overwatch

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
Icon-Ana
Ana
Nano BoostAbility-ana4 Nano Boost Increases an ally's damage, while reducing damage taken. +50% dealt 8 seconds
  • Some projectiles are amplified as long as the hero was being damage boosted when they were released.
Icon-Baptiste
Baptiste
Amplification MatrixBaptiste-ability4 Amplification Matrix Project a matrix that doubles the damage and healing of allied projectiles. +100% dealt 10 seconds
  • Affects all damage dealt by the weapon/ability, including on-hit effects, such as splash and DoT, as long as the projectile passes through the matrix.
Icon-Juno
Juno
Orbital RayAbility-Juno6 Orbital Ray Call down a ray that travels forward, healing allies and increasing their damage. +30% dealt 8 seconds
  • Affects all damage dealt by the weapon/ability, including on-hit effects, such as splash and DoT, as long as the player is in the radius when the projectile was shot.
  • The effect lingers for 1 second after the attacker leaves the AOE.
Icon-Mercy
Mercy
Caduceus Staff Alt FireAbility Caduceus Staff Damage Boost Caduceus Staff Alt Fire Key mouse 2 Hold to increase an ally's damage inflicted. +30% dealt
  • Some projectiles are amplified as long as the hero was being damage boosted when they were released.

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
Icon-Zenyatta
Zenyatta
Orb of DiscordAbility-zenyatta3 Orb of Discord Launch this orb at an enemy to increase the damage they take. +30% taken 1.5 seconds (if out of sight)
  • Cannot be reapplied for 6 seconds once the effect ends.

Abilities that cannot be damage boosted

The following abilities cannot have their damage dealt amplified by damage boosting the hero or when fired through Baptiste-ability4 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 Ability-ashe4 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 Ability-dva4 Self-Destruct
Hanzo Ability-hanzo4 Dragonstrike The arrow can be amplified, but the dragons cannot.
Hazard Jagged Wall Jagged Wall
Junkrat Ability-Junkrat3 Steel Trap
Ability-Junkrat5 RIP-Tire
Sierra ULT Trailblazer Trailblazer
Sigma Abilities-sigma5 Gravitic Flux The lift can be amplified, but the slam cannot.
Sojourn Disruptor Shot Icon Disruptor Shot
Sombra Ability Sombra EMP EMP Can no longer be damage boosted as of November 17th, 2022 patch[1].
Symmetra Ability-symmetra2 Sentry Turret
Torbjörn Ability-torbjorn3 Deploy Turret The turret's own damage can be amplified with Amplification Matrix but amplifying Torbjörn's damage does not affect the turret.
Ability-torbjorn5 Molten Core The impact damage from Molten Core can be amplified, but the damage over time cannot.
Widowmaker Ability-widowmaker3 Venom Mine
Wrecking Ball Minefield Minefield
Zarya Ability-zarya4 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: BruiserSub-Role Tank Bruiser Circle Sub-Role: Bruiser Reduces critical damage received. While at critical health, gain movement speed -25% taken
Icon-Ana
Ana
Nano BoostAbility-ana4 Nano Boost Increases an ally's damage, while reducing damage taken. -50% taken 8 seconds
Icon-Bastion
Bastion
IroncladIronclad Ironclad Reduces damage taken while transformed. -20% taken
Icon-Cassidy
Cassidy
Combat RollAbility-mccree2 Combat Roll Roll in the direction you're moving to take reduced damage and reload. -50% taken 0.4 seconds
DeadeyeAbility-mccree4 Deadeye Face off against your enemies. Press Q to lock on, then Q or Key mouse 1 to fire. -40% ... 0% taken 2 seconds (warning time)
7 seconds (max)
  • Damage reduction starts to fade after 2 seconds, reaching 0% over the next 1.4 seconds.
Icon-Doomfist
Doomfist
Power BlockPower Block Power Block Protect yourself from frontal attacks. Blocking heavy damage empowers Rocket Punch. -75% taken 0.34 seconds (min)
2.5 seconds (max)
  • Frontal attacks only (~106 degrees).
Icon-Hazard
Hazard
Spike GuardSpike Guard 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)
  • Frontal attacks only (180 degrees).
Icon-Mauga
Mauga
Cardiac OverdriveCardiac Overdrive icon Cardiac Overdrive Gain damage reduction and nearby allies heal themselves by dealing damage. -40% taken (self) 3 seconds
OverrunOverrun icon 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)
Icon-Orisa
Orisa
FortifyAbility Orisa Fortify Fortify Gain temporary health, reducing all damage taken and becoming unstoppable. -45% taken 4 seconds
Icon-Ramattra
Ramattra
BlockBlock Icon Block Significantly reduces damage taken from the front and reduces movement speed. -75% taken 0.2 seconds (min)
  • Frontal attacks only (~106 degrees).
Icon-Roadhog
Roadhog
Take a BreatherAbility-Roadhog2 Take a Breather Heal yourself and reduce damage taken. -40% taken 0.4 seconds (min)
3 seconds (max)
1.3 seconds (energy regen delay)
Icon-Vendetta
Vendetta
Warding StanceWarding Stance 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:

  1. Calculating the damage output of the attacker
  2. Calculating damage received after general damage reductions on the target
  3. Applying armor reduction
  4. 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

Trivia

References