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Basic attacks from physical gods have a chance of being a critical hit. A critical hit will do twice the amount of damage. Most gods have a 0% chance of having a critical hit, and can only increase that chance by purchasing items. The exceptions are [[Artemis]] whose passive increases her critical strike chance by 5% for each successful basic attack for a short duration and [[Hun Batz]], whose passive temporarily increases his critical strike chance 30% after using an ability. The item [[Deathbringer]] allows you to increase how much damage critical hits do by an extra 50% (250% total).
 
Basic attacks from physical gods have a chance of being a critical hit. A critical hit will do twice the amount of damage. Most gods have a 0% chance of having a critical hit, and can only increase that chance by purchasing items. The exceptions are [[Artemis]] whose passive increases her critical strike chance by 5% for each successful basic attack for a short duration and [[Hun Batz]], whose passive temporarily increases his critical strike chance 30% after using an ability. The item [[Deathbringer]] allows you to increase how much damage critical hits do by an extra 50% (250% total).
   
There are few abilities, like [[Mercury]]'s Made You Look or [[Ne Zha]]'s Armillary Sash, that can also affected by Critical Srike Chance.
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There are few abilities, like [[Mercury]]'s Made You Look or [[Ne Zha]]'s Flaming Spear, that can also affected by Critical Srike Chance.
   
 
[[Category:Game elements]]
 
[[Category:Game elements]]

Revision as of 16:06, 18 October 2014

Description

There are three types of damage: Physical, Magical, and True damage. Gods are classified as being either magical or physical, with their attacks and abilities applying that type of damage. Physical damage can be mitigated by physical protection, and magical damage can be mitigated by magical protection. True damage cannot be mitigated by any means. True damage is relatively rare; an example is Bakasura's Butcher Blades ability.

There are rare circumstances where a physical god can apply magical damage. For example, MysticalMail T3 Mystical Mail has a magical damage aura.


Power

Gods have a "Power" stat which attacks and abilities scale from. Most gods start with 0 power, and only gain power from items. An example of an exception is Ao Kuang whose passive gives him 5% of his maximum mana as magical power.

Basic Attacks

Basic attacks scale based on the god's level and their Power stat. The "Basic Attack" number indicates the amount of unmitigated damage a basic attack does. Each god has a formula that defines what their Basic Attack value is. The formula for how basic damage is calculated is:

   Base Damage + (Base Damage per lvl × God's lvl) + (100% of Physical Power OR 20% of Magical Power)

All magical gods scale at 20% of their Magical Power, and all physical gods scale at 100% of their Physical Power. For example, Agni's basic attack damage is 34 + 1.5 × level + 20% of Magical Power.

Some gods have a hit progression which changes the speed and amount of damage a basic attack does, and in some cases it allows them to hit an area infront of them.

Abilities

Most damaging abilities have a base amount of damage (which may increase each time a point is put into the ability), plus an additional amount based on the god's Power stat. For example, Ra's Celestial Beam at max rank will do (335 + 70% of Magical Power) unmitigated damage.

Defense and Mitigation

A god's magical and physical protection values will reduce the amount of damage the corresponding types of damage apply. A god's inherent protections scale with level. For example, Ymir's total physical protection is 23 + 3.3 × level + Physical Protection From Items. Ignoring penetration for now, the formula for how a protection value reduces damage is:

   Damage = (100 × Unmitigated Damage)/(Protections + 100)

The result of this equation means that a protection value of 50 will reduce damage by 33%, 100 will reduce it by 50%, and 150 will reduce it by 60%.

For example (still ignoring penetration), if Ra's Celestial Beam is listed as doing 400 damage, and he hits someone with 70 magical protection, then the actual damage will be 235 ((100 × 400)/(70 + 100)).

Penetration and Reduction

A target's protection values can be reduced by penetration and reduction items. There are various ways of bypassing a target's protections. They are (in order):

  • Percent Reduction. This will reduce a target's protection values by a percentage. For example, The Executioner The Executioner will reduce a target's physical protection by 7% (per stack).
  • Flat Reduction.. This will reduce a target's protection values by a specific amount. For example, Void Stone will reduce a target's magical protection by 15.
  • Percent Penetration. This will bypass a target's protection values by a percentage. For example, ObsidianShard T3 Obsidian Shard will bypass 33% of a target's magical protection.
  • Flat Penetration. This will bypass a target's protection values by a specific amount. For example, Warrior Tabi will bypass 15 of a target's physical protection.

Thus, to determine the actual protection values of a target, the equation is:

   Actual Defense = (Protection × (1-%Reduction) - Flat Reduction) × (1-%Pen) - Flat Pen

Flat penetration is capped at 50. The protection values cannot go below zero.

Example

An example of a highly unlikely build for a mage is:

This mage has a Basic Attack value of 105. Fighting against an opponent with 238 magical protections, the first basic attack will do:

   Actual Defense = (238 × (1-0) - 15) × (1-.33) - 15 = 134.41
   Actual Damage = (100 × 105) / (134.41 + 100) = 45

Now that a demonic grip stack is applied, the next basic attack will do:

   Actual Defense = (238 × (1-.07) - 20) × (1-.33) - 15 = 119.9
   Actual Damage = (100 × 105) / (119.9 + 100) = 48

And the next basic attack now with 2 Demonic Grip stacks:

   Actual Defense = (238 × (1-.14) - 25) × (1-.33) - 15 = 105.38
   Actual Damage = (100 × 105) / (105.38 + 100) = 51

And the final basic attack now with 3 Demonic Grip stacks:

   Actual Defense = (238 × (1-.21) - 30) × (1-.33) - 15 = 90.87
   Actual Damage = (100 × 105) / (90.87 + 100) = 55

Critical Hits

Basic attacks from physical gods have a chance of being a critical hit. A critical hit will do twice the amount of damage. Most gods have a 0% chance of having a critical hit, and can only increase that chance by purchasing items. The exceptions are Artemis whose passive increases her critical strike chance by 5% for each successful basic attack for a short duration and Hun Batz, whose passive temporarily increases his critical strike chance 30% after using an ability. The item Deathbringer T3 Deathbringer allows you to increase how much damage critical hits do by an extra 50% (250% total).

There are few abilities, like Mercury's Made You Look or Ne Zha's Flaming Spear, that can also affected by Critical Srike Chance.