Here one can find a list of calculations behind certain game mechanics:
Weapon damage[]
Weapon Damage is the damage you and others do with a normal attack.
Damage range[]
Deviation = Damage * 0.05
round deviation to a whole number
Minimum Damage = Damage - Deviation
Maximum Damage = Damage + Deviation
For example 350 Damage gives you a minimum of 332 and a maximum of 368 damage.
Bonus calculation[]
There are various bonuses (health, speed, regen, etc) from a variety of sources (items, abilities, auras, etc) and they can be absolute (i.e. +18) or relative (i.e. +70%). The calculation for all these bonuses is the same:
( Base + Absolute Bonus 1 + Absolute Bonus 2 + etc ) * ( 1 + Relative bonus 1 + Relative bonus 2 + etc )
Decimalize Relative Bonuses: 70% becomes 0.7
An extensive example:
- Base Mana per second: 8
- 18 Mana per Second bonus from Hungarling's Crown
- 1.92 Mana per Second bonus from all six Enhanced Attributes levels.
- 70% Mana per Second bonus from Plenor Battlecrown
- 150% Mana per Second bonus from Deathbringer
Leads to ( 8 + 18 + 1.92 ) * ( 1 + 0.7 + 1.5 ) = 89.344 Mana per Second.
Armor[]
- Main article: Armor
Armor effects damage mitigation. Damage mitigation reduces weapon damage you receive by a percentage. Armor does not effect ability damage.
Damage mitigation[]
(1 - ( 2500 / ( 2500 + Armor ) ) ) * 100%
For example 1000 Armor gives you 28.5% damage mitigation.
Armor to health comparison[]
( ( ( x + 2500 ) / 2500 ) - 1 ) * 100%
For example 1000 Armor increases your survivability equal to a 40% health increase. However note that armor only helps against Weapon damage. More health would also help against ability damage.
Explanation: Health and Armor both allow you to live longer. To compare the two you would need to see how long it would take to reduce your HP to 0 in both cases. Then you can equate an absolute armor increase to a relative health increase. The above formula does this.
Flag capture[]
Experience gained[]
( 100 + ( 2 * Level ) )
Exp per tick[]
2 / Players
Gold gained[]
25
Gold per tick[]
( 2 + ( 0.3 * Level ) ) / Players
Kills/Assist[]
Minimum Damage for Kill[]
25%
To get a kill you need to do at least 25% of the damage.
Time damage contributes to assist[]
15 seconds To get an assist you need to have hit the target at least once in the last 15 seconds.
Gold Reward[]
For a Kill: ( Target Level * 100 ) + 500
For an Assist: ( Target Level * 50 ) + 250
Respawn[]
Hero Level | Respawn Time |
---|---|
1-4 | 25 Seconds |
5-9 | 30 Seconds |
10-14 | 35 Seconds |
15-19 | 40 Seconds |
20 | 45 Seconds |