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In general, in a game, even if the Phantom Assassin behind: at level 25, the 4 skill is 4 times the heart of the blow, and then eat a double plus god costume on the river, you can crit out 2500+, but the defense mechanism of Warcraft is a percentage, for example, your 15 armor can avoid injury by about 43%, and you can avoid injury by up to 75%, so there is no point in one-time high damage, and it is good to output high frequency!
So to count the bear, the bear's 3 skills are cumulative damage, plus the 400% attack speed of the 2 skills, that is called the day, the cumulative damage of the 3 skills means: the next attack is 24 more (full skills), that is to say, for example, your first attack is 100, the second time you hit the same character is 124, the third time is 148, the fourth time is 172, and so on, the highest no one has so much blood! So when the bear is level 7, you can go to the boss alone (there must be sacrifices).
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Axe's ultimate, Knockout Blade, deals the highest damage - 100 million physical damage = . =
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Let's be honest, the highest is still the axe king's slash.
It is programmed to have 100 million points of divine damage.
To put it simply, no damage blocking skill can block the Axe King's ultimate.
For example, the ultimate of the death rider, even if he is in the ultimate state, the axe king can still be killed with one sword.
In the same way, there is also the ultimate, the all-powerful knight.
In addition, the Templar Assassin, 1 skill R can block a lot of damage.
But it still can't stop the Axe King's ultimate. Well.
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Generally, PA, even the Phantom Assassin God Costume is 2000-3000. I've played a holy j, and butterflies, Satan, prosthetic legs, and what else have I forgotten.
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There is also the boiling spear of the god warrior that can also be stacked infinitely, and it can drop infinite blood per second at most...
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The highest skill is Shadow Fiend....Full Soul 3200
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ne is the highest, that is, the sacred cow ultimate, there is no upper limit, as long as there are enough creeps.
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It's a critical hit around the world, and the one-click mode is invincible.
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NEC's scythe, if the opponent is the legendary Butcher of Ten Thousand Strengths.
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The butcher has brushed n more power than the upper limit.
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Ordinary attack of a butcher who has been fighting for more than n days.
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I feel like you're wrong, after all, there's only two or three thousand blood.
However, Ice Girl's ultimate is continuous, and the longer you stand in it, the higher the damage, and it's area damage, so it's still possible for Ice Girl's ultimate to cause a total of 8000 damage to everyone.
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In Dota 2, there is armor and magic resistance, physical damage counts as armor, magic damage counts as magic resistance, and there is a pure damage that is neither armor nor magic resistance.
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After Dota 2 came out, many dota fans who were on the sidelines thought that a huge difference between Dota 2 and Dota was that Dota 2 canceled the original damage type, thinking that Dota 2 no longer has hero attacks, siege damage, piercing damage, and so on. Icefrog, the author of Dota, has made it clear that Dota 2 will inherit most of the original stuff (excluding things that were not intended by IceFrog due to War3's limitations), including the types of damage. Therefore, this article is specially ** here to give a detailed explanation of the damage types in Dota 2, how to play Dota 2 - a detailed explanation of the damage types in Dota 2.
The types of normal attack damage in Dota 2 are divided into: Hero Damage, Siege Damage, Normal Damage, Chaos Damage, and Piercing Damage; Skill attack damage types are divided into: Magic Damage, Mixed Damage, Physical Damage, Pure Damage, and Health Removal.
Normal Attack Damage Type:
Hero Damage: The hero's normal attack damage.
Siege Damage: Siege unit damage.
Normal Damage: The attack damage of non-hero normal units, mostly melee, and this type of damage holds more units.
Chaos Damage: Fountain attack damage only.
Impale Damage: The attack damage of non-hero creeps, represented by ranged creeps, which hold fewer units.
Skill Attack Damage Type:
Magic Damage: Calculates the damage type of magic resistance, which is a relatively general damage type, but the magic immunity is completely blocked.
Mixed Damage: Calculates the damage types of magic resistance and armor resistance, which are relatively poor damage types, but can deal damage to magic immunity units.
Physical Damage: The same type of damage as normal attack damage, it is a normal damage type, and can deal damage to magic immune units.
Pure Damage: Doesn't count the damage types of magic resistance and armor resistance, and is a fairly good damage type, but is completely blocked by the magic immunity.
Health Removal: Doesn't count the damage types of magic resistance and armor resistance, which is a fairly good damage type, but not attack damage, i.e. it cannot interrupt some effects that can be interrupted by damage.
Skill Attack Damage Type vs. Translation Equation in Dota:
Magic Damage = Normal Attack, Spell Damage.
Mixed Damage = Spell Attack, Enhanced Damage, Spell Attack, Physical Damage.
Physical Damage = Normal Attack, Physical Damage.
Pure Damage = Hero Attack, Magic Damage.
Health Removal = Non-Damage.
Typical Skills for Magic Damage: Most AOE Damage Skills.
Typical skills for mixed damage: Beastmaster's Wild Axe, Demonic Forgiveness for Tormented Souls.
Typical skill for physical damage: Sniper's headshot.
Typical skills for pure damage: Spectre's Desolation and Refraction, Omniknight's Baptism, Silencer's Blade of Wisdom, and Mortal Destroyer's Arcane Celestial Orb.
Typical abilities for health removal: Vengeful Spirit's Terrifying Waves, Trouble's Nightmare at the Source of Chaos, and Plague Mage's Aura of Exhaustion.
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It's Hardmode.
Dota 2 has a variety of settings to reduce and increase damage, such as evasion, armor, magic resistance, magic immunity, nothingness, active damage reduction skills, passive damage reduction skills, active damage increase skills, passive damage increase skills, and so on.
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You don't have 8000 HP, how can you get 8000 damage.
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Hero Attack, Normal Damage - 100% damage against heroes, but armor presumptions are calculated (including heroes' normal attacks, critical hits, small powerful moves, axe spirals, etc.).
Spell Attack, Normal Damage - 75% damage against heroes, in addition to armor (Beastmaster throwing axe, etc.).
Hero Attack, Magic Damage - 100% damage to the Hero's Wound Hall, and no armor is counted, but the magic resistance of the item or skill (Brain Erosion, Blackbird Orb, Almighty Baptism, etc.) is calculated
Spell Attack, Magic Damage - 75% damage against heroes, but armor is not counted, but the magic resistance of the item or skill is calculated (most heroes' skills, unless otherwise stated, this type of damage).
Hero Attack, Divine Damage - 100% damage to heroes, and does not use Zhaozhou to calculate armor, and ignores the magic resistance of items and skills (Silence Orb, Fawn Orb, Radiance, but later changed to Hero Attack, magic damage).
Spell Attack, Crush Damage - 75% damage against heroes, but no armor counting, and magic resistance (small thrower) regardless of items and skills
Hero Attack, Enhanced Damage - 100% damage to heroes, no armor counting, and no magic resistance of items and skills (Butcher's Hook, but later changed to Hero Attack, normal damage).
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1: Normal Attack.
It's a direct a, and it's about skills, so it's not explained).
2: Spell Attack.
Magic damage (calculates the target's magic defense).
Magic in general falls under this type of damage.
3: Spell Attack.
Normal damage (also counts the target's defense, magic defense and mausoleum).
Some magic falls under this kind of damage.
4: Normal attack.
Magic damage (does not count the target's defense, calculates the target's magic defense), and some magic falls under this type of damage.
5: Hero Attack.
Normal damage (does not count the target's magic defense, calculates defense).
A small number of magic spells fall into this category of damage.
6: Hero Attack.
Magical damage (the Divine Attack of All Evils is that it ignores the opponent's magic defense defense) Very few magic damage is this kind of damage.
The one above looks complicated. In fact, the type of attack is the type that determines that the attack will not work against the target. The type of damage is what determines how much of an attack will work on the target.
Spell attacks do not work on Magic Immunity units. Normal attacks can also be used against Magic Immunity units. So 2 and 4 are also magic damage.
However, 2 does not apply to Magic Immunity units. And 4 can.
Earlier it was said that forgotten aging units cannot be attacked by lasers. Here's an explanation. Aging units only accept this type of spell attack.
Because the laser is belonging to 6So it is not effective against aging units. There are also people who call for relatives, such as the scream of the painful woman Wang Zhiwang, which belongs to this category of 4.
Similarly, it cannot deal damage to aging units.
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First of all, the armor calculation formula:
Armor's reduced damage = Armor * Armor).
For example, if you have 2 armor points, then the damage blocked = 2*
Damage taken by the attacker = Attack Power * (1 - Armor Reduction Damage) If you hit someone with 2 armor with 100 Attack = 100 * (1-11%) = 89 HP.
The negative armor case is the increased damage, formula
Armor) In addition, it should be noted that it is a problem of attacking and defending the type of attack, for example, the creep is a normal attack type, you are a hero armor, and the normal attack causes 75% damage to the hero armor, that is, if it is still the condition just now, the formula should be 100 * (1-11%) * 75% = 67 blood, and a few common armor attribute modifiers. City Attack (Panda's Stone, Catapult, etc.) deals 200% damage to City Defense (Towers, Buildings) and 63% damage to Hero Armor, and Chaos Attack (**Nuclear Dragon, WL's ultimate Stone Man) deals 100% damage to all armor. The specific ones can be checked on the Internet, and you can search for them!
Then the magic damage is even easier to calculate, and the hero's base magic resistance is 25%, which means that if a 1000 damage skill is thrown on you, you will lose 750 health. Like you have the Challenge Turban (increases magic resistance by 35%). If a 1000 damage random opening skill is thrown on you, the damage you take is 1000 * (1-25%) * 1-35%) = about 512 health.
If you have any other skills that increase magic resistance, just keep multiplying them. Such as Enemy Law and Butcher's passive skills.
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Physical damage. It's the hero's attack damage. 30-40。Then count the opponent's defensive armor. Reduces damage dust by percentage. 10 A may only hit the opponent for about 25 blood, destroying the brother's back. The higher the nail.
The less the other person is hurt ... Magic damage is calculated as well. 300 magic damage.
The other party is 10 A.
That's about 250 blood. Fibrinosis will reduce some damage.
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The big late hero Water Man is very good.,There's a big Naga stronger than him.,TB.,It seems that ghosts can compete with him.,The rest of the big late stage really can't do it.,Because the water man will copy.,The monomer explodes violently and wants to pa.,FV or something is a dish.。