How Damage is Graded

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Published On: August 17, 2021

How Damage is Graded

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Every champion can deal damage but not every champion hits hard! We’ve developed a Grading System that estimates a champion’s damage potential in a realistic scenario. Nothing is as simple as 1+1 = 2 in Raid and many factors can contribute towards a champions damage potential. This article will breakdown how this is calculated.

Damage Grades

Champion damage is calculated using our internal formulas (see below) and is then ranked under 3 categories:

  1. A1 damage (AoE + Random + Single Target)
  2. AoE Damage
  3. Single Target + Random Damage

The final list of damage is then sorted from strongest to weakest. These abilities are then placed into groups and are given the following grades:

  1. Weak – Bottom 15% of ranking
  2. Average – 15% – 50% of ranking
  3. Strong – 50% – 85% of ranking
  4. Godlike – Top 15% of ranking

The outcome of this process results in damage breakpoints for each category. Every time a new batch of champions is released, the rankings are recalculated to ensure that gradings remain relevant against all champions in the game.

Creating a Realistic Battle Scenario

In order for all of the skills effects to be taken into account (such as buff multipliers or ignore defence), damage is calculated in a realistic scenario. The conditions are fixed so that each champion has a fair and consistent baseline to test for their damage.

Each champion is given an average expected build based on the combination of their artifacts and accessories. This is calculated in line with the damage efficiency formula. You can use our Damage Efficiency Tool to work this out for your specific build. Damage is calculated as if at 100% Critical Chance however critical damage is fixed at the champion’s base critical damage.

This build is then passed through the following conditions when assessing champion damage:

  1. If a champion deals damage based on their own Attack or Defense value, the relevant stat buff is applied (50% for Attack, 60% for Defense)
  2. If a champion’s damage is multiplied by an effect in their skill then the following applies:
    1. Damage Increased by number of Debuffs on Enemy = Grading assumes 5 debuffs is present (10 for Clan Boss Grading)
    2. Damage Increased by number of Buffs on Self = Grading assumes 5 buffs are active
    3. Damage Increased by amount of HP lost on Self = Grading assumes Self HP is at 50%
    4. Damage Increased by amount of HP not lost on Self = Grading assumes Self HP at 100%
    5. Damage Increased by number of dead allies = Grading assumes 3 dead allies
    6. Damage Increased by amount of Self Speed = Grading assumes speed is at 180
    7. Damage Increased by number of skills used increasing damage = General Grading ignores this effect – Clan Boss Grading assumes maximum number used as per skill description
    8. Damage Increased by amount of HP lost on Enemy = Grading assumes target is at 50% HP
  3. Champions who deal random damage are calculated as a single attack and graded as part of Single Target category i.e. Pyxniel A3 is a 5 hit Random but damage is calculated a 1 Hit (For Clan Boss Grading – Random is considered as Single Target but includes ALL attacks rather than 1)
  4. Damage gained from Skill Tome Upgrades are included for all skills as per the gains received

In addition to the above rules, specific champions also have custom rules:

  1. Thea the Tomb Angel has been calculated based on 4 Hex present
  2. Samar Gemcursed A2 bonus damage is calculated on the basis of 25% HP and 2 Buff Difference between Samar and the Enemy
  3. Gurgoh the Augar has received a 25% penalty to his damage due to the presence of guaranteed freeze
  4. Passives that deal conditional damage on hit (such as Underpriest Brogni and Geomancer) are not calculated due to the unknowns but are considered Godlike
  5. Enemy MAX HP attacks are considered Godlike by default

Finally, damage is passed through fixed defence values:

  1. Clan Boss Damage: 1,520 Defence
  2. General Damage: 2,500 Defence
  3. Arena Damage: 4,000 Defence

This results in a final damage outcome that includes all known damage bonus effects such as ignore defence, skill multiplies, book damage gains and also targets a known defence therefore producing a baseline damage value likely to be seen in a battle.

What About Masteries?

Masteries and other generic damage gains have not been factored into the calculation. This short list includes:

  1. Masteries
  2. Great Hall
  3. Arena Bonus
  4. Artifact Sets
  5. Critical Damage (beyond base value)

The reason behind this is because all of the above factors will apply as a multiplier and as such increase the baseline values linearly. By excluding these, the grading avoids complexities found in high rolled gear, extremely strong builds or early/late game prowess and none of these factors will increase or decrease their position in the ranking – simply they will increase the final damage placed on the enemy linear to the ranking.

3 Comments

  1. DrakkenBlue August 20, 2021 at 1:00 am

    Thanks HH and team for all of the work you put into this site. It has been extremely helpful. I was curious whether the damage spreadsheet is still available on the site. I loved going through that doc—it was very helpful in understanding how much of a champions damage was dependent on books and masteries (which, for some champions, a player may not be able to count on for quite a while). Is that spreadsheet still available or, if not, is there any chance that it could be made available again?

    • Phixion August 20, 2021 at 8:25 am

      its at the top of the tier list

  2. Vlad_451 August 20, 2021 at 5:02 pm

    Really awesome work, even on new champions you go back and ensure uniform application of your dmg criteria. you help me in deciding who to upgrade vs who to eat. I’m still early/mid game and filling out FW teams for 7-14. These reviews are a great benefit, as I don’t have unlimited resources.

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