Avatar Arena

Official AA Forums
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 Damage Mechanics #1

View previous topic View next topic Go down 
AuthorMessage
DL.PIGGY
Admin
avatar

Posts : 32
Join date : 2009-12-03

PostSubject: Damage Mechanics #1   Mon Jan 11, 2010 4:19 pm

Just a simple guide to damage in Avatar Arena.

=Physical Damage=
All damage from unit attacks are considered physical.
Physical damage is reduced by both armor types & armor.
Physical damage can be reduced/redirected/prevented by certain abilities and items.

Damage Type :

-Avatar-
100% damage to Avatar armor.
100% damage to Creep armor.
125% damage to Ward armor.
75% damage to Summon armor.

-Creep-
100% damage to Avatar armor.
100% damage to Creep armor.
75% damage to Ward armor.
125% damage to Summon armor.

-Ward-
75% damage to Avatar armor.
125% damage to Creep armor.
100% damage to Ward armor.
100% damage to Summon armor.

-Summon-
125% damage to Avatar armor.
75% damage to Creep armor.
100% damage to Ward armor.
100% damage to Summon armor.


=Magical Damage=
All damage from spells, bonus damage from skills that do not add direct damage to the Avatars base attack are all considered magical damage unless otherwise stated.
Spell damage is reduced by magic resistance and completely blocked by magic immunity.
Spell damage is amplified against units affected by the banish buff.
Certain spells deal or add Arcane damage instead of normal Spell damage.
Arcane damage deals 100% damage as it is not reduced by magic resistance, but is still completely blocked by magic immunity.
Arcane damage is not amplified against units affected by the banish buff and continues to deal 100% damage.
Magical damage can be reduced/redirected/prevented by certain abilities and items.

Damage Type :

-Spell-
75% damage to Avatar armor.
100% damage to Creep armor.
0% damage to Ward armor.
125% damage to Summon armor.

-Arcane-
100% damage to Avatar armor.
100% damage to Creep armor.
0% damage to Ward armor.
100% damage to Summon armor.


=Divine Damage=
As of version 3.9x, divine damage has been introduced as damage dealt by removing the hit points of the damaged unit instead of dealing damage to it.
Divine damage cannot be reduced by armor, armor type or magic resistance, with the exception of Ward armor, where divine damage doesn't affect Ward armor at all.
As of v3.9j, divine damage cannot be prevented by magic immunity. For versions before v3.9j, some abilities do block divine damage.
Divine damage kills by dealing 99999 physical Avatar type damage and 99999 magical Arcane damage when the damaged unit's life would fall below 1 hit point.
Since damage is only done to the unit if the amount of hit points to be removed will cause the damaged unit's life to fall below 1, divine damage cannot be reduced/redirected/prevented by any ability or items. Hence, a unit can still die from divine damage when using Twilight Armor's Unholy Intervention.
Back to top Go down
View user profile http://avatararena.forumotion.com
DL.PIGGY
Admin
avatar

Posts : 32
Join date : 2009-12-03

PostSubject: Re: Damage Mechanics #1   Mon Jan 11, 2010 4:22 pm

For more questions on Avatar Arena's mechanics feel free to post a new topic on what inquiries you might have.
Back to top Go down
View user profile http://avatararena.forumotion.com
 
Damage Mechanics #1
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Requip Magic - Speed, Damage.
» [Explanations] Dark Heresy
» Laevateinn (Damage twig)
» HP Magic and Damage Rules
» Combat and Our Damage System

Permissions in this forum:You cannot reply to topics in this forum
Avatar Arena :: Discussion :: Map Mechanics-
Jump to: