m (→Effective HP) |
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− | {{ |
+ | {{Tabber |
| link1 = Armor |
| link1 = Armor |
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| name1 = Armor |
| name1 = Armor |
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− | | link2 = Armor/ |
+ | | link2 = Armor/Old Mechanics |
− | | name2 = |
+ | | name2 = Old Mechanics |
+ | | link3 = Armor/Changelogs |
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+ | | name3 = Changelogs |
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}} |
}} |
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+ | |||
[[File:Ice Armor (Ogre Frostmage) icon.png|frame]] |
[[File:Ice Armor (Ogre Frostmage) icon.png|frame]] |
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{{Quotation|Clockwerk|Armored to the teeth!|sound=Ratt attack 10.mp3}} |
{{Quotation|Clockwerk|Armored to the teeth!|sound=Ratt attack 10.mp3}} |
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− | <dfn>Armor</dfn> is a stat that reduces (or increases, if negative) [[physical]] damage a unit takes from |
+ | <dfn>Armor</dfn> 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 {{Attribute ID|agility}} via leveling up, certain [[items]], {{Symbol|Talent}} [[talents]] and [[#Modifying Armor|some abilities]]. Armor of any unit can also be temporarily increased or reduced with some abilities. |
− | Each point of {{Attribute ID|agility}} increases a hero's armor by {{#expr:{{ |
+ | Each point of {{Attribute ID|agility}} increases a hero's armor by {{#expr:{{G|bonus armor}} round3}} or <math>\tfrac{1}{6}</math>. |
+ | <br><br> |
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+ | {{Treelist}} |
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+ | * Total armor can be defined as |
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+ | ** [[Armor#Main Armor|Main Armor]] |
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+ | *** × % [[Armor#Armor Negating Sources|Armor Negation]] Multiplier |
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+ | ** ± Flat Bonus Armor Values |
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+ | {{Treelist/end}} |
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+ | __TOC__ |
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− | == Base armor == |
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+ | == Base Armor == |
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− | '''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. |
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+ | '''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. |
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=== Heroes === |
=== Heroes === |
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=== Creeps === |
=== Creeps === |
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− | {{Grouped attribute table|units|armor|where=type IN(' |
+ | {{Grouped attribute table|units|armor|where=type IN('Creep', 'Lane creep')}} |
=== Summons === |
=== Summons === |
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{{Grouped attribute table|units|armor|where=type IN('Creep-Hero', 'Summon')|unit heading=Summons}} |
{{Grouped attribute table|units|armor|where=type IN('Creep-Hero', 'Summon')|unit heading=Summons}} |
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− | == Main |
+ | == Main Armor == |
'''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 {{Attribute ID|agility}}, which is gained by leveling up, acquiring certain items, or with the help of certain abilities. |
'''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 {{Attribute ID|agility}}, which is gained by leveling up, acquiring certain items, or with the help of certain abilities. |
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+ | |||
+ | {| class="wikitable" style="text-align:center;" |
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+ | ! class="header" width="225px" | [[Attribute]] |
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+ | ! class="header" width="225px" | Bonus Main Armor |
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+ | |- |
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+ | | {{Attribute ID|Agility}} |
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+ | | +{{#expr:{{G|bonus armor}} round3}} |
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+ | |} |
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The main armor is defined as |
The main armor is defined as |
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+ | <span style="font-size:110%; font-weight:bold;">Main Armor = ([[Armor#Base Armor|Base Armor]] + (Σ [[File:Agility attribute symbol.png|24px|Agility|link=Agility]] Current)/6) × (1 - [[#Armor Negating Abilities|Armor Negation]])</span> |
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− | : {{#tag:math| |
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− | \text{M} = \underbrace{ b + (A_{current} \times {{#expr:{{Attribute bonuses|bonus armor}} round3}} \times l) }_\text{Hero Base Armor} + \underbrace{ (A_{bonus} \times {{#expr:{{Attribute bonuses|bonus armor}} round3}}) }_\text{Bonus Agility} |
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− | }} |
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− | |||
− | With <code>M</code> being the index of Main Armor, <code>b</code> being the index of [[Armor#Base armor|Base Armor]], <code>A</code> being the index of {{Attribute ID|agility}} and <code>l</code> being the index of the hero's level. |
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{{Hero armor table start}} |
{{Hero armor table start}} |
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{{Hero armor table end}} |
{{Hero armor table end}} |
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− | == |
+ | === Main Armor Sources === |
+ | These abilities directly manipulate {{Attribute ID|agility}} points and therefore it affects [[Armor#Main Armor|main armor]] instead. |
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− | '''Bonus armor''' is the armor value shown in green numbers with a plus on the left, right below the white armor number on a unit's statistics. Whenever an item or ability shows a <code>+ArmorValue</code>, e.g. {{I|Blade Mail}} <code>+6 Armor</code>, it increases the bonus armor of the affected unit. |
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+ | {{SkillListHead|title=Sources affecting Main Armor}} |
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− | 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. Some abilities like {{A|Marksmanship|Drow Ranger}} and {{A|Natural Order|Elder Titan}} also only affect main armor. |
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+ | {{#lst:Agility|mainattackdamage}} |
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+ | {{SkillListLite |
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+ | | source = Morphling |
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+ | | name = Attribute Shift (Strength Gain) |
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+ | }} |
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+ | {{SkillListLite |
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+ | | source = Timbersaw |
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+ | | name = Whirling Death |
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+ | | nametext = Whirling Death<sup>3</sup> |
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+ | }} |
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+ | {{SkillListTail}} |
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+ | {{Footnote|1|Requires {{Symbol|Talent}} [[talent]].}} |
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+ | {{Footnote|2a|Requires {{I|Aghanim's Scepter}}.}} |
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+ | {{Footnote|2b|Requires {{I|Aghanim's Shard}}.}} |
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+ | {{Footnote|3|Only affects {{Attribute ID|agility}} and {{Attribute ID|universal}} heroes.}} |
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− | == |
+ | === Armor Negating Sources === |
+ | 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. |
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− | A lot of abilites and items have abilities that grant or reduce armor. These changes always affect [[#Bonus armor|bonus armor]], and never added to the main armor. |
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+ | {{SkillListHead|title=Armor Negating Sources}} |
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− | === Armor increasing abilities === |
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− | The following abilities increase armor: |
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− | {{SkillListHead|collapse=yes|title=Armor increasing abilities}} |
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{{SkillListRich |
{{SkillListRich |
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+ | | source = Drow Ranger |
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+ | | name = Marksmanship |
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+ | | trait1 = Proc Chance |
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+ | | value1 = {{Show|A|Drow Ranger|Marksmanship|value4}} |
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+ | | trait2 = Main Armor Reduction |
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+ | | value2 = 100% |
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+ | | notes = Has a chance to completely ignore the target's main armor value on attack, dealing damage as if they had 0 main armor. |
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+ | }} |
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+ | {{SkillListRich |
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+ | | source = Elder Titan |
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+ | | name = Natural Order |
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+ | | trait1 = Base Armor Reduction |
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+ | | value1 = {{Show|A|Elder Titan|Natural Order|value2}} |
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+ | | notes = The effects is provided by an [[aura]], affects nearby enemies. The reduction is based on the enemies' main armor. The debuff lingers for {{Show|A|Elder Titan|Natural Order|value4}} second. |
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+ | }} |
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+ | {{SkillListTail}} |
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+ | |||
+ | <!-- |
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+ | -->{{#vardefine:tb base armor|{{Show|H|Terrorblade|armor}}}}<!-- |
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+ | -->{{#vardefine:blade agi|{{Show|I|Blade of Alacrity|bonus agility}}}}<!-- |
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+ | -->{{#vardefine:tb agi|{{Show|H|Terrorblade|agility}}}}<!-- |
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+ | -->{{#vardefine:tb agi growth|{{Show|H|Terrorblade|agility growth}}}}<!-- |
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+ | -->{{#vardefine:natural order|{{#expr:{{#explode:{{#explode:{{Show|A|Elder Titan|Natural Order|value2}}|/|2}}|%}}/100}}}}<!-- |
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+ | -->{{#vardefine:blade mail|{{Show|I|Blade Mail|bonus armor}}}}<!-- |
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+ | -->{{#vardefine:mainarmor|{{#expr:{{#var:tb base armor}} + ({{#var:blade agi}} + {{#var:tb agi}} + {{#var:tb agi growth}} * 7) / 6}}}} |
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+ | |||
+ | ;Example |
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+ | : How much main armor {{H|Terrorblade}} with a {{I|Blade of Alacrity}} at Level 8 has? |
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+ | :: [[Armor#Base Armor|Base Armor]]: {{Show|H|Terrorblade|armor}} |
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+ | :: Base {{Attribute ID|Agility}} and agility gain: {{Show|H|Terrorblade|agility}} and {{Show|H|Terrorblade|agility growth}} per level |
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+ | :: {{I|Blade of Alacrity}} bonus agility: {{Show|I|Blade of Alacrity|bonus agility}} |
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+ | |||
+ | :: {{#tag:math|\begin{align} |
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+ | \text{Main Armor} |
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+ | &= {{#var:tb base armor}} + \overbrace{\frac{ {{#var:blade agi}} + {{#var:tb agi}} + {{#var:tb agi growth}} \times 7}{6} }^\text{Agility} \\ |
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+ | &= {{#var:mainarmor}} |
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+ | \end{align} |
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+ | }} |
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+ | |||
+ | : {{H|Terrorblade}} has a total of {{#var:mainarmor}} main armor in this example. |
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+ | |||
+ | == Bonus Armor == |
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+ | '''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 Items|armor granting item]] or [[#Armor Increasing Ability|armor increasing ability]] shows a <code>+Value Armor</code>, e.g. {{I|Blade Mail}} <code>+{{Show|I|Blade Mail|bonus armor}} Armor</code>, it increases the bonus armor of the affected unit. |
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+ | |||
+ | 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. |
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+ | |||
+ | Sources of multiple bonus armor stack additively. |
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+ | |||
+ | Armor Negation sources do not affect bonus armor. |
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+ | |||
+ | ;Example1 |
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+ | : How much total armor does a {{H|Terrorblade}} with a {{I|Blade of Alacrity}} and {{I|Blade Mail}} at Level 8 have? |
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+ | :: [[Armor#Base Armor|Base Armor]]: {{Show|H|Terrorblade|armor}} |
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+ | :: Base {{Attribute ID|Agility}} and gain: {{Show|H|Terrorblade|agility}} + {{Show|H|Terrorblade|agility growth}} |
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+ | :: {{I|Blade of Alacrity}} bonus agility: {{Show|I|Blade of Alacrity|bonus agility}} |
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+ | :: {{I|Blade Mail}} bonus armor: {{Show|I|Blade Mail|bonus armor}} |
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+ | |||
+ | :: {{#tag:math|\begin{align} |
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+ | \text{Armor} |
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+ | &= \underbrace{ {{#var:tb base armor}} + \overbrace{\frac{ {{#var:blade agi}} + {{#var:tb agi}} + {{#var:tb agi growth}} \times 7}{6} }^\text{Agility} }_\text{Main Armor} + {{#var:blade mail}} \\ |
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+ | &= {{#var:mainarmor}} + {{#var:blade mail}} \\ |
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+ | &= {{#vardefineecho:tb armor2|{{#expr:{{#var:mainarmor}}+{{#var:blade mail}}}}}} |
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+ | \end{align} |
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+ | }} |
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+ | |||
+ | : {{H|Terrorblade}} has {{#var:tb armor2}} total armor in this example. |
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+ | |||
+ | ;Example 2 |
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+ | : {{H|Terrorblade}} from the previous example is now affected by Level 3 {{A|Natural Order|Elder Titan}}. How much total armor does he have now? |
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+ | :: Level 3 {{A|Natural Order|Elder Titan}} [[Armor#Armor Negation Sources|Armor Negation]]: {{#explode:{{Show|A|Elder Titan|Natural Order|value2}}|/|2}} |
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+ | |||
+ | :: {{#tag:math|\begin{align} |
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+ | \text{Armor} |
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+ | &= \underbrace{ \left( {{#var:tb base armor}} + \overbrace{\frac{ {{#var:blade agi}} + {{#var:tb agi}} + {{#var:tb agi growth}} \times 7}{6} }^\text{Agility} \right) \times \overbrace{ (1 - {{#var:natural order}}) }^\text{Main Armor Negation} }_\text{Main Armor} + {{#var:blade mail}} \\ |
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+ | &= \underbrace{ {{#var:mainarmor}} \times ({{#expr:1 - {{#var:natural order}}}}) }_\text{Main Armor} + {{#var:blade mail}} \\ |
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+ | &= {{#vardefineecho:tb armor3|{{#expr:{{#var:mainarmor}}*(1 - {{#var:natural order}})+{{#var:blade mail}}}}}} |
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+ | \end{align} |
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+ | }} |
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+ | |||
+ | : {{H|Terrorblade}} has {{#var:tb armor3}} total armor in this example. |
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+ | |||
+ | == Modifying Armor == |
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+ | A lot of abilities and items have abilities that grant or reduce armor. |
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+ | |||
+ | These changes only affect [[Armor#Bonus Armor|bonus armor]]. Reductions can nevertheless bring total armor into negative values if [[Armor#Main Armor|main armor]] is sufficiently small. |
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+ | |||
+ | === Armor Increasing Sources === |
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+ | {{SkillListHead|title=Armor Increasing Sources}} |
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+ | {{SkillListLite |
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| source = Ancient Black Dragon |
| source = Ancient Black Dragon |
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| name = Dragonhide Aura |
| name = Dragonhide Aura |
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− | | trait1 = Armor bonus |
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− | | value1 = {{Show|A|Ancient Black Dragon|Dragonhide Aura|value2}} |
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− | | notes = [[Aura]], affects nearby allies. Multiple instances fully stack. The buff lingers for {{Show|A|Ancient Black Dragon|Dragonhide Aura|value3}} seconds. |
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}} |
}} |
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+ | {{SkillListLite |
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− | {{SkillListRich |
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| source = Axe |
| source = Axe |
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| name = Berserker's Call |
| name = Berserker's Call |
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− | | trait1 = Armor Bonus |
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− | | value1 = {{Show|A|Axe|Berserker's Call|value2}} |
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− | | trait2 = Duration |
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− | | value2 = {{Show|A|Axe|Berserker's Call|value3}} |
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− | | notes = Affects the caster. |
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}} |
}} |
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+ | {{SkillListLite |
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− | {{SkillListRich |
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| source = Axe |
| source = Axe |
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| name = Battle Hunger |
| name = Battle Hunger |
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+ | | nametext = Battle Hunger<sup>2a</sup> |
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− | | trait1 = Self Armor Bonus per Affected Enemy |
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− | | value1 = {{Show|A|Axe|Battle Hunger|value6}} ({{Symbol|Aghanim}} {{Show|A|Axe|Battle Hunger|value6 aghs}}) |
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− | | trait2 = Non-Hero Multiplier |
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− | | value2 = {{Show|A|Axe|Battle Hunger|value7}} |
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− | | trait3 = Duration |
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− | | value3 = {{Show|A|Axe|Battle Hunger|value8}} |
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− | | notes = Affects the caster. |
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}} |
}} |
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+ | {{SkillListLite |
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− | {{SkillListRich |
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+ | | source = Axe |
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+ | | name = Culling Blade |
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+ | }} |
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+ | {{SkillListLite |
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+ | | source = Chen |
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+ | | name = Divine Favor |
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+ | }} |
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+ | {{SkillListLite |
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| source = Crystal Maiden |
| source = Crystal Maiden |
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| name = Freezing Field |
| name = Freezing Field |
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− | | trait1 = Armor bonus |
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− | | value1 = {{Show|A|Crystal Maiden|Freezing Field|value6}} |
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− | | trait2 = Duration |
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− | | value2 = {{Show|A|Crystal Maiden|Freezing Field|value1}} |
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− | | notes = Affects the caster. Lasts until the [[channeling]] stops. |
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}} |
}} |
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+ | {{SkillListLite |
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− | {{SkillListRich |
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+ | | source = Dazzle |
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+ | | name = Bad Juju |
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+ | }} |
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+ | {{SkillListLite |
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| source = Dragon Knight |
| source = Dragon Knight |
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| name = Dragon Blood |
| name = Dragon Blood |
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− | | trait1 = Armor bonus |
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− | | value1 = {{Show|A|Dragon Knight|Dragon Blood|value2}} ({{Symbol|Talent}} {{show|A|Dragon Knight|Dragon Blood|value2 tal}}) |
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− | | notes = Passive. |
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}} |
}} |
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+ | {{SkillListLite |
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− | {{SkillListRich |
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| source = Elder Titan |
| source = Elder Titan |
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| name = Astral Spirit |
| name = Astral Spirit |
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− | | trait1 = Armor bonus per hero |
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− | | value1 = {{Show|A|Elder Titan|Astral Spirit|value10}} |
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− | | trait2 = Armor bonus per creep |
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− | | value2 = {{Show|A|Elder Titan|Astral Spirit|value9}} |
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− | | trait3 = Duration |
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− | | value3 = {{Show|A|Elder Titan|Astral Spirit|value12}} |
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− | | notes = Affects the caster. Bonuses are granted once the spirit rejoins with the caster. Bonuses are based on how many enemies the spirit touched while out. |
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}} |
}} |
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+ | {{SkillListLite |
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− | {{SkillListRich |
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+ | | source = Enchantress |
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+ | | name = Enchant |
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+ | | nametext = Enchant<sup>1 3</sup> |
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+ | }} |
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+ | {{SkillListLite |
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+ | | source = Lone Druid |
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+ | | name = Spirit Link |
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+ | }} |
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+ | {{SkillListLite |
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| source = Lone Druid |
| source = Lone Druid |
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| name = True Form |
| name = True Form |
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− | | trait1 = Armor bonus |
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− | | value1 = {{Show|A|Lone Druid|True Form|value2}} |
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− | | trait2 = Duration |
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− | | value2 = {{Show|A|Lone Druid|True Form|value5}} |
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− | | notes = Affects the caster. |
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}} |
}} |
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+ | {{SkillListLite |
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− | {{SkillListRich |
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| source = Monkey King |
| source = Monkey King |
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| name = Wukong's Command |
| name = Wukong's Command |
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− | | trait1 = Armor bonus |
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− | | value1 = {{Show|A|Monkey King|Wukong's Command|value12}} ({{Symbol|Talent}} {{show|A|Monkey King|Wukong's Command|value12 tal}}) |
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− | | trait2 = Max Duration |
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− | | value2 = {{Show|A|Monkey King|Wukong's Command|value13}} |
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− | | notes = Affects the caster. |
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}} |
}} |
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+ | {{SkillListLite |
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− | {{SkillListRich |
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| source = Ogre Frostmage |
| source = Ogre Frostmage |
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| name = Ice Armor |
| name = Ice Armor |
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− | | trait1 = Armor bonus |
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− | | value1 = {{Show|A|Ogre Frostmage|Ice Armor|value2}} |
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− | | trait2 = Duration |
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− | | value2 = {{Show|A|Ogre Frostmage|Ice Armor|value5}} |
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− | | notes = Affects the target ally. |
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}} |
}} |
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+ | {{SkillListLite |
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− | {{SkillListRich |
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+ | | source = Oracle |
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+ | | name = False Promise |
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+ | | nametext = False Promise<sup>1</sup> |
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+ | }} |
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+ | {{SkillListLite |
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+ | | source = Primal Beast |
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+ | | name = Uproar |
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+ | }} |
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+ | {{SkillListLite |
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+ | | source = Razor |
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+ | | name = Static Link |
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+ | | nametext = Static Link<sup>1</sup> |
||
+ | }} |
||
+ | {{SkillListLite |
||
| source = Roshan |
| source = Roshan |
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| name = Strength of the Immortal |
| name = Strength of the Immortal |
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− | | trait1 = Armor bonus per minute |
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− | | value1 = {{Show|A|Roshan|Strength of the Immortal|value2}} |
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− | | notes = Passive. |
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}} |
}} |
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+ | {{SkillListLite |
||
− | {{SkillListRich |
||
+ | | source = Skywrath Mage |
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+ | | name = Shield of the Scion |
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+ | }} |
||
+ | {{SkillListLite |
||
| source = Slardar |
| source = Slardar |
||
| name = Guardian Sprint |
| name = Guardian Sprint |
||
+ | | nametext = Guardian Sprint<sup>2a</sup> |
||
− | | trait1 = River Armor bonus |
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− | | value1 = {{Show|A|Slardar|Guardian Sprint|value3}} ({{Symbol|Aghanim}} {{Show|A|Slardar|Guardian Sprint|value3 aghs}}) |
||
− | | notes = Requires {{I|Aghanim's Scepter}}. Affects the caster. Passively provided while standing in the river or in a {{A|Slithereen Crush|Slardar}} puddle. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Sven |
| source = Sven |
||
| name = Warcry |
| name = Warcry |
||
− | | trait1 = Armor bonus |
||
− | | value1 = {{Show|A|Sven|Warcry|value3}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Sven|Warcry|value4}} ({{Symbol|Talent}} {{show|A|Sven|Warcry|value4 tal}}) |
||
− | | notes = Affects all nearby allied heroes. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Timbersaw |
| source = Timbersaw |
||
| name = Reactive Armor |
| name = Reactive Armor |
||
− | | trait1 = Armor bonus per stack |
||
− | | value1 = {{Show|A|Timbersaw|Reactive Armor|value2}} |
||
− | | trait2 = Max stacks |
||
− | | value2 = {{Show|A|Timbersaw|Reactive Armor|value1}} ({{Symbol|Talent}} {{show|A|Timbersaw|Reactive Armor|value1 tal}}) |
||
− | | trait3 = Stack duration |
||
− | | value3 = {{Show|A|Timbersaw|Reactive Armor|value4}} |
||
− | | notes = Passive. Gains a stack whenever an attack lands on the hero. The stacks have independent durations. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Tiny |
| source = Tiny |
||
| name = Grow |
| name = Grow |
||
− | | trait1 = Armor bonus |
||
− | | value1 = {{Show|A|Tiny|Grow|value3}} |
||
− | | notes = Passive. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Treant Protector |
| source = Treant Protector |
||
| name = Living Armor |
| name = Living Armor |
||
− | | trait1 = Armor bonus |
||
− | | value1 = {{Show|A|Treant Protector|Living Armor|value4}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Treant Protector|Living Armor|value5}} |
||
− | | notes = Affects the target ally ({{Symbol|Talent}} all allies within the targeted area). |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Buildings |
| source = Buildings |
||
| sourcetext = Towers |
| sourcetext = Towers |
||
| name = Tower Protection |
| name = Tower Protection |
||
− | | trait1 = Armor bonus (tier 1 towers) |
||
− | | value1 = {{Show|A|Buildings|Tower Protection|value2}} |
||
− | | trait2 = Armor bonus (tier 2/3/4 towers) |
||
− | | value2 = {{Show|A|Buildings|Tower Protection|value3}} |
||
− | | notes = [[Aura]], affects nearby allies. The buff lingers for {{Show|A|Buildings|Tower Protection|value4}} seconds. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Troll Warlord |
| source = Troll Warlord |
||
| name = Berserker's Rage |
| name = Berserker's Rage |
||
− | | trait1 = Armor bonus |
||
− | | value1 = {{Show|A|Troll Warlord|Berserker's Rage|value1}} |
||
− | | notes = Affects the caster. Lasts until toggled off. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
+ | | source = Vengeful Spirit |
||
+ | | name = Wave of Terror |
||
+ | | nametext = Wave of Terror<sup>1</sup> |
||
+ | }} |
||
+ | {{SkillListLite |
||
+ | | source = Visage |
||
+ | | name = Gravekeeper's Cloak |
||
+ | | nametext = Gravekeeper's Cloak<sup>1 4</sup> |
||
+ | }} |
||
+ | {{SkillListLite |
||
| source = Wildwing Ripper |
| source = Wildwing Ripper |
||
| name = Toughness Aura |
| name = Toughness Aura |
||
− | | trait1 = Armor bonus |
||
− | | value1 = {{Show|A|Wildwing Ripper|Toughness Aura|value2}} |
||
− | | notes = [[Aura]], affects nearby allies. The buff lingers for {{Show|A|Wildwing Ripper|Toughness Aura|value3}} seconds. |
||
}} |
}} |
||
{{SkillListTail}} |
{{SkillListTail}} |
||
+ | {{Footnote|1|Requires {{Symbol|Talent}} [[talent]].}} |
||
− | {{SkillListHead|collapse=yes|title=Armor increasing items}} |
||
+ | {{Footnote|2a|Requires {{I|Aghanim's Scepter}}.}} |
||
− | {{SkillListRich |
||
+ | {{Footnote|2b|Requires {{I|Aghanim's Shard}}.}} |
||
+ | {{Footnote|3|Affects the player-controlled creep.}} |
||
+ | |||
+ | {{SkillListHead|title=Armor Increasing Item Sources}} |
||
+ | {{SkillListLite |
||
| source = Armlet of Mordiggian |
| source = Armlet of Mordiggian |
||
| name = Unholy Strength |
| name = Unholy Strength |
||
− | | trait1 = Armor bonus |
||
− | | value1 = {{Show|A|Armlet of Mordiggian|Unholy Strength|value3}} |
||
− | | notes = Affects the caster. Armor is granted after the delay. Lasts until toggled off. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Assault Cuirass |
| source = Assault Cuirass |
||
| name = Assault Aura |
| name = Assault Aura |
||
− | | trait1 = Armor bonus |
||
− | | value1 = {{Show|A|Assault Cuirass|Assault Aura|value3}} |
||
− | | notes = [[Aura]], affects nearby allies. The buff lingers for {{Show|A|Assault Cuirass|Assault Aura|value5}} seconds. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Buckler |
| source = Buckler |
||
| name = Buckler Aura |
| name = Buckler Aura |
||
− | | trait1 = Armor bonus |
||
− | | value1 = {{Show|A|Buckler|Buckler Aura|value2}} |
||
− | | notes = [[Aura]], affects nearby allies. The buff lingers for {{Show|A|Buckler|Buckler Aura|value3}} seconds. Can be toggled to only affect heroes. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
+ | | source = Craggy Coat |
||
+ | | name = Toughen Up |
||
+ | }} |
||
+ | {{SkillListLite |
||
| source = Guardian Greaves |
| source = Guardian Greaves |
||
| name = Guardian Aura |
| name = Guardian Aura |
||
− | | trait1 = Boosted armor bonus |
||
− | | value1 = {{Show|A|Guardian Greaves|Guardian Aura|value6}} |
||
− | | notes = [[Aura]], affects nearby allied heroes that are below {{Show|A|Guardian Greaves|Guardian Aura|value3}} health. The buff lingers for {{Show|A|Guardian Greaves|Guardian Aura|value6}} seconds. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
− | | source = Medallion of Courage |
||
− | | name = Valor |
||
− | | trait1 = Armor bonus |
||
− | | value1 = {{Show|A|Medallion of Courage|Valor|value4}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Medallion of Courage|Valor|value5}} |
||
− | | notes = Affects the target ally. |
||
− | }} |
||
− | <!--{{SkillListRich |
||
− | | source = Repair Kit |
||
− | | name = Building Repair |
||
− | | trait1 = Armor bonus |
||
− | | value1 = {{Show|A|Repair Kit|Building Repair|value4}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Repair Kit|Building Repair|value6}} |
||
− | | notes = Affects the target allied building. |
||
− | }}--> |
||
− | {{SkillListRich |
||
− | | source = Ring of Aquila |
||
− | | name = Aquila Aura |
||
− | | trait1 = Armor bonus |
||
− | | value1 = {{Show|A|Ring of Aquila|Aquila Aura|value3}} |
||
− | | notes = [[Aura]], affects nearby allies. The buff lingers for {{Show|A|Ring of Aquila|Aquila Aura|value4}} seconds. Can be toggled to only affect heroes. |
||
− | }} |
||
− | {{SkillListRich |
||
| source = Solar Crest |
| source = Solar Crest |
||
| name = Shine |
| name = Shine |
||
+ | }} |
||
− | | trait1 = Armor bonus |
||
+ | {{SkillListLite |
||
− | | value1 = {{Show|A|Solar Crest|Shine|value3}} |
||
+ | | source = Helm of the Dominator |
||
− | | trait2 = Duration |
||
+ | | name = Dominate |
||
− | | value2 = {{Show|A|Solar Crest|Shine|value9}} |
||
+ | | nametext = Dominate<sup>1</sup> |
||
− | | notes = Affects the target ally. |
||
+ | }} |
||
+ | {{SkillListLite |
||
+ | | source = Helm of the Overlord |
||
+ | | name = Dominate |
||
+ | | nametext = Dominate<sup>1</sup> |
||
+ | }} |
||
+ | {{SkillListLite |
||
+ | | source = Vladmir's Offering |
||
+ | | name = Vladmir's Aura |
||
}} |
}} |
||
{{SkillListTail}} |
{{SkillListTail}} |
||
+ | {{Footnote|1|Affects the player-controlled creep.}} |
||
− | === |
+ | === Talents === |
+ | {{Ability |
||
− | [[File:Armor Corruption icon.png|frame|Armor Corruption's icon]] |
||
+ | | ID = 6110, 5930, 5931, 5932, 5933, 5970, 5934, 6136, 6004, 6286, 6175, 6503, 6645 |
||
− | The following heroes have a [[talent]] that causes their attacks to reduce armor of the attacked target. This is also known as Armor Corruption. |
||
+ | | intern = special_bonus_armor_2/3/4/5/6/7/8/9/10/12/15/20/30 |
||
+ | | name = Armor |
||
+ | | image = File:Talent_icon.png |
||
+ | | type = talent |
||
+ | | description = |
||
+ | | target = Passive |
||
+ | | affects = Self |
||
+ | | illusionuse = No |
||
− | The reduction lasts 10 seconds. Multiple sources of Armor Corruption do not stack. |
||
− | {| class="wikitable" style="table-style:fixed; width:100%" |
||
− | ! rowspan="2" style="width:20%; color:white; background-color:#3578e3; font-size:12pt;" | Bonus |
||
− | ! colspan="2" style="width:20%; color:white; background-color:#3578e3; font-size:11pt;" | Level 10 |
||
− | ! colspan="2" style="width:20%; color:white; background-color:#1c5eca; font-size:11pt;" | Level 15 |
||
− | ! colspan="2" style="width:20%; color:white; background-color:#15499d; font-size:11pt;" | Level 20 |
||
− | ! colspan="2" style="width:20%; color:white; background-color:#0c2a5a; font-size:11pt;" | Level 25 |
||
− | |- |
||
− | ! style="width:10%; color:white; background-color:#3578e3; font-size:11pt;" | Left |
||
− | ! style="width:10%; color:white; background-color:#3578e3; font-size:11pt;" | Right |
||
− | ! style="width:10%; color:white; background-color:#1c5eca; font-size:11pt;" | Left |
||
− | ! style="width:10%; color:white; background-color:#1c5eca; font-size:11pt;" | Right |
||
− | ! style="width:10%; color:white; background-color:#15499d; font-size:11pt;" | Left |
||
− | ! style="width:10%; color:white; background-color:#15499d; font-size:11pt;" | Right |
||
− | ! style="width:10%; color:white; background-color:#0c2a5a; font-size:11pt;" | Left |
||
− | ! style="width:10%; color:white; background-color:#0c2a5a; font-size:11pt;" | Right |
||
− | |- style="vertical-align:top;" |
||
− | ! style="vertical-align:middle;" | {{Symbol|Armor Corruption}} Armor Corruption |
||
− | {{Talent bonus table row|Armor Corruption}} |
||
− | |} |
||
+ | | buff1text = Hidden modifier |
||
− | The following abilities reduce armor: |
||
+ | | buff1dispel = None |
||
− | {{SkillListHead|collapse=yes|title=Armor reducing abilities}} |
||
+ | |||
− | {{SkillListRich |
||
+ | | trait1 = Armor Bonus |
||
+ | | value1 = Varies |
||
+ | |||
+ | | notes = * Grants a flat armor bonus. |
||
+ | |||
+ | * The following values exist: |
||
+ | ** 2/3/4/5/6/7/8/9/10/12/15/20/30 |
||
+ | }} |
||
+ | |||
+ | {{Talent bonus table|Armor|bonus armor}} |
||
+ | |||
+ | Besides these, the following heroes have talents which increase the armor of the units they summon |
||
+ | {{SkillListHead|collapse=no|title=Specific Summons Armor Bonus Talent}} |
||
+ | {{TalentListRich |
||
+ | | source = Lone Druid |
||
+ | | tier = 2 |
||
+ | | side = left |
||
+ | | trait1 = {{Talent class|{{show|T|Lone Druid|talent2left}}|{{show|T|Lone Druid|talent2left value}}}} |
||
+ | | value1 = |
||
+ | | notes = Bonus armor. |
||
+ | }} |
||
+ | {{TalentListRich |
||
+ | | source = Warlock |
||
+ | | tier = 4 |
||
+ | | side = right |
||
+ | | trait1 = {{Talent class|{{show|T|Warlock|talent4right}}|{{show|T|Warlock|talent4right value}}}} |
||
+ | | value1 = |
||
+ | | notes = Bonus armor. |
||
+ | }} |
||
+ | {{SkillListTail}} |
||
+ | |||
+ | === Items === |
||
+ | 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: |
||
+ | {{#cargo_query: |
||
+ | | table = items, items_bonustraits |
||
+ | | join on = items._pageName=items_bonustraits._pageName |
||
+ | | fields = items._pageName, items.item_cost, CONCAT(items_bonustraits.bonus_agility*{{Attribute bonuses|bonus armor}} + items_bonustraits.bonus_armor)=value |
||
+ | | where = bonus_armor>0 AND bonus_agility>0 AND game IS NULL |
||
+ | | limit = 200 |
||
+ | | format = template |
||
+ | | intro = {{Item bonus value table start|userparam=Bonus Agility and Bonus Armor|collapse=true}} |
||
+ | | template = Item bonus value table el |
||
+ | | outro = {{Table end}} |
||
+ | }} |
||
+ | |||
+ | These items have a flat armor bonus to the hero who has them equipped. |
||
+ | {{#cargo_query: |
||
+ | | table = items, items_bonustraits |
||
+ | | join on = items._pageName=items_bonustraits._pageName |
||
+ | | fields = items._pageName, items.item_cost, items_bonustraits.bonus_armor |
||
+ | | where = bonus_armor>0 AND bonus_agility IS NULL AND game IS NULL |
||
+ | | limit = 200 |
||
+ | | format = template |
||
+ | | intro = {{Item bonus value table start|userparam=Flat Bonus Armor|collapse=true}} |
||
+ | | template = Item bonus value table el |
||
+ | | outro = {{Table end}} |
||
+ | }} |
||
+ | |||
+ | These items increase the hero's armor through the agility they provide. |
||
+ | {{#cargo_query: |
||
+ | | table = items, items_bonustraits |
||
+ | | join on = items._pageName=items_bonustraits._pageName |
||
+ | | where = bonus_agility>0 AND bonus_armor IS NULL AND game IS NULL |
||
+ | | fields = items._pageName, items.item_cost, CONCAT(items_bonustraits.bonus_agility*{{Attribute bonuses|bonus armor}})=value |
||
+ | | limit = 200 |
||
+ | | format = template |
||
+ | | template = Item bonus value table el |
||
+ | | intro = {{Item bonus value table start|userparam=Agility Base Armor}} |
||
+ | | outro = {{Table end}} |
||
+ | }} |
||
+ | |||
+ | === Armor Reducing Sources === |
||
+ | {{SkillListHead|title=Armor Reducing Sources}} |
||
+ | {{SkillListLite |
||
| source = Alchemist |
| source = Alchemist |
||
| name = Acid Spray |
| name = Acid Spray |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Alchemist|Acid Spray|value4}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Alchemist|Acid Spray|value6}} |
||
− | | notes = [[Aura]], affects enemies within the target area. The debuff lingers for {{Show|A|Alchemist|Acid Spray|value5}} seconds. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
+ | | source = Ancient Rock Golem |
||
+ | | name = Weakening Aura |
||
+ | }} |
||
+ | {{SkillListLite |
||
| source = Axe |
| source = Axe |
||
| name = Battle Hunger |
| name = Battle Hunger |
||
+ | | nametext = Battle Hunger<sup>2a</sup> |
||
− | | trait1 = Enemy Armor Reduction |
||
− | | value1 = 0 {{Show|A|Axe|Berserker's Call|value4}} ({{Symbol|Aghanim}} {{Show|A|Axe|Berserker's Call|value4 aghs}}) |
||
− | | notes = |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Bristleback |
| source = Bristleback |
||
| name = Viscous Nasal Goo |
| name = Viscous Nasal Goo |
||
− | | trait1 = Base armor reduction |
||
− | | value1 = {{Show|A|Bristleback|Viscous Nasal Goo|value4}} |
||
− | | trait2 = Armor reduction per stack |
||
− | | value2 = {{Show|A|Bristleback|Viscous Nasal Goo|value5}} |
||
− | | trait3 = Max stacks |
||
− | | value3 = {{Show|A|Bristleback|Viscous Nasal Goo|value3}} ({{Symbol|Aghanim}} {{Show|A|Bristleback|Viscous Nasal Goo|value3 aghs}}) |
||
− | | trait4 = Hero Duration |
||
− | | value4 = {{Show|A|Bristleback|Viscous Nasal Goo|value8}} |
||
− | | trait5 = Creep Duration |
||
− | | value5 = {{Show|A|Bristleback|Viscous Nasal Goo|value9}} |
||
− | | notes = Affects the target enemy. Multiple casts increase the stack count, and refresh the duration of existing stacks. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
+ | | source = Bristleback |
||
+ | | name = Hairball |
||
+ | }} |
||
+ | {{SkillListLite |
||
| source = Chaos Knight |
| source = Chaos Knight |
||
| name = Reality Rift |
| name = Reality Rift |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Chaos Knight|Reality Rift|value4}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Chaos Knight|Reality Rift|value5}} |
||
− | | notes = Affects the target enemy. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Dazzle |
| source = Dazzle |
||
| name = Bad Juju |
| name = Bad Juju |
||
− | | trait1 = Armor reduction per cast |
||
− | | value1 = {{Show|A|Dazzle|Bad Juju|value4}} ({{Symbol|Talent}} {{show|A|Dazzle|Bad Juju|value4 tal}}) |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Dazzle|Bad Juju|value6}} |
||
− | | notes = Affects nearby enemies whenever casting a spell. Multiple casts increase the stack count, and refresh the duration of existing stacks. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Forged Spirit |
| source = Forged Spirit |
||
| name = Melting Strike |
| name = Melting Strike |
||
− | | trait1 = Armor reduction per stack |
||
− | | value1 = {{Show|A|Forged Spirit|Melting Strike|value1}} ({{Symbol|Talent}} {{Show|A|Forged Spirit|Melting Strike|value1 tal}}) |
||
− | | trait2 = Max stacks |
||
− | | value2 = {{Show|A|Forged Spirit|Melting Strike|value2}} ({{Symbol|Talent}} {{Show|A|Forged Spirit|Melting Strike|value2 tal}}) |
||
− | | trait3 = Duration |
||
− | | value3 = {{Show|A|Forged Spirit|Melting Strike|value3}} |
||
− | | notes = Passive. Affects the attacked enemy. Multiple attacks increase the stack count, and refresh the duration of existing stacks. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Lycan |
| source = Lycan |
||
| name = Howl |
| name = Howl |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Lycan|Howl|value3}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Lycan|Howl|value4}} |
||
− | | notes = Affects nearby enemies, and all enemies around each {{U|Lycan Wolf}} that is alive. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Naga Siren |
| source = Naga Siren |
||
| name = Rip Tide |
| name = Rip Tide |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Naga Siren|Rip Tide|value5}} ({{Symbol|Talent}} {{show|A|Naga Siren|Rip Tide|value5 tal}}) |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Naga Siren|Rip Tide|value7}} |
||
− | | notes = Passive, has a chance to trigger on attacks. Affects nearby enemies. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Pangolier |
| source = Pangolier |
||
| name = Lucky Shot |
| name = Lucky Shot |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Pangolier|Lucky Shot|value3}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Pangolier|Lucky Shot|value4}} |
||
− | | notes = Has a chance to proc on attack, affecting the attacked enemy. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Razor |
| source = Razor |
||
| name = Eye of the Storm |
| name = Eye of the Storm |
||
− | | trait1 = Armor reduction per strike |
||
− | | value1 = {{Show|A|Razor|Eye of the Storm|value5}} |
||
− | | trait2 = Max duration |
||
− | | value2 = {{Show|A|Razor|Eye of the Storm|value6}} |
||
− | | notes = Strikes the lowest health enemy within range. Does not reduce armor of hit buildings. The armor duration of each strike is based on the storm's remaining duration. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
+ | | source = Razor |
||
+ | | name = Static Link |
||
+ | | nametext = Static Link<sup>1</sup> |
||
+ | }} |
||
+ | {{SkillListLite |
||
| source = Shadow Fiend |
| source = Shadow Fiend |
||
| name = Presence of the Dark Lord |
| name = Presence of the Dark Lord |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Shadow Fiend|Presence of the Dark Lord|value2}} ({{Symbol|Talent}} {{show|A|Shadow Fiend|Presence of the Dark Lord|value2 tal}}) |
||
− | | notes = [[Aura]], affects nearby enemies. The debuff lingers for {{Show|A|Shadow Fiend|Presence of the Dark Lord|value3}} seconds. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
+ | | source = Slardar |
||
+ | | name = Slithereen Crush |
||
+ | | nametext = Slithereen Crush<sup>2b</sup> |
||
+ | }} |
||
+ | {{SkillListLite |
||
| source = Slardar |
| source = Slardar |
||
| name = Corrosive Haze |
| name = Corrosive Haze |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Slardar|Corrosive Haze|value2}} ({{Symbol|Talent}} {{show|A|Slardar|Corrosive Haze|value2 tal}}) |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Slardar|Corrosive Haze|value3}} |
||
− | | notes = Affects the target enemy. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
+ | | source = Snapfire |
||
+ | | name = Lil' Shredder |
||
+ | }} |
||
+ | {{SkillListLite |
||
| source = Templar Assassin |
| source = Templar Assassin |
||
| name = Meld |
| name = Meld |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Templar Assassin|Meld|value3}} ({{Symbol|Talent}} {{show|A|Templar Assassin|Meld|value3 tal}}) |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Templar Assassin|Meld|value4}} |
||
− | | notes = Affects the attacked enemy. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Tidehunter |
| source = Tidehunter |
||
| name = Gush |
| name = Gush |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Tidehunter|Gush|value5}} ({{Symbol|Talent}} {{show|A|Tidehunter|Gush|value5 tal}}) |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Tidehunter|Gush|value7}} |
||
− | | notes = Affects the target enemy ({{Symbol|Aghanim}} affects all hit enemies). |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Vengeful Spirit |
| source = Vengeful Spirit |
||
| name = Wave of Terror |
| name = Wave of Terror |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Vengeful Spirit|Wave of Terror|value5}} ({{Symbol|Talent}} {{show|A|Vengeful Spirit|Wave of Terror|value5 tal}}) |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Vengeful Spirit|Wave of Terror|value7}} |
||
− | | notes = Affects all hit enemies. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
+ | | source = Viper |
||
+ | | name = Poison Attack |
||
+ | | nametext = Poison Attack<sup>2b</sup> |
||
+ | }} |
||
+ | {{SkillListLite |
||
| source = Weaver |
| source = Weaver |
||
| name = The Swarm |
| name = The Swarm |
||
− | | trait1 = Armor reduction per interval |
||
− | | value1 = {{Show|A|Weaver|The Swarm|value10}} ({{Symbol|Talent}} {{show|A|Weaver|The Swarm|value10 tal}}) |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Weaver|The Swarm|value11}} |
||
− | | notes = Affects all hit enemies. The beetles reduce armor in {{Show|A|Weaver|The Swarm|value8}} second intervals. The reduction lasts as long as the beetles do. |
||
}} |
}} |
||
{{SkillListTail}} |
{{SkillListTail}} |
||
+ | {{Footnote|1|Requires {{Symbol|Talent}} [[talent]].}} |
||
+ | {{Footnote|2a|Requires {{I|Aghanim's Scepter}}.}} |
||
+ | {{Footnote|2b|Requires {{I|Aghanim's Shard}}.}} |
||
− | {{SkillListHead |
+ | {{SkillListHead|title=Armor Reducing Item Sources}} |
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Assault Cuirass |
| source = Assault Cuirass |
||
| name = Assault Aura |
| name = Assault Aura |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Assault Cuirass|Assault Aura|value4}} |
||
− | | notes = [[Aura]], affects nearby enemies. The debuff lingers for {{Show|A|Assault Cuirass|Assault Aura|value5}} seconds. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
+ | | source = Mask of Madness |
||
+ | | name = Berserk |
||
+ | }} |
||
+ | {{Anchor|Armor Corruption Items}} |
||
+ | {{SkillListLite |
||
| source = Blight Stone |
| source = Blight Stone |
||
| name = Lesser Corruption |
| name = Lesser Corruption |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Blight Stone|Lesser Corruption|value1}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Blight Stone|Lesser Corruption|value2}} |
||
− | | notes = Affects the attacked enemy. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Desolator |
| source = Desolator |
||
| name = Corruption |
| name = Corruption |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Desolator|Corruption|value1}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Desolator|Corruption|value2}} |
||
− | | notes = Affects the attacked enemy. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
− | | source = Mask of Madness |
||
− | | name = Berserk |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Mask of Madness|Berserk|value3}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Mask of Madness|Berserk|value4}} |
||
− | | notes = Affects the caster. |
||
− | }} |
||
− | {{SkillListRich |
||
− | | source = Medallion of Courage |
||
− | | name = Valor |
||
− | | trait1 = Caster armor reduction |
||
− | | value1 = {{Show|A|Medallion of Courage|Valor|value2}} |
||
− | | trait2 = Target armor reduction |
||
− | | value2 = {{Show|A|Medallion of Courage|Valor|value3}} |
||
− | | trait3 = Duration |
||
− | | value3 = {{Show|A|Medallion of Courage|Valor|value5}} |
||
− | | notes = Affects the caster and the target enemy. |
||
− | }} |
||
− | {{SkillListRich |
||
| source = Orb of Corrosion |
| source = Orb of Corrosion |
||
| name = Corrosion |
| name = Corrosion |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Orb of Corrosion|Corrosion|value5}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Orb of Corrosion|Corrosion|value3}} |
||
− | | notes = Affects the attacked enemy. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
| source = Orb of Destruction |
| source = Orb of Destruction |
||
| name = Impeding Corruption |
| name = Impeding Corruption |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Orb of Destruction|Impeding Corruption|value3}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Orb of Destruction|Impeding Corruption|value4}} |
||
− | | notes = Affects the attacked enemy. |
||
}} |
}} |
||
+ | {{SkillListLite |
||
− | {{SkillListRich |
||
− | | source = Solar Crest |
||
− | | name = Shine |
||
− | | trait1 = Caster armor reduction |
||
− | | value1 = {{Show|A|Solar Crest|Shine|value2}} |
||
− | | trait2 = Target armor reduction |
||
− | | value2 = {{Show|A|Solar Crest|Shine|value6}} |
||
− | | trait3 = Duration |
||
− | | value3 = {{Show|A|Solar Crest|Shine|value9}} |
||
− | | notes = Affects the caster and the target enemy. |
||
− | }} |
||
− | {{SkillListRich |
||
| source = Stygian Desolator |
| source = Stygian Desolator |
||
| name = Greater Corruption |
| name = Greater Corruption |
||
− | | trait1 = Armor reduction |
||
− | | value1 = {{Show|A|Stygian Desolator|Greater Corruption|value1}} |
||
− | | trait2 = Duration |
||
− | | value2 = {{Show|A|Stygian Desolator|Greater Corruption|value2}} |
||
− | | notes = Affects the attacked enemy. |
||
}} |
}} |
||
{{SkillListTail}} |
{{SkillListTail}} |
||
− | === Armor |
+ | ==== Armor Corruption ==== |
+ | Armor Corruption is granted by choosing a {{Symbol|talent}} [[Talent]], that causes hero attacks to reduce armor of the attacked target. |
||
− | Some abilities negate a unit's armor by reducing or increasing armor based on the unit's armor, effectively removing a percentage of the armor on the target. This Armor negation only affects the armor value of units, their armor type is unaffected and still reduces damage normally. |
||
+ | {{Ability |
||
− | The following abilities negate armor: |
||
+ | | ID = 439, 7383, 7011, 6846 |
||
− | {{SkillListHead|collapse=yes|title=Armor negating abilities}} |
||
+ | | intern = special_bonus_armor_corruption_25/3/4/5 |
||
− | {{SkillListRich |
||
− | | |
+ | | name = Armor Corruption |
+ | | image = File:Armor Corruption icon.png |
||
− | | name = Marksmanship |
||
+ | | type = talent |
||
− | | trait1 = Main armor negation |
||
− | | |
+ | | description = |
+ | | target = Passive |
||
− | | notes = Has a chance to completely ignore the target's main armor value on attack, dealing damage as if they had 0 main armor. |
||
+ | | affects = Enemies |
||
+ | |||
+ | | piercesdbi = No |
||
+ | | breakable = No |
||
+ | | illusionuse = No |
||
+ | |||
+ | | debuff1 = modifier_armor_corruption |
||
+ | | debuff1text = Armor Corruption: Armor is reduced by x. |
||
+ | | debuff1dispel = Any |
||
+ | | buff1text = Hidden modifier |
||
+ | | buff1dispel = None |
||
+ | |||
+ | | trait1 = Armor Reduction |
||
+ | | value1 = Varies |
||
+ | | trait2 = Duration |
||
+ | | value2 = 10 |
||
+ | |||
+ | | notes = * Causes the hero's attacks to place a debuff on the target that reduces the target's armor. |
||
+ | |||
+ | * Successive attacks do not stack the debuff, but refresh the duration instead. |
||
+ | |||
+ | * The attacks first apply the debuff, then their own damage. |
||
+ | |||
+ | * Works against wards, [[buildings]], and allied units. |
||
+ | |||
+ | * Fully stacks with any other items or other sources of Armor Corruption. |
||
+ | |||
+ | * The following armor reduction values exist: |
||
+ | ** 2.5/3/4/5 |
||
}} |
}} |
||
+ | |||
+ | {{Talent bonus table|Armor Corruption|Armor Corruption}} |
||
+ | |||
+ | ==== Pure Damage ==== |
||
+ | {{Main|Damage types#Damage Classification|Damage types#Flags|l1=Damage Types|l2=HP Removal}} |
||
+ | {{#lst:Damage types|puredmg}} |
||
+ | |||
+ | == Abilities Based on Armor == |
||
+ | {{SkillListHead|title=Armor Based Ability Effects}} |
||
{{SkillListRich |
{{SkillListRich |
||
− | | source = |
+ | | source = Axe |
− | | name = |
+ | | name = Battle Hunger |
− | | trait1 = |
+ | | trait1 = Armor as Damage per Second |
− | | value1 = {{Show|A| |
+ | | value1 = {{Show|A|Axe|Battle Hunger|value3}} ({{Symbol|Talent}} {{Show|A|Axe|Battle Hunger|value3 tal}}) |
+ | | trait2 = Non-Hero Armor Multiplier |
||
− | | notes = [[Aura]], affects nearby enemies. The reduction is based on the enemies' main armor. The debuff lingers for {{Show|A|Elder Titan|Natural Order|value4}} second. |
||
+ | | value2 = {{Show|A|Axe|Battle Hunger|value5}} |
||
+ | | notes = Deals damage based on the hero's armor. |
||
}} |
}} |
||
{{SkillListTail}} |
{{SkillListTail}} |
||
− | + | == Damage Multiplier == |
|
+ | <section begin=dmu intro/>All units, including [[buildings]], have an inherent [[Armor#Base Armor|base armor]] value and [[Attack damage#Attack Classes|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.<section end=dmu intro/> |
||
− | The following heroes have a [[talent]] that grants them bonus armor. |
||
+ | |||
− | {| class="wikitable" style="table-style:fixed; width:100%" |
||
+ | Damage Multiplier is also used to calculate a unit's [[Armor#Effective HP|Effective HP]] (EHP). The lower the damage multiplier, the higher the Effective HP of a unit, vice versa. |
||
− | ! rowspan="2" style="width:20%; color:white; background-color:#3578e3; font-size:12pt;" | Bonus |
||
+ | {| class="wikitable" style="text-align:center;" |
||
− | ! colspan="2" style="width:20%; color:white; background-color:#3578e3; font-size:11pt;" | Level 10 |
||
+ | ! class="header" width="225px" | Armor Formula Base <code>b</code> |
||
− | ! colspan="2" style="width:20%; color:white; background-color:#1c5eca; font-size:11pt;" | Level 15 |
||
+ | ! class="header" width="225px" | Armor Formula Factor <code>f</code> |
||
− | ! colspan="2" style="width:20%; color:white; background-color:#15499d; font-size:11pt;" | Level 20 |
||
− | ! colspan="2" style="width:20%; color:white; background-color:#0c2a5a; font-size:11pt;" | Level 25 |
||
|- |
|- |
||
+ | | {{G|armor base}} |
||
− | ! style="width:10%; color:white; background-color:#3578e3; font-size:11pt;" | Left |
||
+ | | {{G|armor factor}} |
||
− | ! style="width:10%; color:white; background-color:#3578e3; font-size:11pt;" | Right |
||
− | ! style="width:10%; color:white; background-color:#1c5eca; font-size:11pt;" | Left |
||
− | ! style="width:10%; color:white; background-color:#1c5eca; font-size:11pt;" | Right |
||
− | ! style="width:10%; color:white; background-color:#15499d; font-size:11pt;" | Left |
||
− | ! style="width:10%; color:white; background-color:#15499d; font-size:11pt;" | Right |
||
− | ! style="width:10%; color:white; background-color:#0c2a5a; font-size:11pt;" | Left |
||
− | ! style="width:10%; color:white; background-color:#0c2a5a; font-size:11pt;" | Right |
||
− | |- style="vertical-align:top;" |
||
− | ! style="vertical-align:middle;" | Armor |
||
− | {{Talent bonus table row|armor}} |
||
|} |
|} |
||
+ | For any real-valued armor, the damage multiplier is defined as |
||
− | Besides these, the following heroes have talents which increase the armor of the units they summon |
||
+ | : {{#tag:math|\begin{align} |
||
− | {{SkillListHead|collapse=yes|title=Specific summons armor bonus}} |
||
+ | D_{Mu} |
||
− | {{TalentListRich |
||
+ | &= 1 - \displaystyle\frac{ f \times R }{ b + f \times \vert R \vert} \quad \& \quad 0 \leq D_{Mu} \leq 2 \\ |
||
− | | source = Lone Druid |
||
+ | \\ |
||
− | | tier = 2 |
||
+ | &= 1 - \displaystyle\frac{ {{G|armor factor}} \times R }{ {{G|armor base}} + {{G|armor factor}} \times \vert R \vert} |
||
− | | side = left |
||
+ | \end{align} |
||
− | | trait1 = {{Talent class|{{show|T|Lone Druid|talent2left}}|{{show|T|Lone Druid|talent2left value}}}} |
||
− | | value1 = |
||
− | | notes = |
||
}} |
}} |
||
− | {{TalentListRich |
||
− | | source = Warlock |
||
− | | tier = 4 |
||
− | | side = right |
||
− | | trait1 = {{Talent class|{{show|T|Warlock|talent4right}}|{{show|T|Warlock|talent4right value}}}} |
||
− | | value1 = |
||
− | | notes = |
||
− | }} |
||
− | {{SkillListTail}} |
||
+ | With <code>D<sub>Mu</sub></code> being the Damage Multiplier and <code>R</code> the armor value. |
||
− | === Armor granting items === |
||
− | {{#cargo_query: |
||
− | table = items |
||
− | | fields = _pageName, item_cost, bonus_armor |
||
− | | where = bonus_armor>0 AND game IS NULL |
||
− | | group by = _pageName |
||
− | | limit = 200 |
||
− | | format = template |
||
− | | template = Item bonus value table el |
||
− | | intro = {{Item bonus value table start|userparam=Armor granting items}} |
||
− | | outro = {{Table end}} |
||
− | }} |
||
− | |||
− | == Damage multiplier == |
||
− | All units, including [[buildings]], have an inherent base armor value and armor type. 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. |
||
− | |||
− | For any real-valued armor, the damage multiplier is defined as<!-- |
||
− | -->{{#vardefine:armor factor|0.06}}<!-- |
||
− | -->{{#vardefine:armor base|1}} |
||
− | : {{#tag:math| |
||
− | D = 1 - \displaystyle\frac{{{#var:armor factor}} \times M}{{{#var:armor base}} + {{#var:armor factor}} \times \vert M \vert} |
||
− | }} |
||
+ | <section begin=dmu outro/>The damage multiplier limits are {{#vardefineecho:dm lower lim|{{#expr:1 - {{G|armor factor}} / {{G|armor factor}}}}}} and {{#vardefineecho:dm upper lim|{{#expr:1 - {{G|armor factor}} / (-{{G|armor factor}})}}}}, for infinitely positive and negative armor, respectively.<section end=dmu outro/> Expand the table below for more detailed information on how much positive and negative armor affects damage multiplier. |
||
− | With <code>D</code> being the index of Damage Multiplier and <code>M</code> being the index of [[Armor#Main armor|Main Armor]]. |
||
− | The damage multiplier limits are {{#expr:1 - {{#var:armor factor}} / (-{{#var:armor factor}})}} and {{#expr:1 - {{#var:armor factor}} / {{#var:armor factor}}}}, for infinitely negative and positive armor, respectively. |
||
− | </onlyinclude> |
||
;Examples |
;Examples |
||
− | {| class="wikitable mw-collapsible mw-collapsed mw-datatable" width |
+ | {| class="wikitable mw-collapsible mw-collapsed mw-datatable" width="55%" |
! class = "header" width = "10%" align="center" | Armor (+) |
! class = "header" width = "10%" align="center" | Armor (+) |
||
! class = "header" width = "15%" align="center" | Multiplier |
! class = "header" width = "15%" align="center" | Multiplier |
||
Line 641: | Line 662: | ||
| {{#sub:{{#loop:i|1|9| |
| {{#sub:{{#loop:i|1|9| |
||
align="center" {{!}} {{#var:i}} |
align="center" {{!}} {{#var:i}} |
||
− | {{!}} align="center" {{!}} {{#expr:(1-{{ |
+ | {{!}} align="center" {{!}} {{#expr:(1-{{G|armor factor}}*{{#var:i}}/({{G|armor base}}+{{G|armor factor}}*{{#var:i}}))*100 round 0}}% |
{{!}} align="center" {{!}} -{{#var:i}} |
{{!}} align="center" {{!}} -{{#var:i}} |
||
− | {{!}} align="center" {{!}} {{#expr:(1-{{ |
+ | {{!}} align="center" {{!}} {{#expr:(1-{{G|armor factor}}*-{{#var:i}}/({{G|armor base}}+{{G|armor factor}}*{{#var:i}}))*100 round 0}}% |
{{!}}- |
{{!}}- |
||
{{!}} }}||-5}} |
{{!}} }}||-5}} |
||
Line 649: | Line 670: | ||
| {{#sub:{{#loop:i|10|9| |
| {{#sub:{{#loop:i|10|9| |
||
align="center" {{!}} {{#var:i}} |
align="center" {{!}} {{#var:i}} |
||
− | {{!}} align="center" {{!}} {{#expr:(1-{{ |
+ | {{!}} align="center" {{!}} {{#expr:(1-{{G|armor factor}}*{{#var:i}}/({{G|armor base}}+{{G|armor factor}}*{{#var:i}}))*100 round 0}}% |
{{!}} align="center" {{!}} -{{#var:i}} |
{{!}} align="center" {{!}} -{{#var:i}} |
||
− | {{!}} align="center" {{!}} {{#expr:(1-{{ |
+ | {{!}} align="center" {{!}} {{#expr:(1-{{G|armor factor}}*-{{#var:i}}/({{G|armor base}}+{{G|armor factor}}*{{#var:i}}))*100 round 0}}% |
{{!}}- |
{{!}}- |
||
{{!}} }}||-5}} |
{{!}} }}||-5}} |
||
Line 657: | Line 678: | ||
| {{#sub:{{#loop:i|19|9| |
| {{#sub:{{#loop:i|19|9| |
||
align="center" {{!}} {{#var:i}} |
align="center" {{!}} {{#var:i}} |
||
− | {{!}} align="center" {{!}} {{#expr:(1-{{ |
+ | {{!}} align="center" {{!}} {{#expr:(1-{{G|armor factor}}*{{#var:i}}/({{G|armor base}}+{{G|armor factor}}*{{#var:i}}))*100 round 0}}% |
{{!}} align="center" {{!}} -{{#var:i}} |
{{!}} align="center" {{!}} -{{#var:i}} |
||
− | {{!}} align="center" {{!}} {{#expr:(1-{{ |
+ | {{!}} align="center" {{!}} {{#expr:(1-{{G|armor factor}}*-{{#var:i}}/({{G|armor base}}+{{G|armor factor}}*{{#var:i}}))*100 round 0}}% |
{{!}}- |
{{!}}- |
||
{{!}} }}||-5}} |
{{!}} }}||-5}} |
||
Line 665: | Line 686: | ||
| {{#sub:{{#loop:i|28|9| |
| {{#sub:{{#loop:i|28|9| |
||
align="center" {{!}} {{#var:i}} |
align="center" {{!}} {{#var:i}} |
||
− | {{!}} align="center" {{!}} {{#expr:(1-{{ |
+ | {{!}} align="center" {{!}} {{#expr:(1-{{G|armor factor}}*{{#var:i}}/({{G|armor base}}+{{G|armor factor}}*{{#var:i}}))*100 round 0}}% |
{{!}} align="center" {{!}} -{{#var:i}} |
{{!}} align="center" {{!}} -{{#var:i}} |
||
− | {{!}} align="center" {{!}} {{#expr:(1-{{ |
+ | {{!}} align="center" {{!}} {{#expr:(1-{{G|armor factor}}*-{{#var:i}}/({{G|armor base}}+{{G|armor factor}}*{{#var:i}}))*100 round 0}}% |
{{!}}- |
{{!}}- |
||
{{!}} }}||-5}} |
{{!}} }}||-5}} |
||
Line 673: | Line 694: | ||
| {{#sub:{{#loop:i|37|9| |
| {{#sub:{{#loop:i|37|9| |
||
align="center" {{!}} {{#var:i}} |
align="center" {{!}} {{#var:i}} |
||
− | {{!}} align="center" {{!}} {{#expr:(1-{{ |
+ | {{!}} align="center" {{!}} {{#expr:(1-{{G|armor factor}}*{{#var:i}}/({{G|armor base}}+{{G|armor factor}}*{{#var:i}}))*100 round 0}}% |
{{!}} align="center" {{!}} -{{#var:i}} |
{{!}} align="center" {{!}} -{{#var:i}} |
||
− | {{!}} align="center" {{!}} {{#expr:(1-{{ |
+ | {{!}} align="center" {{!}} {{#expr:(1-{{G|armor factor}}*-{{#var:i}}/({{G|armor base}}+{{G|armor factor}}*{{#var:i}}))*100 round 0}}% |
{{!}}- |
{{!}}- |
||
{{!}} }}||-5}} |
{{!}} }}||-5}} |
||
Line 681: | Line 702: | ||
== Effective HP == |
== Effective HP == |
||
− | [[File:Armor.png|thumb|Relationships between |
+ | [[File:Armor.png|thumb|400px|Relationships between Effective HP%, damage multiplier and armor]] |
− | The total amount of physical damage a unit can take due to the armor it has is known as |
+ | 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 {{#expr:(100/(1-{{G|armor factor}}*16.66666/({{G|armor base}}+{{G|armor factor}}*16.66666)) round2)-100}}% to EHP. This means a unit with 1000 health and 16.66 armor can take {{#expr:1000/(1-{{G|armor factor}}*16.6666/({{G|armor base}}+{{G|armor factor}}*16.6666)) round2}} 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. |
|
− | {| class="wikitable" style="text-align:center" |
+ | {| class="wikitable" style="text-align:center" width="55%" |
! Armor |
! Armor |
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| -40 |
| -40 |
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Line 699: | Line 720: | ||
|- |
|- |
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! Effective HP |
! Effective HP |
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− | | {{#expr:1000/(1-{{ |
+ | | {{#expr:1000/(1-{{G|armor factor}}*-40/({{G|armor base}}+{{G|armor factor}}*40)) round2}} |
− | | {{#expr:1000/(1-{{ |
+ | | {{#expr:1000/(1-{{G|armor factor}}*-30/({{G|armor base}}+{{G|armor factor}}*30)) round2}} |
− | | {{#expr:1000/(1-{{ |
+ | | {{#expr:1000/(1-{{G|armor factor}}*-20/({{G|armor base}}+{{G|armor factor}}*20)) round2}} |
− | | {{#expr:1000/(1-{{ |
+ | | {{#expr:1000/(1-{{G|armor factor}}*-10/({{G|armor base}}+{{G|armor factor}}*10)) round2}} |
− | | {{#expr:1000/(1-{{ |
+ | | {{#expr:1000/(1-{{G|armor factor}}*0/({{G|armor base}}+{{G|armor factor}}*0)) round2}} |
− | | {{#expr:1000/(1-{{ |
+ | | {{#expr:1000/(1-{{G|armor factor}}*10/({{G|armor base}}+{{G|armor factor}}*10)) round2}} |
− | | {{#expr:1000/(1-{{ |
+ | | {{#expr:1000/(1-{{G|armor factor}}*20/({{G|armor base}}+{{G|armor factor}}*20)) round2}} |
− | | {{#expr:1000/(1-{{ |
+ | | {{#expr:1000/(1-{{G|armor factor}}*30/({{G|armor base}}+{{G|armor factor}}*30)) round2}} |
− | | {{#expr:1000/(1-{{ |
+ | | {{#expr:1000/(1-{{G|armor factor}}*40/({{G|armor base}}+{{G|armor factor}}*40)) round2}} |
|} |
|} |
||
− | This definition of EHP assumes all damage taken is physical. EHP against magical damage (such as {{ |
+ | This definition of EHP assumes all damage taken is physical. EHP against magical damage (such as {{A|Laguna Blade|Lina}} or {{A|Finger of Death|Lion}}) is modified by [[Magic Resistance#Effective HP|magic resistance]]. |
Effective HP against physical damage is defined as |
Effective HP against physical damage is defined as |
||
: {{#tag:math| |
: {{#tag:math| |
||
− | + | E_{HP} = \displaystyle\frac{ C_{HP} }{ D_{Mu} } |
|
}} |
}} |
||
− | With <code>C</code> being the |
+ | With <code>C<sub>HP</sub></code> being the Current [[Health]] and <code>D<sub>Mu</sub></code> the [[Armor#Damage Multiplier|Damage Multiplier]]. |
;Example 1:<!-- |
;Example 1:<!-- |
||
-->{{#vardefine:sven example hp|{{#expr:({{show|H|Sven|strength}}+{{show|H|Sven|strength growth}}*24)*{{Attribute bonuses|bonus health}}+{{Attribute bonuses|health}}}}}}<!-- |
-->{{#vardefine:sven example hp|{{#expr:({{show|H|Sven|strength}}+{{show|H|Sven|strength growth}}*24)*{{Attribute bonuses|bonus health}}+{{Attribute bonuses|health}}}}}}<!-- |
||
-->{{#vardefine:sven example armor|{{#expr:({{show|H|Sven|agility}}+{{show|H|Sven|agility growth}}*24)*{{Attribute bonuses|bonus armor}}+{{show|H|Sven|armor}}}}}}<!-- |
-->{{#vardefine:sven example armor|{{#expr:({{show|H|Sven|agility}}+{{show|H|Sven|agility growth}}*24)*{{Attribute bonuses|bonus armor}}+{{show|H|Sven|armor}}}}}}<!-- |
||
− | -->{{#vardefine:sven example damage multiplier|{{#expr:1-{{ |
+ | -->{{#vardefine:sven example damage multiplier|{{#expr:1-{{G|armor factor}}*{{#var:sven example armor}}/({{G|armor base}}+{{G|armor factor}}*{{#var:sven example armor}}) round 6 }}}}<!-- |
-->{{#vardefine:sven example effective hp|{{#expr:{{#var:sven example hp}}/{{#var:sven example damage multiplier}} round 2 }}}} |
-->{{#vardefine:sven example effective hp|{{#expr:{{#var:sven example hp}}/{{#var:sven example damage multiplier}} round 2 }}}} |
||
− | : A Level 25 {{H|Sven}} has a total health of {{#var:sven example hp}} and {{#var:sven example armor}} points of armor. What is his effective HP against physical damage? |
+ | : A Level 25 {{H|Sven}} has a total health of {{#var:sven example hp}} and {{#var:sven example armor}} points of armor without any items. What is his effective HP against physical damage? |
:{{#tag:math|\begin{align} |
:{{#tag:math|\begin{align} |
||
+ | D_{Mu} |
||
− | D |
||
− | &= 1 - \frac{{{ |
+ | &= 1 - \frac{{{G|armor factor}} \times {{#var:sven example armor}}}{{{G|armor base}} + {{G|armor factor}} \times \vert {{#var:sven example armor}} \vert} \\ |
+ | \\ |
||
&= {{#var:sven example damage multiplier}} |
&= {{#var:sven example damage multiplier}} |
||
\end{align} |
\end{align} |
||
}} |
}} |
||
+ | :: {{H|Sven}}'s damage multiplier is {{#var:sven example damage multiplier}} in this example. |
||
:{{#tag:math|\begin{align} |
:{{#tag:math|\begin{align} |
||
+ | E_{HP} |
||
− | \text{EHP} |
||
− | &= {{{#var:sven example hp}} \over D} \\ |
||
&= {{{#var:sven example hp}} \over {{#var:sven example damage multiplier}}} \\ |
&= {{{#var:sven example hp}} \over {{#var:sven example damage multiplier}}} \\ |
||
+ | \\ |
||
&= {{#var:sven example effective hp}} |
&= {{#var:sven example effective hp}} |
||
\end{align} |
\end{align} |
||
Line 746: | Line 769: | ||
;Example 2:<!-- |
;Example 2:<!-- |
||
− | -->{{#vardefine:sven example armor 2|{{#expr:{{#var:sven example armor}}-{{#explode:{{show|A|Slardar|Corrosive Haze| |
+ | -->{{#vardefine:sven example armor 2|{{#expr:{{#var:sven example armor}}-{{#explode:{{show|A|Slardar|Corrosive Haze|value3}}|/|2}}}}}}<!-- |
− | -->{{#vardefine:sven example damage multiplier 2|{{#expr:1-({{ |
+ | -->{{#vardefine:sven example damage multiplier 2|{{#expr:1-({{G|armor factor}}*{{#var:sven example armor 2}})/({{G|armor base}}+{{G|armor factor}}*-{{#var:sven example armor 2}}) round 5 }}}}<!-- |
− | -->{{#vardefine:sven example effective hp 2|{{#expr:{{#var:sven example hp}}/(1-{{ |
+ | -->{{#vardefine:sven example effective hp 2|{{#expr:{{#var:sven example hp}}/(1-{{G|armor factor}}*{{#var:sven example armor 2}}/({{G|armor base}}+{{G|armor factor}}*-{{#var:sven example armor 2}})) round 2 }}}} |
− | :The same Level 25 {{H|Sven}} from previous example (has a total health of {{#var:sven example hp}}) is affected by a Level 3 {{A|Corrosive Haze|Slardar}}, and his armor is now {{#var:sven example armor 2}}. What is his effective HP against physical damage? |
+ | : The same Level 25 {{H|Sven}} from the previous example (has a total health of {{#var:sven example hp}}) is affected by a Level 3 {{A|Corrosive Haze|Slardar}}, and his armor is now {{#var:sven example armor 2}}. What is his effective HP against physical damage? |
:{{#tag:math|\begin{align} |
:{{#tag:math|\begin{align} |
||
+ | D_{Mu} |
||
− | D &= 1 - \frac{{{#var:armor factor}} \times ({{#var:sven example armor 2}})}{{{#var:armor base}} + {{#var:armor factor}} \times \vert {{#expr:{{#var:sven example armor 2}}}} \vert} \\ |
||
+ | &= 1 - \frac{{{G|armor factor}} \times ({{#var:sven example armor 2}})}{{{G|armor base}} + {{G|armor factor}} \times \vert {{#expr:{{#var:sven example armor 2}}}} \vert} \\ |
||
+ | \\ |
||
&= {{#var:sven example damage multiplier 2}} |
&= {{#var:sven example damage multiplier 2}} |
||
\end{align} |
\end{align} |
||
}} |
}} |
||
+ | :: {{H|Sven}}'s damage multiplier is {{#var:sven example damage multiplier 2}} in this example. |
||
− | :{{#tag:math| |
||
+ | |||
− | \text{EHP} |
||
+ | :{{#tag:math|\begin{align} |
||
− | &= {{{#var:sven example hp}} \over D} \\ |
||
+ | E_{HP} |
||
&= {{{#var:sven example hp}} \over {{#var:sven example damage multiplier 2}}} \\ |
&= {{{#var:sven example hp}} \over {{#var:sven example damage multiplier 2}}} \\ |
||
+ | \\ |
||
&= {{#var:sven example effective hp 2}} |
&= {{#var:sven example effective hp 2}} |
||
+ | \end{align} |
||
}} |
}} |
||
− | :{{H|Sven}}'s effective HP against physical damage in this example is {{#var:sven example effective hp 2}}. |
+ | : {{H|Sven}}'s effective HP against physical damage in this example is {{#var:sven example effective hp 2}}. |
− | |||
− | == Armor types == |
||
− | There are several different types of armor, which determine how much damage a unit takes against certain [[attack damage types]]. Each of the 3 different armor types either reduces, increases or does not affect the damage from each of the damage types, on top of armor values manipulating them. |
||
− | |||
− | Attack damage dealt against armor type is defined as |
||
− | |||
− | :{{#tag:math| |
||
− | \text{AttackDamageDealt} = OriginalAttackDamage \times DamageMultiplier \times ArmorTypeMultiplier |
||
− | }} |
||
− | |||
− | This table shows how much damage each armor type reduces against each attack damage type and which unit uses which armor type (units which take a set amount of damage per attack are excluded). |
||
− | {| class="wikitable mw-collapsible mw-collapsed mw-datatable" style="width:100%; text-align:center;" |
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− | ! class="header" rowspan="2" width="10%" | Armor Type |
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− | ! class="header" rowspan="2" width="30%" | Used by |
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− | ! class="header" colspan="6" | Attack Damage Type |
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− | |- |
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− | ! class="header" width="15%" | {{tooltip|Hero|including physical damage from abilities}} |
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− | ! class="header" width="15%" | Basic |
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− | ! class="header" width="15%" | Pierce |
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− | ! class="header" width="15%" | Siege |
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− | |- |
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− | | '''Hero''' |
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− | | {{#cargo_query:table=units|fields=CONCAT("[[", _pageName,"|",title,"]]")|where=armor_type="Hero" AND game IS NULL|group by=_pageID}} |
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− | | 100% |
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− | | 75% |
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− | | 50% |
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− | | 100% |
||
− | |- |
||
− | | '''Basic''' |
||
− | | {{#cargo_query:table=units|fields=CONCAT("[[", _pageName,"|",title,"]]")|where=armor_type IS NULL AND game IS NULL|group by=_pageID}} |
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− | | 100% |
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− | | 100% |
||
− | | 150% |
||
− | | 100% |
||
− | |- |
||
− | | '''Structure''' |
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− | | {{#cargo_query:table=units|fields=CONCAT("[[", _pageName,"|",title,"]]")|where=armor_type="Structure" AND game IS NULL|group by=_pageID}} |
||
− | | 50% |
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− | | 70% |
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− | | 35% |
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− | | 250% |
||
− | |} |
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− | |||
− | ;Example 1:<!-- |
||
− | -->{{#vardefine:siege creep damage multiplier|{{#expr:1-{{#var:armor factor}}*5/({{#var:armor base}}+{{#var:armor factor}}*5) round 5 }}}} |
||
− | : {{H|Sven}} with 100 damage attacks a [[siege creep]] which has 0 armor and deals 50 damage to it. The attack type "hero" deals 50% less damage against the armor type "structure" which is the siege creeps' and all buildings' armor type. If the siege creep gained 5 armor, how much the 100 damage attack would deal? |
||
− | |||
− | ::{{#tag:math| |
||
− | \text{SiegeCreep DamageMultiplier Example} = 1 - \frac{{{#var:armor factor}} \times 5}{{{#var:armor base}} + {{#var:armor factor}} \times \vert 5 \vert} = {{#var:siege creep damage multiplier}} |
||
− | }} |
||
− | |||
− | :: The siege creep damage multiplier is {{tooltip|{{#var:siege creep damage multiplier}}|Reduction by 5 armor}}. |
||
− | |||
− | |||
− | :{{#tag:math| |
||
− | \text{AttackDamageDealt Example} = 100 \times {{#var:siege creep damage multiplier}} \times 0.5 = {{#expr:100*{{#var:siege creep damage multiplier}}*0.5}} |
||
− | }} |
||
− | |||
− | : The armor type multiplier is 0.5 because the attack type "hero" deals 50% less damage against the armor type "structure". |
||
− | : Therefore in this example, {{H|Sven}}'s 100 damage attack to the siege creep with 5 armor would be {{#expr:100*{{#var:siege creep damage multiplier}}*0.5}}. The same attack would deal {{#expr:100*{{#var:siege creep damage multiplier}}}} damage to a unit with any other armor type, since attack type hero deals full damage to them. |
||
− | |||
− | == Trivia == |
||
− | [[File:Dota 2 armor disparity plain.svg|thumbnail|Negative armor damage multiplier for DotA and Dota 2]] |
||
− | [[File:Dota 2 bonus dmg.png|thumbnail|This graph shows how much more additional damage a target takes when armor debuffs are applied, using the [[Defense of the Ancients|WC3 DotA]] armor formula.]] |
||
− | * In DotA the base [[magic resistance]] was bound to the assigned armor. In case of ''Hero Armor'' only 75% of the magic damage was applied. Some heroes possessed hidden passive skills to alter their base magic susceptibility albeit ''Hero Armor'' to 90% ({{H|Visage}}) or 65% ({{H|Meepo}}). Nowadays, in Dota 2 magic resistance works independently from armor. |
||
− | * In [[6.86]] Armor types were renamed and some other types were removed. |
||
− | ** The following armor types were renamed: Unarmored ➜ Soft, Light ➜ Weak, Medium ➜ Basic, Heavy ➜ Strong and Fortified ➜ Structure. |
||
− | ** Weak and Basic armor types were removed. Units who previously uses the Weak and Basic armor type now use the Soft and Strong armor type respectively. |
||
− | |||
− | === Negative armor disparity === |
||
− | Amplified damage from negative armor is calculated differently in [[Defense of the Ancients|WC3 DotA]] than in Dota 2.<ref>Dota2 Development Forum bug report: [http://dev.dota2.com/showthread.php?t=46896 <nowiki>[Confirmed] Negative armor has a different effect in DotA2 in comparison to Dota1</nowiki>]</ref> |
||
− | |||
− | Negative armor in WC3 DotA has a cap of -20 armor (71% damage increase). Further reducing the armor does not change the damage increase.<ref>PlayDotA Mechanics: [https://web.archive.org/web/20161004063132/http://www.playdota.com/mechanics/damagearmor Damage and Armor - DotA Mechanics]</ref> Also, the more aggressive damage amplify formula is used resulting in a max damage increase of 71%. |
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− | |||
− | The amplified damage is defined as |
||
− | |||
− | : {{#tag:math| |
||
− | \text{DamageIncrease} = 1 - 0.94^{-a} |
||
− | }} |
||
− | |||
− | With <code>a</code> being the index of armor. |
||
− | |||
− | ''' Comparison table ''' |
||
− | {| class="wikitable collapsed" width = "50%" |
||
− | ! class = "header" width = "16%" | Armor |
||
− | ! class = "header" width = "28%" | WC3 DotA Damage amplification |
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− | ! class = "header" width = "28%" | Dota 2 Damage amplification |
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− | ! class = "header" width = "28%" | Relative difference |
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− | |- |
||
− | | align = "center" | 0 |
||
− | | align = "center" | 0.0% |
||
− | | align = "center" | 0.0% |
||
− | | align = "center" | ''N/A'' |
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− | |- |
||
− | | align = "center" | -5 |
||
− | | align = "center" | 26.6% |
||
− | | align = "center" | {{#expr:((1-{{#var:armor factor}}*-5/({{#var:armor base}}+{{#var:armor factor}}*5))*100 round 1)-100}}% |
||
− | | align = "center" | {{#expr:26.6-(((1-{{#var:armor factor}}*-5/({{#var:armor base}}+{{#var:armor factor}}*5))*100 round 1)-100)}}% |
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− | |- |
||
− | | align = "center" | -10 |
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− | | align = "center" | 46.1% |
||
− | | align = "center" | {{#expr:((1-{{#var:armor factor}}*-10/({{#var:armor base}}+{{#var:armor factor}}*10))*100 round 1)-100}}% |
||
− | | align = "center" | {{#expr:46.1-(((1-{{#var:armor factor}}*-10/({{#var:armor base}}+{{#var:armor factor}}*10))*100 round 1)-100)}}% |
||
− | |- |
||
− | | align = "center" | -20 |
||
− | | align = "center" | 71.0% |
||
− | | align = "center" | {{#expr:((1-{{#var:armor factor}}*-20/({{#var:armor base}}+{{#var:armor factor}}*20))*100 round 1)-100}}% |
||
− | | align = "center" | {{#expr:71.0-(((1-{{#var:armor factor}}*-20/({{#var:armor base}}+{{#var:armor factor}}*20))*100 round 1)-100)}}% |
||
− | |- |
||
− | | align = "center" | -40 |
||
− | | align = "center" | 71.0% |
||
− | | align = "center" | {{#expr:((1-{{#var:armor factor}}*-40/({{#var:armor base}}+{{#var:armor factor}}*40))*100 round 1)-100}}% |
||
− | | align = "center" | {{#expr:71.0-(((1-{{#var:armor factor}}*-40/({{#var:armor base}}+{{#var:armor factor}}*40))*100 round 2)-100)}}% |
||
− | |- |
||
− | | align = "center" | -60 |
||
− | | align = "center" | 71.0% |
||
− | | align = "center" | {{#expr:((1-{{#var:armor factor}}*-60/({{#var:armor base}}+{{#var:armor factor}}*60))*100 round 1)-100}}% |
||
− | | align = "center" | {{#expr:71.0-(((1-{{#var:armor factor}}*-60/({{#var:armor base}}+{{#var:armor factor}}*60))*100 round 1)-100)}}% |
||
− | |} |
||
== Recent Changes == |
== Recent Changes == |
||
{{Main|Armor/Changelogs}} |
{{Main|Armor/Changelogs}} |
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+ | {{Recent changes wrapper}} |
||
− | |||
− | == References == |
||
− | <references/> |
||
{{MechanicsNav}} |
{{MechanicsNav}} |
Latest revision as of 02:06, 3 February 2024
“ | ▶️ 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 .
- Total armor can be defined as
- Main Armor
- × % Armor Negation Multiplier
- ± Flat Bonus Armor Values
- Main Armor
Base Armor
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
Heroes | Armor |
---|---|
-3 | |
-2 | |
-1 | |
0 | |
1 | |
2 | |
2.5 | |
3 | |
4 | |
5 |
Creeps
Summons
Summons | Armor |
---|---|
Astral Spirit | 0 |
Familiar | 0/2/4 |
Spirit Bear | 0/2/4/6 |
Fire | 0/8/16 |
Storm | 2 |
Mars Soldier | 3 |
Void | 3/4/5 |
Earth | 3/5/7 |
Warlock Golem | 8/12/14 |
Main Armor
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
These abilities directly manipulate agility points and therefore it affects main armor instead.
- Attributes – Attribute Bonus
- Alchemist – Aghanim's Scepter Synth
- Apex – Primary Attribute Bonus
- Drow Ranger – Marksmanship
- 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 Death3
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Only affects agility and universal heroes.
Armor Negating Sources
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.
- Proc Chance: 15%/20%/25%
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 1 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
- Terrorblade has a total of 15 main armor in this example.
Bonus Armor
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
- 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%
- Terrorblade has 10 total armor in this example.
Modifying Armor
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
- 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 – Enchant1 3
- Lone Druid – Spirit Link
- Lone Druid – True Form
- Monkey King – Wukong's Command
- Ogre Frostmage – Ice Armor
- Oracle – False Promise1
- Primal Beast – Uproar
- Razor – Static Link1
- 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
- Towers – Tower Protection
- Troll Warlord – Berserker's Rage
- Vengeful Spirit – Wave of Terror1
- Visage – Gravekeeper's Cloak1 4
- Wildwing Ripper – Toughness Aura
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Affects the player-controlled creep.
- 1 Affects the player-controlled creep.
Talents
- 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
- +7 Spirit Bear Armor:
Bonus armor. - +20 Chaotic Offering Golems Armor:
Bonus armor.
Items
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:
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Defiant Shell | 8.17 | N/A | N/A |
Helm of the Dominator | 7 | 2625 | 375 |
Helm of the Overlord | 10.5 | 5725 | 545.24 |
Shiva's Guard | 15.83 | 5175 | 326.84 |
Solar Crest | 4.67 | 2700 | 578.57 |
Spirit Vessel | 3 | 2780 | 926.67 |
Urn of Shadows | 2.33 | 880 | 377.14 |
Veil of Discord | 4.67 | 1725 | 369.64 |
Wraith Band 1 | 2.83 | 505 | 178.24 |
Wraith Band 2 | 5.67 | 505 | 89.12 |
These items have a flat armor bonus to the hero who has them equipped.
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Arcane Ring | 2 | N/A | N/A |
Arcanist's Armor | 5 | N/A | N/A |
Armlet of Mordiggian | 6 | 2500 | 416.67 |
Assault Cuirass | 10 | 5125 | 512.5 |
Blade Mail | 7 | 2100 | 300 |
Broom Handle | 4 | N/A | N/A |
Buckler | 1 | 425 | 425 |
Chainmail | 4 | 550 | 137.5 |
Cloak of Flames | 4 | N/A | N/A |
Craggy Coat | 8 | N/A | N/A |
Crimson Guard | 8 | 3725 | 465.63 |
Dragon Scale | 5 | N/A | N/A |
Guardian Greaves | 4 | 4950 | 1237.5 |
Helm of Iron Will | 4 | 975 | 243.75 |
Lotus Orb | 10 | 3850 | 385 |
Mekansm | 4 | 1775 | 443.75 |
Nullifier | 10 | 4375 | 437.5 |
Orb of Corrosion | 3 | 900 | 300 |
Parasma | 6 | 5975 | 995.83 |
Pavise | 2 | 1400 | 700 |
Phase Boots | 4 | 1500 | 375 |
Platemail | 10 | 1400 | 140 |
Rattlecage | 12 | N/A | N/A |
Ring of Protection | 2 | 175 | 87.5 |
Soul Ring | 2 | 805 | 402.5 |
Vladmir's Offering | 2 | 2200 | 1100 |
Witch Blade | 6 | 2775 | 462.5 |
These items increase the hero's armor through the agility they provide.
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Aghanim's Scepter | 1.67 | 4200 | 2520 |
Band of Elvenskin | 1 | 450 | 450 |
Blade of Alacrity | 1.67 | 1000 | 600 |
Book of Shadows | 2.17 | N/A | N/A |
Bracer 1 | 0.33 | 505 | 1515 |
Bracer 2 | 0.67 | 505 | 757.5 |
Butterfly | 5.83 | 5450 | 934.29 |
Circlet | 0.33 | 155 | 465 |
Crown | 0.67 | 450 | 675 |
Diadem | 1 | 1000 | 1000 |
Diffusal Blade | 2.5 | 2500 | 1000 |
Disperser | 6.67 | 6100 | 915 |
Dragon Lance | 2.5 | 1900 | 760 |
Eaglesong | 4.17 | 2800 | 672 |
Ethereal Blade | 1.33 | 5375 | 4031.25 |
Eye of Skadi | 3.67 | 5300 | 1445.45 |
Ghost Scepter | 0.83 | 1500 | 1800 |
Harpoon | 1.67 | 4700 | 2820 |
Holy Locket | 1.5 | 2350 | 1566.67 |
Hurricane Pike | 3.33 | 4450 | 1335 |
Iron Branch | 0.17 | 50 | 300 |
Khanda | 1.33 | 5000 | 3750 |
Linken's Sphere | 2.67 | 4800 | 1800 |
Magic Wand | 0.5 | 450 | 900 |
Manta Style | 4.33 | 4550 | 1050 |
Meteor Hammer | 1 | 2850 | 2850 |
Mirror Shield | 1.67 | N/A | N/A |
Ninja Gear | 3.33 | N/A | N/A |
Null Talisman 1 | 0.33 | 505 | 1515 |
Null Talisman 2 | 0.67 | 505 | 757.5 |
Occult Bracelet | 0.5 | N/A | N/A |
Phylactery | 1.17 | 2400 | 2057.14 |
Pig Pole | 0.83 | N/A | N/A |
Power Treads (Agility) | 1.67 | 1400 | 840 |
Sange and Yasha | 2.67 | 4050 | 1518.75 |
Slippers of Agility | 0.5 | 140 | 280 |
Specialist's Array | 1 | N/A | N/A |
Swift Blink | 4.17 | 6800 | 1632 |
Ultimate Orb | 2.5 | 2800 | 1120 |
Vambrace (Agility) | 1.33 | N/A | N/A |
Vambrace (Intelligence) | 0.33 | N/A | N/A |
Vambrace (Strength) | 0.33 | N/A | N/A |
Yasha | 2.67 | 2000 | 750 |
Yasha and Kaya | 2.67 | 4000 | 1500 |
Armor Reducing Sources
- Alchemist – Acid Spray
- 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
- Razor – Static Link1
- Shadow Fiend – Presence of the Dark Lord
- Slardar – Slithereen Crush2b
- Slardar – Corrosive Haze
- 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 Corruption
Armor Corruption is granted by choosing a Talent, that causes hero attacks to reduce armor of the attacked target.
- Causes the hero's attacks to place a debuff on the target that reduces the target's armor.
- Successive attacks do not stack the debuff, but refresh the duration instead.
- The attacks first apply the debuff, then their own damage.
- Works against wards, buildings, and allied units.
- Fully stacks with any other items or other sources of Armor Corruption.
- The following armor reduction values exist:
- 2.5/3/4/5
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
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
Damage Multiplier
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
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
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
With CHP
being the Current Health and DMu
the Damage Multiplier.
- Example 1
- A Level 25 Sven has a total health of 2293.6 and 11.3 points of armor without any items. What is his effective HP against physical damage?
-
- Sven's damage multiplier is 0.595948 in this example.
- Sven's effective HP against physical damage in this example is 3848.66.
- Example 2
- The same Level 25 Sven from the previous example (has a total health of 2293.6) is affected by a Level 3 Corrosive Haze, and his armor is now -8.7. What is his effective HP against physical damage?
- Sven's damage multiplier is 1.34297 in this example.
- Sven's effective HP against physical damage in this example is 1707.86.
Recent Changes
- 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.
- ADDEDthe 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:
- Ranged Creep and 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:
- Siege Creep
- All buildings
- 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.
- CHANGEDthe Armor formula
- OLD
(0.052 × MainArmor)/(0.9 + 0.048 × |MainArmor|)
- NEW
(0.06 × MainArmor)/(1 + 0.06 × |MainArmor|)