Damage modification refers to effects that either increase or reduce the damage dealt or taken by a hero.
Damage amplification
Damage amplification effects increase the damage dealt by the hero or the damage taken by the hero it is applied to.
Abilities that amplify damage dealt
These abilities amplify the damage dealt by the hero it is applied to. Damage amplification effects from different sources generally stack additively with each other. These abilities are marked with the AMPIncreases damage. keyword.
| Hero | Ability | Description | Amount | Duration | Details |
|---|---|---|---|---|---|
Ana |
Nano Boost | Increases an ally's damage, while reducing damage taken. | +50% dealt | 8 seconds |
|
Baptiste |
Amplification Matrix | Project a matrix that doubles the damage and healing of allied projectiles. | +100% dealt | 10 seconds |
|
Juno |
Orbital Ray | Call down a ray that travels forward, healing allies and increasing their damage. | +30% dealt | 8 seconds |
|
Mercy |
Caduceus Staff Alt Fire | +30% dealt |
|
Abilities that amplify damage taken
These abilities amplify the damage taken by the hero it is applied to. Stacks additively with the target's damage reduction.
| Hero | Ability | Description | Amount | Duration | Details |
|---|---|---|---|---|---|
Zenyatta |
Orb of Discord | Launch this orb at an enemy to increase the damage they take. | +30% taken | 1.5 seconds (if out of sight) |
|
Abilities that cannot be damage boosted
The following abilities cannot have their damage dealt amplified by damage boosting the hero or when fired through Amplification Matrix. The damage they deal can still be increased when damaging a target affected by Zenyatta's Orb of Discord. These abilities are marked with the FIXEDThis ability's damage is unaffected by Amp. keyword.
| Hero | Ability | Details |
|---|---|---|
| Ashe | B.O.B. | B.O.B.'s own damage can be amplified, but amplifying Ashe's damage does not affect B.O.B. |
| D.Va | Self-Destruct | |
| Hanzo | Dragonstrike | The arrow can be amplified, but the dragons cannot. |
| Hazard | Jagged Wall | |
| Junkrat | Steel Trap | |
| RIP-Tire | ||
| Sierra | Trailblazer | |
| Sigma | Gravitic Flux | The lift can be amplified, but the slam cannot. |
| Sojourn | Disruptor Shot | |
| Sombra | EMP | Can no longer be damage boosted as of November 17th, 2022 patch[1]. |
| Symmetra | Sentry Turret | |
| Torbjörn | Deploy Turret | The turret's own damage can be amplified with Amplification Matrix but amplifying Torbjörn's damage does not affect the turret. |
| Molten Core | The impact damage from Molten Core can be amplified, but the damage over time cannot. | |
| Widowmaker | Venom Mine | |
| Wrecking Ball | Minefield | |
| Zarya | Graviton Surge | The impact damage from Graviton Surge can be amplified, but the damage over time cannot. |
Critical hits
- Main article: Critical hit
Critical hits, most often caused by headshots, are a property most weapons have that increases the damage dealt by the shot based on the weapon's critical hit multiplier when the shot collides with the target's critical hit hitbox (usually their head) or fulfills another specific condition. Critical hits are multiplicative with other damage amplification effects.
Damage reduction
Damage reduction effects reduce the damage taken by the hero it is applied to. Damage reduction effects from different sources generally stack additively with each other, however there is a twofold cap to damage reduction effects: First, the combined total of general damage taken reduction effects is capped at 50%. Second, the final damage after all modifications are applied is also capped at 50% of the damage output by the attacker. Single abilities that grant more than 50% by itself may override these limits.
Abilities that grant damage reduction
| Hero | Ability | Description | Amount | Duration | Details |
|---|---|---|---|---|---|
| Sub-Role: Bruiser | Reduces critical damage received. While at critical health, gain movement speed | -25% taken |
| ||
Ana |
Nano Boost | Increases an ally's damage, while reducing damage taken. | -50% taken | 8 seconds | |
Bastion |
Ironclad | Reduces damage taken while transformed. | -20% taken | ||
Cassidy |
Combat Roll | Roll in the direction you're moving to take reduced damage and reload. | -50% taken | 0.4 seconds | |
| Deadeye | Face off against your enemies. Press Q to lock on, then Q or |
-40% ... 0% taken | 2 seconds (warning time) 7 seconds (max) |
| |
Doomfist |
Power Block | Protect yourself from frontal attacks. Blocking heavy damage empowers Rocket Punch. | -75% taken | 0.34 seconds (min) 2.5 seconds (max) |
|
Hazard |
Spike Guard | Protect yourself from frontal damage. Firing homing spikes at nearby enemies and regenerating ammo. | -60% taken | 0.3 seconds (min) 3 seconds (max) |
|
Mauga |
Cardiac Overdrive | Gain damage reduction and nearby allies heal themselves by dealing damage. | -40% taken (self) | 3 seconds | |
| Overrun | Charge forward to stomp and launch enemies. You are unstoppable while charging. | -50% taken | 0.32 seconds (charge, min) 2 seconds (charge, max) 0.6 seconds (stomp) 1 second (knockdown) |
||
Orisa |
Fortify | Gain temporary health, reducing all damage taken and becoming unstoppable. | -45% taken | 4 seconds | |
Ramattra |
Block | Significantly reduces damage taken from the front and reduces movement speed. | -75% taken | 0.2 seconds (min) |
|
Roadhog |
Take a Breather | Heal yourself and reduce damage taken. | -40% taken | 0.4 seconds (min) 3 seconds (max) 1.3 seconds (energy regen delay) |
|
Vendetta |
Warding Stance | Block with your sword, reducing frontal damage and deflecting melee attacks. Blocking damage depletes energy. | -75% taken | 0.34 seconds (min duration) 0.75 seconds (energy regen delay) |
Armor
- Main article: Armor
Armor is a type of recoverable health that reduces damage taken by that portion of hit points by 7, up to 50% of the incoming damage. Armor is applied separately after calculating general damage reduction effects, but it will count toward the 50% global damage reduction cap.
Damage calculation
In general, effects of the same type stack additively with each other and each category then multiplicatively with each other. The procedure can be simplified to 4 steps:
- Calculating the damage output of the attacker
- Calculating damage received after general damage reductions on the target
- Applying armor reduction
- Limiting combined damage reduction
Damage output
Damage output is affected by the amplification effects on the attacker and the critical hit modifier of the attack as follows.
damageOut = baseDamage * (1 + sumDamageDealtAmp/100%) * critMultiplier
General damage reductions
The general damage reductions consist of any damage reduction buffs on the target that are not armor, including the critical hit reduction from the tank passive, and any damage taken amplifications. The damage reduction buffs stack additively with each other, up to 50%, unless a single effect provides a greater reduction. Damage taken amplification is also additive with damage reductions, but it is applied after capping the damage reduction buffs.
damageAfterRed = damageOut * (1 - min(0.5, sumDamageTakenRed/100%) + damageTakenAmp/100%)
If a single ability grants a reduction higher than 50%, it overrides the limit and all other damage reduction buffs. In this case, the damage taken after reductions is calculated as follows:
damageAfterRed = damageOut * (1 - greatestDamageRed/100% + damageTakenAmp/100%)
Armor reduction
The armor damage reduction is applied after general reductions. Armor reduces all instances of damage dealt - excluding beam and damage over time effects - by 7, up to 50%. Effectively, this means that any damage instance which damage output is above 14 will receive the flat 7 damage reduction, whereas any instance below 14 will be reduced by 50% instead. The damage of beam effects will instead get reduced by 30% regardless of their damage, and damage over time effects completely ignore armor. In the different cases, armor reduction is calculated as follows:
Non-beam weapons dealing at least 14 damage:
armorRed = 7
Non-beam weapons dealing less than 14 damage:
armorRed = 0.5 * damageOut
Beam weapons:
armorRed = 0.3 * damageOut
The armor reduction amount will then be subtracted from the damage after general reduction:
damageAfterArmor = damageAfterRed - armorRed
Combined damage reduction cap
Finally, a global 50% damage reduction cap is applied to limit the combined damage reduction. The damage after armor reduction is compared against the raw damage output of the attack, and if the reduction is greater than 50%, it will be set to 50%:
finalDamage = max(damageAfterArmor, 0.5 * damageOut)
Abilities that grant a reduction higher than 50% will override this cap.
Full calculation
Overall, the damage calculation can be expressed with the following formula:
damage = baseDamage * criticalMultiplier * (1 + sumDamageDealtAmp / 100%) * min( (1 - max(0.5, greatestDamageRed/100%)), (1 - max( greatestDamageRed/100%, min(0.50, sumDamageTakenRed / 100%) ) + damageTakenAmp / 100%) - armorRed)
where
baseDamageis the unmodified damage of the weapon or abilitycriticalMultiplieris the weapon or ability specific damage multiplier of a critical hit if applicablesumDamageDealtAmpis the sum of all damage amplification effects on the attackergreatestDamageRedis the greatest single damage reduction effect on the targetsumDamageTakenRedis the sum of all damage reduction effects on the attacker, including the critical hit reduction from tank role passive if applicabledamageTakenAmpis the sum of all damage amplification effects on the target. Currently, this only encompasses Orb of DiscordarmorRedis the reduction applied by armor
Trivia
- Mercy gains ultimate charge equal to the damage she amplified.
- Hypothetically, the highest damage dealt value is 280% and the highest damage taken value is 125%. Combined, the maximum damage amplification would be 350%. This can then be further increased with the headshot multiplier. Using Widowmaker's 2.5× headshot multiplier, the absolute highest increase from the original damage would be 875%.
- Healing amplification works the same way as damage amplification, though the only healing dealt amplifier is Amplification Matrix (+100% healing dealt) and the only healing taken amplifier is Biotic Grenade (+50% healing taken). Together, the target would gain 300% of the base healing.
- At the start of Overwatch 2, armor's damage reduction was separate from other damage reduction effects, stacking multiplicatively with them and was not taken into the 50% cap. This was changed in August 10, 2023 Patch, as Tanks with armor were getting difficult to kill when also affected by damage reduction.
- Later in Season 10, armor reduction was for the most part reverted to the way it was prior to Overwatch 2, with the goal to improve survivability of tank heroes in combination with the critical damage reduction added to the tank role passive.
- Vendetta's Sundering Blade ignore any damage reduction.
References
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