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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:

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

Damage-mitigation

Damage Mitigation

(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

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