(→Effective HP: Updated EHP with Chainmail after latest update changes armor value from 10 -> 7) Tag: Visual edit |
(→Effective HP: Updated the other examples.) |
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: ''These examples assume that units will only take physical damage and not receive any form of healing or other health modifications.'' |
: ''These examples assume that units will only take physical damage and not receive any form of healing or other health modifications.'' |
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− | A {{star|1}} {{H|Crystal Maiden}} has |
+ | A {{star|1}} {{H|Crystal Maiden}} has 1,000 HP and 5 armor, or 1295 EHP. This means Crystal Maiden can take 1294 physical damage and survive. |
− | A {{star|1}} {{H|Warlock}} has |
+ | A {{star|1}} {{H|Warlock}} has 1,300 HP and 0 armor, when affected by {{star|1}} {{H|Slardar}}'s {{A|Corrosive Haze}}, Warlock has -15 armor, resulting in 877 EHP, a loss of nearly 1/3 health. |
A {{star|2}} {{H|Ogre Magi}} has 1,600 HP and 5 armor, or 2,073 EHP. Now if that Ogre Magi had a {{item|Chainmail}}, he would have 12 armor in total, this results in 2,771 EHP. His total armor substantially increases the amount of physical damage he can take. |
A {{star|2}} {{H|Ogre Magi}} has 1,600 HP and 5 armor, or 2,073 EHP. Now if that Ogre Magi had a {{item|Chainmail}}, he would have 12 armor in total, this results in 2,771 EHP. His total armor substantially increases the amount of physical damage he can take. |
Revision as of 19:46, 2 November 2019
Armor is a stat that modifies the amount of physical damage taken by a unit. Armor values can be modified by items, hero abilities and Alliance bonuses. A positive value reduces the amount of physical damage received by a unit, while a negative value increases the damage received.
Armor has no effect on Magical damage or Pure damage.
Damage Calculation
Physical damage dealt to a unit with armor will be multiplied by the damage multiplier. For positive armor values, the multiplier will be less than 1. For negative armor values, the multiplier will be greater than 1. It is calculated by:
damage multiplier = 1 - ((0.052 × armor) ÷ (0.9 + 0.048 × |armor|))
The damage multiplier has a maximum of 25/12 and a minimum of zero. Due to the essence of the calculation, every additional point of armor increases the effective HP (see below) of a unit more than the previous point.
Effective HP
The extra damage a unit can take due to armor is known as its extra effective HP (or EHP) for physical damage. At 0 armor, 1 armor grants roughly 5.8% effective HP. This means a unit with 1,000 health and 1 armor can take 1058 physical damage. At 30 armor, this figure scales upwards to 7.7%, meaning armor is more effective at higher values.
Effective HP is calculated by:
effective HP = current HP ÷ damage multiplier
Examples:
- These examples assume that units will only take physical damage and not receive any form of healing or other health modifications.
A Crystal Maiden has 1,000 HP and 5 armor, or 1295 EHP. This means Crystal Maiden can take 1294 physical damage and survive.
A Warlock has 1,300 HP and 0 armor, when affected by Slardar's Corrosive Haze, Warlock has -15 armor, resulting in 877 EHP, a loss of nearly 1/3 health.
A Ogre Magi has 1,600 HP and 5 armor, or 2,073 EHP. Now if that Ogre Magi had a Chainmail, he would have 12 armor in total, this results in 2,771 EHP. His total armor substantially increases the amount of physical damage he can take.
List of armor modifiers
Positive | ||
---|---|---|
Axe | Berserker's Call | +[15/25/35] armor |
Chainmail | +7 armor | |
Shiva's Guard | +10 armor | |
Assault Cuirass | +10 armor | |
Scrappy alliance bonus | +9 or +18 armor | |
Warrior alliance bonus | +[10/20] armor | |
Mega-Warrior alliance bonus | +20 armor | |
Negative | ||
Slardar | Corrosive Haze | -[15/30/45] armor |
Alchemist | Acid Spray | -[5/8/10] armor |
Blight Stone | -3 armor | |
Heartless alliance bonus | -[5/10/15] armor |