry
Timbersaw – Reactive Armor
Tiny – Grow
Treant Protector – Living Armor
Buildings – Tower Protection
Troll Warlord – Berserker's Rage
Visage – Gravekeeper's Cloak1 4- File:Toughness Aura (Wildwing Ripper) icon.png Wildwing Ripper – Toughness Aura
- 1 Requires

talent. - 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Affects the player-controlled creep.
Armor Increasing Item Sources
Armlet of Mordiggian – Unholy Strength
Assault Cuirass – Assault Aura
Buckler – Buckler Aura
Guardian Greaves – Guardian Aura
Medallion of Courage – Valor
Ring of Aquila – Aquila Aura
Solar Crest – Shine
Helm of the Dominator – Dominate1
Helm of the Overlord – Dominate1
Helm of the Overlord – Vladmir's Aura
Vladmir's Offering – Vladmir's Aura
Wraith Pact – Vladmir's Aura
- 1 Affects the player-controlled creep.
Talents
[edit]
NOTES
6110, 5930, 5931, 5932, 5933, 5970, 5934, 6136, 6004, 6286, 6175, 6503, 6645
special_bonus_armor_2/3/4/5/6/7/8/9/10/12/15/20/30- Grants a flat armor bonus.
- The following values exist:
- 2/3/4/5/6/7/8/9/10/12/15/20/30
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
Specific Summons Armor Bonus Talent
Items
[edit]The following items increase a unit's armor. The effects are limited to the item's owner, which must have the item equipped.
Items that provide armor bonus by flat amount and Agility:
Flat-Rate & Agility Armor
| Item | Value | Item Cost | Cost/Value Point |
|---|---|---|---|
| Defiant Shell | 0 | N/A | N/A |
| Helm of the Dominator | 0 | 2625 |
Division by zero. |
| Helm of the Overlord | 0 | 5725 |
Division by zero. |
| Shiva's Guard | 0 | 5175 |
Division by zero. |
| Solar Crest | 0 | 2600 |
Division by zero. |
| Veil of Discord | 0 | 1725 |
Division by zero. |
| Wraith Band 1 | 0 | 505 |
Division by zero. |
| Wraith Band 2 | 0 | 505 |
Division by zero. |
| Values do not include portions from actives or auras. | |||
These items have a flat armor bonus to the hero who has them equipped.
Flat-Rate Armor
| Item | Value | Item Cost | Cost/Value Point |
|---|---|---|---|
| Arcane Ring | 0 | N/A | N/A |
| Arcanist's Armor | 0 | N/A | N/A |
| Armlet of Mordiggian | 0 | 2500 |
Division by zero. |
| Assault Cuirass | 0 | 5125 |
Division by zero. |
| Blade Mail | 0 | 2300 |
Division by zero. |
| Broom Handle | 0 | N/A | N/A |
| Buckler | 0 | 425 |
Division by zero. |
| Chainmail | 0 | 550 |
Division by zero. |
| Cloak of Flames | 0 | N/A | N/A |
| Craggy Coat | 0 | N/A | N/A |
| Crimson Guard | 0 | 3725 |
Division by zero. |
| Dragon Scale | 0 | N/A | N/A |
| Guardian Greaves | 0 | 4950 |
Division by zero. |
| Helm of Iron Will | 0 | 975 |
Division by zero. |
| Lotus Orb | 0 | 3850 |
Division by zero. |
| Mekansm | 0 | 1775 |
Division by zero. |
| Nullifier | 0 | 4375 |
Division by zero. |
| Orb of Corrosion | 0 | 875 |
Division by zero. |
| Parasma | 0 | 5975 |
Division by zero. |
| Pavise | 0 | 1400 |
Division by zero. |
| Phase Boots | 0 | 1500 |
Division by zero. |
| Platemail | 0 | 1400 |
Division by zero. |
| Rattlecage | 0 | N/A | N/A |
| Ring of Protection | 0 | 175 |
Division by zero. |
| Soul Ring | 0 | 805 |
Division by zero. |
| Urn of Shadows | 0 | 880 |
Division by zero. |
| Vladmir's Offering | 0 | 2200 |
Division by zero. |
| Witch Blade | 0 | 2775 |
Division by zero. |
| Values do not include portions from actives or auras. | |||
These items increase the hero's armor through the agility they provide.
Agility Armor
| Item | Value | Item Cost | Cost/Value Point |
|---|---|---|---|
| Aghanim's Scepter | 0 | 4200 |
Division by zero. |
| Band of Elvenskin | 0 | 450 |
Division by zero. |
| Blade of Alacrity | 0 | 1000 |
Division by zero. |
| Book of Shadows | 0 | N/A | N/A |
| Bracer 1 | 0 | 505 |
Division by zero. |
| Bracer 2 | 0 | 505 |
Division by zero. |
| Butterfly | 0 | 5450 |
Division by zero. |
| Circlet | 0 | 155 |
Division by zero. |
| Crown | 0 | 450 |
Division by zero. |
| Diadem | 0 | 1000 |
Division by zero. |
| Diffusal Blade | 0 | 2500 |
Division by zero. |
| Disperser | 0 | 6100 |
Division by zero. |
| Dragon Lance | 0 | 1900 |
Division by zero. |
| Eaglesong | 0 | 2800 |
Division by zero. |
| Ethereal Blade | 0 | 5375 |
Division by zero. |
| Eye of Skadi | 0 | 5300 |
Division by zero. |
| Ghost Scepter | 0 | 1500 |
Division by zero. |
| Harpoon | 0 | 4700 |
Division by zero. |
| Holy Locket | 0 | 2250 |
Division by zero. |
| Hurricane Pike | 0 | 4450 |
Division by zero. |
| Iron Branch | 0 | 50 |
Division by zero. |
| Khanda | 0 | 5000 |
Division by zero. |
| Linken's Sphere | 0 | 4800 |
Division by zero. |
| Magic Wand | 0 | 450 |
Division by zero. |
| Manta Style | 0 | 4650 |
Division by zero. |
| Meteor Hammer | 0 | 2850 |
Division by zero. |
| Mirror Shield | 0 | N/A | N/A |
| Ninja Gear | 0 | N/A | N/A |
| Null Talisman 1 | 0 | 505 |
Division by zero. |
| Null Talisman 2 | 0 | 505 |
Division by zero. |
| Occult Bracelet | 0 | N/A | N/A |
| Phylactery | 0 | 2600 |
Division by zero. |
| Pig Pole | 0 | N/A | N/A |
| Power Treads (Agility) | 0 | 1400 |
Division by zero. |
| Sange and Yasha | 0 | 4100 |
Division by zero. |
| Slippers of Agility | 0 | 140 |
Division by zero. |
| Specialist's Array | 0 | N/A | N/A |
| Swift Blink | 0 | 6800 |
Division by zero. |
| Ultimate Orb | 0 | 2800 |
Division by zero. |
| Vambrace (Agility) | 0 | N/A | N/A |
| Vambrace (Intelligence) | 0 | N/A | N/A |
| Vambrace (Strength) | 0 | N/A | N/A |
| Yasha | 0 | 2100 |
Division by zero. |
| Yasha and Kaya | 0 | 4200 |
Division by zero. |
| Values do not include portions from actives or auras. | |||
Armor Reducing Sources
[edit]Armor Reducing Sources
Alchemist – Acid Spray- File:Weakening Aura (Ancient Rock Golem) icon.png Ancient Rock Golem – Weakening Aura
Axe – Battle Hunger2a
Bristleback – Viscous Nasal Goo
Bristleback – Hairball
Chaos Knight – Reality Rift
Dazzle – Bad Juju
Forged Spirit – Melting Strike
Lycan – Howl
Naga Siren – Rip Tide
Pangolier – Lucky Shot
Razor – Eye of the Storm
Shadow Fiend – Presence of the Dark Lord
Slardar – Slithereen Crush2b
Slardar – Corrosive Haze
Slark – Essence Shift
Snapfire – Lil' Shredder
Templar Assassin – Meld
Tidehunter – Gush
Vengeful Spirit – Wave of Terror
Viper – Poison Attack2b
Weaver – The Swarm
- 1 Requires

talent. - 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Armor Reducing Item Sources
Armor Corruption
[edit]Passive
Affects
Enemies
Armor Reduction: Varies
Duration: 10
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 | ||||||||
Pure Damage
[edit]Main Articles: Damage Types and HP Removal
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.
Abilities Based on Armor
[edit]Armor Based Ability Effects
Damage Multiplier
[edit]All units, including buildings, have an inherent base armor value and attack 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
- <math>\begin{align}
D_{Mu} &= 1 - \displaystyle\frac{ f \times R }{ b + f \times \vert R \vert} \quad \& \quad 0 \leq D_{Mu} \leq 2 \\ \\ &= 1 - \displaystyle\frac{ 0.06 \times R }{ 1 + 0.06 \times \vert R \vert} \end{align} </math>
With DMu being the Damage Multiplier and R the armor value.
The damage multiplier limits are 0 and 2, for infinitely positive and negative armor, respectively. Expand the table below for more detailed information on how much positive and negative 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% |
Effective HP
[edit]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.
EHP value has no 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%. This means each point of armor effects your HP and your survivability in the exact same way. 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
- <math>
E_{HP} = \displaystyle\frac{ C_{HP} }{ D_{Mu} } </math>
With CHP being the Current Health and DMu the Damage Multiplier.
- Example 1
- A Level 25 Sven has a total health of 2381.6 and 11.3 points of armor without any items. What is his effective HP against physical damage?
- <math>\begin{align}
D_{Mu} &= 1 - \frac{0.06 \times 11.3}{1 + 0.06 \times \vert 11.3 \vert} \\ \\ &= 0.595948 \end{align} </math>
- Sven's damage multiplier is 0.595948 in this example.
- <math>\begin{align}
E_{HP} &= {2381.6 \over 0.595948} \\ \\ &= 3996.32 \end{align} </math>
- Sven's effective HP against physical damage in this example is 3996.32.
- Example 2
- The same Level 25 Sven from the previous example (has a total health of 2381.6) 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?
- <math>\begin{align}
D_{Mu} &= 1 - \frac{0.06 \times (Expression error: Missing operand for -.)}{1 + 0.06 \times \vert Expression error: Unexpected < operator. \vert} \\ \\ &= Expression error: Unexpected < operator. \end{align} </math>
- Sven's damage multiplier is Expression error: Unexpected < operator. in this example.
- <math>\begin{align}
E_{HP} &= {2381.6 \over Expression error: Unexpected < operator.} \\ \\ &= Expression error: Unexpected < operator. \end{align} </math>
- Sven's effective HP against physical damage in this example is Expression error: Unexpected < operator..
Recent Changes
[edit]Main Article: Armor/Changelogs
Description
- Reinforced units receive 10% less damage from the following units:
- Summons, but not including creep-heroes and illusions.
- Dominated Creeps.
- Attack Types and Armor Types are now represented through abilities, most damage remains unchanged.
- ADDED the new following attack type abilities:
- Runty has 25% and 30% attack damage reduction against Heroes and Reinforced units respectively.
- Piercing has 50% and 65% attack damage reduction against Heroes and Reinforced units respectively.
- However, they deal 50% more attack damage against Non-Hero units.
- Reinforced has 50%, 30% and 65% incoming attack damage reduction against Heroes, Non-Hero units, and Piercing units respectively.
- However, they deal 50% more attack damage against other Reinforced units.
- The following abilities are not acquirable in any way (e.g. Devour etc.).
- The following units now have the Piercing ability:
- File:Ranged Creep Radiant icon.png Ranged Creep and File:Ranged Creep Radiant icon.png Mega Ranged Creep
- Serpent Ward
- Plague Ward
- Most neutral creeps' with the previous Piercing attack class now has this ability as well.
- The following units now have the Reinforced ability:
- The following units now have the Runty ability:
- Eidolon , Treant and Lycan Wolf no longer have the Basic attack class.
- Neutral creeps now all have the standard attack type, and their damage are adjusted so that the net damage is similar.
- CHANGED the Armor formula
- OLD (0.052 × MainArmor)/(0.9 + 0.048 × |MainArmor|)
- NEW (0.06 × MainArmor)/(1 + 0.06 × |MainArmor|)