Attack and Defense

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Attack and Defense is a core concept in SMITE.

Damage[edit | edit source]

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 is relatively rare; an example is Bakasura's Butcher Blades ability.

Damage reduction is a mechanic that reduces the damage output of the afflicted god. This affects all types of damage, including True damage.

There are rare circumstances where gods can apply damage of a different power type than their own. For example, Mystical Mail has a magical damage aura and can be acquired by physical gods.

Power[edit | edit source]

Gods have a "Power" statistic which attacks and abilities scale from. Most gods start with 0 power and can only gain power from items. An example of an exception is Kukulkan whose passive grants him magical power equal to a percentage of his maximum mana.

Basic Attacks[edit | edit source]

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. Izanami is the only exception; she is a hunter who has boomerang like basic attacks that go through multiple targets that scale at 75% Physical Power when fired and 25% when they are returning to her.

Buffs and effects that grant a percentage basic attack damage increase will apply the bonus before the physical/magical power contribution.

Attack Speed defines how many attacks a god can fire per second. The higher the value is, the faster a god will use their basic attacks.

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 all targets in an area.

Launching a Basic Attack while moving will reduce the movement speed by 50% (The movement speed number will not change while doing so). The "Haste" passive effect of items such as Hastened Katana and Hastened Ring removes this movement penalty on activation.

Abilities[edit | edit source]

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 + 80% of Magical Power) unmitigated damage.

Protections and Mitigation[edit | edit source]

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)).

Damage can also be mitigated by percentage damage reduction like Athena's Defender of Olympus. Percentage damage reduction can't be penetrated by any means.

Penetration and Reduction[edit | edit source]

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 will reduce a target's physical protection by 12% (per stack).
  • Flat Reduction. This will reduce a target's protection values by a specific amount. For example, Void Shield will reduce a target's physical protection by 20.
  • Percent Penetration. This will ignore a target's protection values by a percentage. For example, Obsidian Shard will ignore 33% of a target's magical protection.
  • Flat Penetration. This will ignore a target's protection values by a specific amount. For example, Dynasty Plate Helm will ignore 10 of a target's magical 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[edit | edit source]

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) - 20) × (1-.33) - 10 = 136.06
   Actual Damage = (100 × 105) / (136.06 + 100) = 44

Now that a Demonic Grip stack is applied, the next basic attack will do:

   Actual Defense = (238 × (1-.12) - 20) × (1-.33) - 10 = 116.92
   Actual Damage = (100 × 105) / (116.92 + 100) = 48

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

   Actual Defense = (238 × (1-.24) - 20) × (1-.33) - 10 = 97.79
   Actual Damage = (100 × 105) / (97.79 + 100) = 53

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

   Actual Defense = (238 × (1-.36) - 20) × (1-.33) - 10 = 78.65
   Actual Damage = (100 × 105) / (78.65 + 100) = 59