Here one can find a list of calculations behind certain game mechanics:

## Weapon damageEdit

Weapon Damage is the damage you and others do with a normal attack.

### Damage rangeEdit

**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 calculationEdit

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.

## ArmorEdit

*Main article: Armor*

Armor effects damage mitigation. Damage mitigation reduces weapon damage you receive by a percentage. Armor does not effect ability damage.

### Damage mitigationEdit

**(1 - ( 2500 / ( 2500 + Armor ) ) ) * 100%**

For example 1000 Armor gives you 28.5% damage mitigation.

### Armor to health comparisonEdit

**( ( ( 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 captureEdit

### Experience gainedEdit

**( 100 + ( 2 * Level ) )**

### Exp per tickEdit

**2 / Players**

### Gold gainedEdit

**25**

### Gold per tickEdit

**( 2 + ( 0.3 * Level ) ) / Players**

## Kills/AssistEdit

### Minimum Damage for KillEdit

**25%**

To get a kill you need to do at least 25% of the damage.

### Time damage contributes to assistEdit

**15 seconds**
To get an assist you need to have hit the target at least once in the last 15 seconds.

### Gold RewardEdit

For a Kill: **( Target Level * 100 ) + 500**

For an Assist: **( Target Level * 50 ) + 250**

## RespawnEdit

Hero Level | Respawn Time |
---|---|

1-4 | 25 Seconds |

5-9 | 30 Seconds |

10-14 | 35 Seconds |

15-19 | 40 Seconds |

20 | 45 Seconds |