Dota Underlords Wiki
(→‎Effective HP: Updated the other examples.)
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[[File:Assault cuirass icon.png|128px|frameless|right|link=]]
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[[File:Assault cuirass icon.png|250px|right|link=]]
   
 
'''Armor''' is a stat that modifies the amount of physical damage taken by a unit. Armor values can be modified by [[items]], hero [[abilities]] and [[Alliance]] bonuses. A positive value reduces the amount of physical damage received by a unit, while a negative value increases the damage received.
 
'''Armor''' is a stat that modifies the amount of physical damage taken by a unit. Armor values can be modified by [[items]], hero [[abilities]] and [[Alliance]] bonuses. A positive value reduces the amount of physical damage received by a unit, while a negative value increases the damage received.
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==Effective HP==
 
==Effective HP==
The extra damage a unit can take due to armor is known as its extra effective HP (or EHP) for physical damage. At 0 armor, 1 armor grants roughly 5.8% effective HP. This means a unit with 1,000 health and 1 armor can take 1058 physical damage. At 30 armor, this figure scales upwards to 7.7%, meaning armor is more effective at higher values.
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The extra damage a unit can take due to armor is known as its extra effective HP (or extra EHP) for physical damage. At 0 armor, 1 armor grants roughly 5.8% effective HP. This means a unit with 1,000 health and 1 armor can take 1058 physical damage. At 30 armor, this figure scales upwards to 7.7%, meaning armor is more effective at higher values.
   
 
Effective HP is calculated by:
 
Effective HP is calculated by:
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<code>effective HP = current HP ÷ damage multiplier</code>
 
<code>effective HP = current HP ÷ damage multiplier</code>
   
'''Examples''':
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== Examples ==
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For a sample creature with 1000 HP, here's how its survivability is affected by armor.
: ''These examples assume that units will only take physical damage and not receive any form of healing or other health modifications.''
 
  +
{| class="wikitable"
  +
|Armor
  +
|Damage multiplier
  +
|Effective HP
  +
|Increase in effective HP
   
  +
From adding 5 armor
A {{star|1}} {{H|Crystal Maiden}} has 1,000 HP and 5 armor, or 1295 EHP. This means Crystal Maiden can take 1294 physical damage and survive.
 
  +
|-
 
  +
| -15
A {{star|1}} {{H|Warlock}} has 1,300 HP and 0 armor, when affected by {{star|1}} {{H|Slardar}}'s {{A|Corrosive Haze}}, Warlock has -15 armor, resulting in 877 EHP, a loss of nearly 1/3 health.
 
  +
|148%
 
  +
|675
A {{star|2}} {{H|Ogre Magi}} has 1,600 HP and 5 armor, or 2,073 EHP. Now if that Ogre Magi had a {{item|Chainmail}}, he would have 12 armor in total, this results in 2,771 EHP. His total armor substantially increases the amount of physical damage he can take.
 
  +
|51
  +
|-
  +
| -10
  +
|138%
  +
|726
  +
|88
  +
|-
  +
| -5
  +
|123%
  +
|814
  +
|186
  +
|-
  +
|0
  +
|100%
  +
|1,000
  +
|295
  +
|-
  +
|5
  +
|77%
  +
|1,295
  +
|309
  +
|-
  +
|10
  +
|62%
  +
|1,605
  +
|324
  +
|-
  +
|15
  +
|52%
  +
|1,929
  +
|340
  +
|-
  +
|20
  +
|44%
  +
|2,268
  +
|357
  +
|-
  +
|25
  +
|38%
  +
|2,625
  +
|375
  +
|-
  +
|30
  +
|33%
  +
|3,000
  +
|395
  +
|}
  +
Because armor is more effective at higher values, a drop in armor is more effective at high values, too. {{Item|Desolator}} reduces armor by 5, which means that if our sample creature has 15 armor, its EHP go down by 324; but if has 0 armor, its EHP only go down by 186.
   
 
==List of armor modifiers==
 
==List of armor modifiers==
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! colspan="3" style="background-color: darkgreen;" | Positive
 
! colspan="3" style="background-color: darkgreen;" | Positive
 
|-
 
|-
| {{H|Axe}} || {{A|Berserker's Call}} || +[15/25/35] armor
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| {{H|Jull}} || {{A|Jull passive}} || +5 per adjacent unit
  +
|-
  +
| {{H|Treant Protector}} || {{A|Treant Protector 3 Star Effect}} || +5 armor
  +
|-
 
| colspan="2" | {{Item|Armlet of Mordiggian}} || +10 armor
  +
|-
  +
| colspan="2" | {{Item|Blade Mail}} || +5 armor
 
|-
 
|-
 
| colspan="2" | {{Item|Chainmail}} || +7 armor
 
| colspan="2" | {{Item|Chainmail}} || +7 armor
  +
|-
  +
| colspan="2" | {{Item|Craggy Coat}} || +15 armor
 
|-
 
|-
 
| colspan="2" | {{Item|Shiva's Guard}} || +10 armor
 
| colspan="2" | {{Item|Shiva's Guard}} || +10 armor
 
|-
 
|-
| colspan="2" | {{Item|Assault Cuirass}} || +10 armor
+
| colspan="2" | {{Item|Vladmir's Offering}}|| +5 armor
 
|-
 
|-
| colspan="2" | {{Scrappy}} alliance bonus || +9 or +18 armor
+
| {{Warrior}} || Alliance bonus || +[10/25] armor
 
|-
 
|-
 
! colspan="3" style="background-color: darkred;" | Negative
| colspan="2" | {{Warrior}} alliance bonus || +[10/20] armor
 
 
|-
 
|-
| colspan="2" | [[Mega-Warrior]] alliance bonus || +20 armor
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| {{H|Anessix}} || {{A|Enthrall}} || -10 armor
 
|-
 
|-
  +
| {{H|Slardar}} || {{A|Corrosive Haze}} || -[10/20/30] armor
! colspan="3" style="background-color: darkred;" | Negative
 
  +
|-
  +
| {{H|Snapfire}} || {{A|Snapfire 3 Star Effect}} || -5 armor
  +
|-
  +
| {{H|Templar Assassin}} || {{A|Meld}} || -[2/4/6] armor
 
|-
 
|-
| {{H|Slardar}} || {{A|Corrosive Haze}} || -[15/30/45] armor
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| {{H|Vengeful Spirit}} || {{A|Wave of Terror}} || -[3/5/7] armor
 
|-
 
|-
| {{H|Alchemist}} || {{A|Acid Spray}} || -[5/8/10] armor
+
| {{H|Void Spirit}} || {{A|Dissimilate}} || -[10/15/20] armor
 
|-
 
|-
| colspan="2" | {{Item|Blight Stone}} || -3 armor
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| colspan="2" | {{Item|Desolator}} || -5 armor
 
|-
 
|-
| colspan="2" | {{Heartless}} alliance bonus || -[5/10/15] armor
+
| {{Heartless}} || Alliance bonus || -[4/9/15] armor
 
|}
 
|}
   
  +
== Trivia ==
  +
If the formula for armor listed above is correct, then at 225 armor, a unit would take 0 damage. Any higher and the unit would start to be healed.
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]

Revision as of 09:23, 5 September 2020

Assault cuirass icon

Armor is a stat that modifies the amount of physical damage taken by a unit. Armor values can be modified by items, hero abilities and Alliance bonuses. A positive value reduces the amount of physical damage received by a unit, while a negative value increases the damage received.

Armor has no effect on Magical damage or Pure damage.

Damage Calculation

Physical damage dealt to a unit with armor will be multiplied by the damage multiplier. For positive armor values, the multiplier will be less than 1. For negative armor values, the multiplier will be greater than 1. It is calculated by:

damage multiplier = 1 - ((0.052 × armor) ÷ (0.9 + 0.048 × |armor|))

The damage multiplier has a maximum of 25/12 and a minimum of zero. Due to the essence of the calculation, every additional point of armor increases the effective HP (see below) of a unit more than the previous point.

Effective HP

The extra damage a unit can take due to armor is known as its extra effective HP (or extra EHP) for physical damage. At 0 armor, 1 armor grants roughly 5.8% effective HP. This means a unit with 1,000 health and 1 armor can take 1058 physical damage. At 30 armor, this figure scales upwards to 7.7%, meaning armor is more effective at higher values.

Effective HP is calculated by:

effective HP = current HP ÷ damage multiplier

Examples

For a sample creature with 1000 HP, here's how its survivability is affected by armor.

Armor Damage multiplier Effective HP Increase in effective HP

From adding 5 armor

-15 148% 675 51
-10 138% 726 88
-5 123% 814 186
0 100% 1,000 295
5 77% 1,295 309
10 62% 1,605 324
15 52% 1,929 340
20 44% 2,268 357
25 38% 2,625 375
30 33% 3,000 395

Because armor is more effective at higher values, a drop in armor is more effective at high values, too. Desolator icon Desolator reduces armor by 5, which means that if our sample creature has 15 armor, its EHP go down by 324; but if has 0 armor, its EHP only go down by 186.

List of armor modifiers

Positive
Jull mini icon Jull Jull passive icon Jull passive +5 per adjacent unit
Treant protector mini icon Treant Protector 3star Treant Protector 3 Star Effect +5 armor
Armlet of mordiggian icon Armlet of Mordiggian +10 armor
Blade mail icon Blade Mail +5 armor
Chainmail icon Chainmail +7 armor
Craggy coat icon Craggy Coat +15 armor
Shiva's guard icon Shiva's Guard +10 armor
Vladmir's offering icon Vladmir's Offering +5 armor
Warrior Warriors ii Alliance bonus +[10/25] armor
Negative
Anessix mini icon Anessix Enthrall icon Enthrall -10 armor
Slardar mini icon Slardar Corrosive haze icon Corrosive Haze -[10/20/30] armor
Snapfire mini icon Snapfire 3star Snapfire 3 Star Effect -5 armor
Templar assassin mini icon Templar Assassin Meld icon Meld -[2/4/6] armor
Vengeful spirit mini icon Vengeful Spirit Wave of terror icon Wave of Terror -[3/5/7] armor
Void spirit mini icon Void Spirit Dissimilate icon Dissimilate -[10/15/20] armor
Desolator icon Desolator -5 armor
Heartless Heartless ii Alliance bonus -[4/9/15] armor

Trivia

If the formula for armor listed above is correct, then at 225 armor, a unit would take 0 damage. Any higher and the unit would start to be healed.