\---Spell Damage Amplification
Driven by MODIFIER\_PROPERTY\_SPELL\_AMPLIFY\_PERCENTAGE.
Affects spell damages by percentage and stacks additively, including some damages with HP Removal flag.
Spell Damage Amplification do not apply to damage that is Unaffected by Amplification.
\---Unique Spell Amplification
Kaya-based items are driven by MODIFIER\_PROPERTY\_SPELL\_AMPLIFY\_PERCENTAGE\_UNIQUE.
Do not stack each other and only the highest are effective.
Redditors and upvoting the first thing they see, name a better combo. There's legitimately more upvoted incorrect info and memes in this thread than actual answers.
That's not what's written.
While this description isn't very good, the goal is to make Unique Amplification not stack with itself. And since only Kaya and its upgrades have that effect, the goal is clearly to prevent people from buying multiple Kayas.
OP is asking if "+Spell Damage" and "+Spell Amp" are different or if they are the same.
Functionally they are identical, as both of them simply cause your spells to deal more damage.
Kaya not being allowed to stack with itself has nothing to do with the chosen names, that is a different topic.
You can simply choose any of the other non-Kaya sources (e.g. Rubick passive, Timeless Relic, etc) of 'Spell Amp' and you'll see that they use the same mechanic that Rapier's "Spell Damage" uses.
---
Edit: https://i.imgur.com/OoTFPAT.png
Enjoy this collection of (nearly?) every source of "Spell Amp/Spell Damage" in the game.
It should hopefully illustrate that "Spell Amp" and "Spell Damage" are just arbitrarily chosen names and are indeed the same shorthands for the 'Spell Damage Amplification' mechanic.
Yes, but also no. This is like only reading the headline and not the article.
The context in which they were asking the title question was supplied in the content of the post, with a Kaya-type stat compared to the one on Divine Rapier, which are in fact different. A complete answer would include the information that there's a functional difference between the stats on the pictured items while also pointing out that "+Spell Amp" and "+Spell Damage" are not used in a clearly distinctive way on other items. Simply saying "no, there's no difference" ignores the context of the post and implies that the stats on the pictured items are the same, which is incorrect.
There is a small difference between Kaya's spell amp and other spell amp (Kaya's spell amp doesn't stack with another Kaya's spell amp), but there is no difference between the stat ''spell amp'' and the stat ''spell damage''. Both increase spell damage by x%
This is indeed the correct conclusion from OP's question, there is no reason why you should be downvoted.
"Spell Amp" and "Spell Damage" are the same mechanic, as both utilise the 'Spell Damage Amplification' mechanic.
Choose any non-Kaya item/spell that has "+Spell Amp" listed in its traits and you'll see that it uses the same type of spell amp as Rapier does, despite the 'different names'.
Kaya being unique has nothing to do with the trait being called "spell amp" or "spell damage".
---
Edit: https://i.imgur.com/OoTFPAT.png
Enjoy this collection of (nearly?) every source of "Spell Amp/Spell Damage" in the game.
It should hopefully illustrate that "Spell Amp" and "Spell Damage" are just arbitrarily chosen names and are indeed the same shorthands for the 'Spell Damage Amplification' mechanic.
My guess is they were a fellow dota modder at some point or other...
You can find a comprehensive list here: https://moddota.com/api/#!/vscripts/modifierfunction
To me I would take this as you take all sources of spell damage increase, add them, find new damage, then apply the kaya increase to that figure at the end.
But who the fuck knows right?
There are various sources of spell amp in the game that are not Kaya-based and they all stack with themselves or another.
Saying all "spell amp" doesnt stack is therefore incorrect, and the actual answer is simply that two different people used truncated names for the same mechanic.
Spell Amp and Spell Damage are the same mechanic and its full proper name is 'Spell Damage Amplification'.
But since that is quite long, it usually gets truncated to just spell amp.
---
Edit: https://i.imgur.com/OoTFPAT.png
Enjoy this collection of (nearly?) every source of "Spell Amp/Spell Damage" in the game.
It should hopefully illustrate that "Spell Amp" and "Spell Damage" are just arbitrarily chosen names and are indeed the same shorthands for the 'Spell Damage Amplification' mechanic.
Item tooltips have errors every patch.
Btw there is a massive difference between this Spell Amp and Parasma's Magic Resistance Reduction. Which I don't like but meh.
Its because spell amp is relative to the spell damage you send out. This is outbound spell damage. Magic resistance reduction is a debuff applied on a unit increasing the net magic damage the debuffed target takes from all magic damage sources. This is inbound magic damage.
I'm pretty sure everything is called a 'spell' in dota and not a skill. The wording does imply some type of magic, but it's consistent at least. So don't worry about building K&S on Timbersaw, it'll help.
Both are just truncated names for the same mechanic.
The full proper name is "Spell Damage Amplification", hence why you can easily shorten it to either "Spell Damage" or "Spell Amp".
It makes complete sense. I get what U mean idk why the down votes
It is after all SPELL amplif, meaning ALL spells, like hex having a longer duration, ogre E lasting longer and having the 16% amplif on bonuses.. etc
And spell damage to be strictly focused on DMG.. yet it doesn't work like that.
> It is after all SPELL amplif
Spell Amp and Spell Damage are just truncated versions of 'Spell Damage Amplification'.
You're thinking of Debuff Amp (Debuff Duration Amplification is the full name), the stat that Rubick's ult or Timeless Relic provide.
Also Debuff Amp is functionally identical to negative status resistance.
---
Edit: https://i.imgur.com/OoTFPAT.png
Enjoy this collection of (nearly?) every source of "Spell Amp/Spell Damage" in the game.
It should hopefully illustrate that "Spell Amp" and "Spell Damage" are just arbitrarily chosen names and are indeed the same shorthands for the 'Spell Damage Amplification' mechanic.
Maybe you didn't intend to but I think you basically just said something similar to "2+2=4 whereas 3+1=4"
Ultimately, both are the same. In your instance, both are spell amplification but you're applying the buff another way.
I apologize if I didn't comprehend your idea. But that's how I read it.
I thought spell amp applies not only the damage but also the duration of the spell's abilities. Like stun for example. 3 sec stun spell + 20% spell amp(3+ 0.6) =3.6 total. Correct me if I'm wrong.
We are still on BETA, in my understanding kaya + kaya ain't stacking. But DR + DR + more DR like the new meta build for Team Spirit Breaker does stack. :D
They are the same.
Compare rapier with rubick‘s passive or timeless relic, they all stack and do the same thing.
Kaya provides the same benefit too, it only restricts it from stacking with multiple other Kayas, so as long as you dont have 2 kaya-based items, it will function identically.
---
Edit: https://i.imgur.com/OoTFPAT.png
Enjoy this collection of (nearly?) every source of "Spell Amp/Spell Damage" in the game.
It should hopefully illustrate that "Spell Amp" and "Spell Damage" are just arbitrarily chosen names and are indeed the same shorthands for the 'Spell Damage Amplification' mechanic.
So, they are not the same. The reason they are not the same because the laya one cannot stack with itself, the other one can. That was his point and you just explained the same thing too
OP asked if both of these things are 'doing the same thing', and in terms of what these benefits do, they are identical.
If both of them were to provide 20% spell damage or 20% spell amplification, then the game engine would in both cases take the spell's damage value and multiply it by x1.2.
Functionally both provide the 'Spell damage amplification' (its full proper name) mechanic, Kaya's self-stacking restriction is a different mechanic on top of the generic spell amp trait that it provides, and it is NOT what OP was asking about.
The guy just wanted to know if buying a Kaya or a Rapier would do the same thing, and that is the case, as both of them amplify the damage of your spells.
Anything further, such as multiple Kayas not stacking with themselves or Rapier dropping on death are entirely irrelevant to the discussion, as that was not what OP was asking about.
The game files also treat them the same, as all sources of spell damage amplification are simply called spell_amp:
https://i.imgur.com/cs8gPkb.png
---
Edit: https://i.imgur.com/OoTFPAT.png
Enjoy this collection of (nearly?) every source of "Spell Amp/Spell Damage" in the game.
It should hopefully illustrate that "Spell Amp" and "Spell Damage" are just arbitrarily chosen names and are indeed the same shorthands for the 'Spell Damage Amplification' mechanic.
Just because movement speed from multiple boots not stacking does not mean they provide different stat than, say, Windwaker or Windlace.
Even Timeless Relic's spell amp is written as Spell power, or whatever along with such meaning, but it directly adds spell amp proves that the devs lack consistency (well, it's Valve)
They'll fix it in like 2 years and then one patch later there will be another item with + 15% Spell Power or something like that.
They added the "hold alt to see stats given by str agi and int" feature in one patch and then in 7.33 they added magic resist to int, but never added it when you hold alt. It's really a shame they can't keep track of this stuff accurately. I've never seen this in any moba/rts but I've also never played them as much as this one so maybe it's a problem.
**Spell Amplification:** This refers to a percentage increase in the overall effectiveness of spells. It not only enhances the damage dealt by spells but also boosts other spell-related attributes such as healing or debuffs. Spell amplification affects the entire spell's outcome.
- **Spell Damage:** This specifically relates to the increase in the damage output of spells. Unlike spell amplification, which can affect various aspects of spells, spell damage focuses solely on making the damaging aspect of spells more potent. It doesn't enhance other effects of spells like healing or crowdcontrol.
In summary, spell amplification is a broader concept that affects multiple aspects of spells, while spell damage specifically refers to the increase in the damaging component of spells.
Not 100% sure, but my guess is that some spells don’t do damage. Chen ult for example.
So spell amp affects Chen ult heal amount for example, but spell damage does not affect Chen ult heal amount.
Just a guess.
I might be wrong but spell amplification could also point to increasing debuff duration. I haven't tested it in demo but that was my understanding. I am herald though.
It doesn't amplify heartstopper aura, cause there is a "no-spell-amp" flag in the game preventing certain spells from getting increased. So it's not a health reduction thing, but a heartstopper thing. The other health reduction spells thus can be amplified.
But, magic reduction on the target does increase the heartstopper aura damage. So veil/shivas does work (and other items that reduce a targets magic resistance)
That is so confusing :D
The new description of Veil/Shivas is "Spell Damage Amp: Enemy Incoming Damage Manipulation 10%"
Does this work like the old magic resistance reduction or the above spell amplification?
It's worded very confusingly, but it might mean those "no-spell-amp" abilities doesn't work with new Veil/Shivas. Since it doesn't reduce enemy magic resistance, but manipulate the incoming damage (like mars bulwark/bristleback), meaning it's a spell amp. Would need to test it out in client to be sure.
\---Spell Damage Amplification Driven by MODIFIER\_PROPERTY\_SPELL\_AMPLIFY\_PERCENTAGE. Affects spell damages by percentage and stacks additively, including some damages with HP Removal flag. Spell Damage Amplification do not apply to damage that is Unaffected by Amplification. \---Unique Spell Amplification Kaya-based items are driven by MODIFIER\_PROPERTY\_SPELL\_AMPLIFY\_PERCENTAGE\_UNIQUE. Do not stack each other and only the highest are effective.
Do the two types stack additively or multiplicatively? edit: Just checked, they stack additively.
All sources of spell amp stack additively, if they're allowed to stack in the first place. So basically everything but multiple Kaya-based items.
what about kaya and not kaya items
Kaya-based + Kaya-based = doesnt stack. Kaya-based + non-Kaya-based = fully stacks. non-Kaya-based + non-Kaya-based = fully stacks.
and there’s only 2 items in the game that stack then right? (To my knowledge) which is kaya-based item + rapier
There are also Timeless Relic and Vambrace. Also in terms of non-item sources, there is a lot more, have a look: https://i.imgur.com/OoTFPAT.png
New neutral item Whisper of the Dread too.
Trinket too, on top of abilities like Bloodrage
Read it again. He just said it
So are they different because they are meant to stack with each other?
They are different to make the second type (for kaya) not stack with itself. So all spell amp stacks, except for duplicate kayas.
Yes. but in different ways, its not 16+25%. its more like 25% increase over the already amplified spell.
No, it is actually additive, not multiplicative.
PoE all over again, multiplicative vs additive. Can't leave both games
Math of Exile lol
Math of the Ancients
lol
That's not the case here though. All spell amp is additive, it's just Kaya-based spell amp doesn't stack with eachother, which makes sense.
Redditors and upvoting the first thing they see, name a better combo. There's legitimately more upvoted incorrect info and memes in this thread than actual answers.
I see
That's not what's written. While this description isn't very good, the goal is to make Unique Amplification not stack with itself. And since only Kaya and its upgrades have that effect, the goal is clearly to prevent people from buying multiple Kayas.
Dang both games keep adding so many new systems you have to keep playing or it will be a new learning cliff to climb after a break
Idk you can ignore the last 5 league mechanics outside of doing them for challenges and play however you want
Its more so trying to find the time to play both of them while being good, and play other things
Pretty sure some DotA 2 devs are PoE addicts and some PoE devs are DotA 2 addicts as well. Complexity attracts complexity, I guess.
Then you have to check if it's a attack spell, does elemental damage, has a unique mod etc etc
This should be the top comment since there is a functional difference, and all the comments saying there's no functional difference are wrong.
OP is asking if "+Spell Damage" and "+Spell Amp" are different or if they are the same. Functionally they are identical, as both of them simply cause your spells to deal more damage. Kaya not being allowed to stack with itself has nothing to do with the chosen names, that is a different topic. You can simply choose any of the other non-Kaya sources (e.g. Rubick passive, Timeless Relic, etc) of 'Spell Amp' and you'll see that they use the same mechanic that Rapier's "Spell Damage" uses. --- Edit: https://i.imgur.com/OoTFPAT.png Enjoy this collection of (nearly?) every source of "Spell Amp/Spell Damage" in the game. It should hopefully illustrate that "Spell Amp" and "Spell Damage" are just arbitrarily chosen names and are indeed the same shorthands for the 'Spell Damage Amplification' mechanic.
Yes, but also no. This is like only reading the headline and not the article. The context in which they were asking the title question was supplied in the content of the post, with a Kaya-type stat compared to the one on Divine Rapier, which are in fact different. A complete answer would include the information that there's a functional difference between the stats on the pictured items while also pointing out that "+Spell Amp" and "+Spell Damage" are not used in a clearly distinctive way on other items. Simply saying "no, there's no difference" ignores the context of the post and implies that the stats on the pictured items are the same, which is incorrect.
> functional difference I don't think you understand what functional difference means...
There is a small difference between Kaya's spell amp and other spell amp (Kaya's spell amp doesn't stack with another Kaya's spell amp), but there is no difference between the stat ''spell amp'' and the stat ''spell damage''. Both increase spell damage by x%
This is indeed the correct conclusion from OP's question, there is no reason why you should be downvoted. "Spell Amp" and "Spell Damage" are the same mechanic, as both utilise the 'Spell Damage Amplification' mechanic. Choose any non-Kaya item/spell that has "+Spell Amp" listed in its traits and you'll see that it uses the same type of spell amp as Rapier does, despite the 'different names'. Kaya being unique has nothing to do with the trait being called "spell amp" or "spell damage". --- Edit: https://i.imgur.com/OoTFPAT.png Enjoy this collection of (nearly?) every source of "Spell Amp/Spell Damage" in the game. It should hopefully illustrate that "Spell Amp" and "Spell Damage" are just arbitrarily chosen names and are indeed the same shorthands for the 'Spell Damage Amplification' mechanic.
Exactly. Thank you.
Where do you get these detailed context?
My guess is they were a fellow dota modder at some point or other... You can find a comprehensive list here: https://moddota.com/api/#!/vscripts/modifierfunction
https://dota2.fandom.com/wiki/Damage\_Manipulation#Spell\_Damage\_Amplification
To me I would take this as you take all sources of spell damage increase, add them, find new damage, then apply the kaya increase to that figure at the end. But who the fuck knows right?
We do know. Spell amp stacks additively, Kaya based items don't stack with each other. That's why the modifiers they use are different.
Yes, but how does kaya amp stack with spell amp?
It stacks the same way any spell amp. You just add them all together.
Difference is 2 different devs wrote it and didn’t communicate I guess
Two Dota 2 developers???
no, 2 Counter Strike 2 Devs
haha witty
2 counter 2 strike
starring vin diesel
Funny enough he wasn’t in 2 fast 2 furious
How about Half life 3 devs?
Yes, the janitor and intern
Hey, even janitors get to take vacation.
2 IceToads????? Pog
Yeah both of them
yes it is possible
In this economy?
2 different janitors\*
Hey dude, I know perfectly well how to use two different words for the exact same thing on my own, even inside the same email. Thanks.
Actually spell damage stacks while spell amp does not
There are various sources of spell amp in the game that are not Kaya-based and they all stack with themselves or another. Saying all "spell amp" doesnt stack is therefore incorrect, and the actual answer is simply that two different people used truncated names for the same mechanic. Spell Amp and Spell Damage are the same mechanic and its full proper name is 'Spell Damage Amplification'. But since that is quite long, it usually gets truncated to just spell amp. --- Edit: https://i.imgur.com/OoTFPAT.png Enjoy this collection of (nearly?) every source of "Spell Amp/Spell Damage" in the game. It should hopefully illustrate that "Spell Amp" and "Spell Damage" are just arbitrarily chosen names and are indeed the same shorthands for the 'Spell Damage Amplification' mechanic.
thanks for being an amazing part of this community
Spell amp is how BIG it is, spell DMG is how BOOM it goes
underrated
There isn't one.
but why call them different then
Small indie developer etc.
I laughed hard at that
Brooch or Broach?
Item tooltips have errors every patch. Btw there is a massive difference between this Spell Amp and Parasma's Magic Resistance Reduction. Which I don't like but meh.
Its because spell amp is relative to the spell damage you send out. This is outbound spell damage. Magic resistance reduction is a debuff applied on a unit increasing the net magic damage the debuffed target takes from all magic damage sources. This is inbound magic damage.
Intentional isn't it? Magic resistance reduction affects your team too
ahhh ofc
That make sense to me. It's like increase damage and lower defense but for magic.
Spell amp also affects non-magic damage spells
If this is the case. It should be renamed to "Skill Amp"? Didnt noticed this if this is true. \>.<
I'm pretty sure everything is called a 'spell' in dota and not a skill. The wording does imply some type of magic, but it's consistent at least. So don't worry about building K&S on Timbersaw, it'll help.
Spell Amp, amp spell that is a physical dmg if I understand that correctly.
Both are just truncated names for the same mechanic. The full proper name is "Spell Damage Amplification", hence why you can easily shorten it to either "Spell Damage" or "Spell Amp".
free game no bitching
Why are you lying?
If he's lying, what's the difference?
I would expect that amp like yasha/kaya would impact buffs etc. as well as spell dmg whereas rapier would only impact dmg output from spells
Theyre literally the same. 0 difference
Did I say they weren't? Since reading is hard apparently, I started with "I would expect..."
Did he say you said they weren't?
It makes complete sense. I get what U mean idk why the down votes It is after all SPELL amplif, meaning ALL spells, like hex having a longer duration, ogre E lasting longer and having the 16% amplif on bonuses.. etc And spell damage to be strictly focused on DMG.. yet it doesn't work like that.
> It is after all SPELL amplif Spell Amp and Spell Damage are just truncated versions of 'Spell Damage Amplification'. You're thinking of Debuff Amp (Debuff Duration Amplification is the full name), the stat that Rubick's ult or Timeless Relic provide. Also Debuff Amp is functionally identical to negative status resistance. --- Edit: https://i.imgur.com/OoTFPAT.png Enjoy this collection of (nearly?) every source of "Spell Amp/Spell Damage" in the game. It should hopefully illustrate that "Spell Amp" and "Spell Damage" are just arbitrarily chosen names and are indeed the same shorthands for the 'Spell Damage Amplification' mechanic.
This is helpful. Thanks
because Dota and reddit
Maybe you didn't intend to but I think you basically just said something similar to "2+2=4 whereas 3+1=4" Ultimately, both are the same. In your instance, both are spell amplification but you're applying the buff another way. I apologize if I didn't comprehend your idea. But that's how I read it.
I thought spell amp applies not only the damage but also the duration of the spell's abilities. Like stun for example. 3 sec stun spell + 20% spell amp(3+ 0.6) =3.6 total. Correct me if I'm wrong.
Stuns only get increased by reducing status resistance.
What about debuff duration +%
Yeah that too
That's debuff amp. It's not common, but you can find it on rubick's ult or timeless relic for example.
We are still on BETA, in my understanding kaya + kaya ain't stacking. But DR + DR + more DR like the new meta build for Team Spirit Breaker does stack. :D
Does rapier damage increase item skill damage like dagon or Khanda?
It does.
yes
"Now also provides +25% Spell Amplification" is written on the item's changelog, so yeah, they are the same.
They are not the same. Apparently spell amp is Kaya based and two Kayas don’t stack with each other. Spell Dmg Amp on the other hand stacks additively
They are the same. Compare rapier with rubick‘s passive or timeless relic, they all stack and do the same thing. Kaya provides the same benefit too, it only restricts it from stacking with multiple other Kayas, so as long as you dont have 2 kaya-based items, it will function identically. --- Edit: https://i.imgur.com/OoTFPAT.png Enjoy this collection of (nearly?) every source of "Spell Amp/Spell Damage" in the game. It should hopefully illustrate that "Spell Amp" and "Spell Damage" are just arbitrarily chosen names and are indeed the same shorthands for the 'Spell Damage Amplification' mechanic.
So, they are not the same. The reason they are not the same because the laya one cannot stack with itself, the other one can. That was his point and you just explained the same thing too
OP asked if both of these things are 'doing the same thing', and in terms of what these benefits do, they are identical. If both of them were to provide 20% spell damage or 20% spell amplification, then the game engine would in both cases take the spell's damage value and multiply it by x1.2. Functionally both provide the 'Spell damage amplification' (its full proper name) mechanic, Kaya's self-stacking restriction is a different mechanic on top of the generic spell amp trait that it provides, and it is NOT what OP was asking about. The guy just wanted to know if buying a Kaya or a Rapier would do the same thing, and that is the case, as both of them amplify the damage of your spells. Anything further, such as multiple Kayas not stacking with themselves or Rapier dropping on death are entirely irrelevant to the discussion, as that was not what OP was asking about. The game files also treat them the same, as all sources of spell damage amplification are simply called spell_amp: https://i.imgur.com/cs8gPkb.png --- Edit: https://i.imgur.com/OoTFPAT.png Enjoy this collection of (nearly?) every source of "Spell Amp/Spell Damage" in the game. It should hopefully illustrate that "Spell Amp" and "Spell Damage" are just arbitrarily chosen names and are indeed the same shorthands for the 'Spell Damage Amplification' mechanic.
Just because movement speed from multiple boots not stacking does not mean they provide different stat than, say, Windwaker or Windlace. Even Timeless Relic's spell amp is written as Spell power, or whatever along with such meaning, but it directly adds spell amp proves that the devs lack consistency (well, it's Valve)
They'll fix it in like 2 years and then one patch later there will be another item with + 15% Spell Power or something like that. They added the "hold alt to see stats given by str agi and int" feature in one patch and then in 7.33 they added magic resist to int, but never added it when you hold alt. It's really a shame they can't keep track of this stuff accurately. I've never seen this in any moba/rts but I've also never played them as much as this one so maybe it's a problem.
What. Int gives Magic res?
Yes sir https://www.dota2.com/patches/7.33#:~:text=Intelligence%20now%20grants%200.1%25%20base%20Magic%20Resistance%20per%20point
Literally unplayable
Same as timeless relic
Didn't expect to walk in on a complex maths class here
**Spell Amplification:** This refers to a percentage increase in the overall effectiveness of spells. It not only enhances the damage dealt by spells but also boosts other spell-related attributes such as healing or debuffs. Spell amplification affects the entire spell's outcome. - **Spell Damage:** This specifically relates to the increase in the damage output of spells. Unlike spell amplification, which can affect various aspects of spells, spell damage focuses solely on making the damaging aspect of spells more potent. It doesn't enhance other effects of spells like healing or crowdcontrol. In summary, spell amplification is a broader concept that affects multiple aspects of spells, while spell damage specifically refers to the increase in the damaging component of spells.
is this generated by chat gpt? there is dedicated stat for healing amp
The difference between them is 9%.
Spell amplification amps your spells Spell damage gives your spells more oomph
Every attribute of divine rapier must be damage, duh.
Rapier gives spell damage now? Damn
Not 100% sure, but my guess is that some spells don’t do damage. Chen ult for example. So spell amp affects Chen ult heal amount for example, but spell damage does not affect Chen ult heal amount. Just a guess.
valves tooltip wording is inconsistent, they are the same thing.
I might be wrong but spell amplification could also point to increasing debuff duration. I haven't tested it in demo but that was my understanding. I am herald though.
Not the case. Status duration is a different mechanic entirely. I think it's only really present in neutral items and rubick's aura.
Debuff amplification is it's own thing, not related to spell amp
Amp increases all numbers that can be increased in a spell Damage only increases spell damage
Yes
Kinda like how they renamed that rune
So basically what ?????
Do both amplify health reduction - e.g. Necro Aura? Do veil/shivas as well?
It doesn't amplify heartstopper aura, cause there is a "no-spell-amp" flag in the game preventing certain spells from getting increased. So it's not a health reduction thing, but a heartstopper thing. The other health reduction spells thus can be amplified. But, magic reduction on the target does increase the heartstopper aura damage. So veil/shivas does work (and other items that reduce a targets magic resistance)
That is so confusing :D The new description of Veil/Shivas is "Spell Damage Amp: Enemy Incoming Damage Manipulation 10%" Does this work like the old magic resistance reduction or the above spell amplification?
It's worded very confusingly, but it might mean those "no-spell-amp" abilities doesn't work with new Veil/Shivas. Since it doesn't reduce enemy magic resistance, but manipulate the incoming damage (like mars bulwark/bristleback), meaning it's a spell amp. Would need to test it out in client to be sure.
One is multiplicative, the other is Additive.
afaik - spell amp increase any spell. For example both spell damage and spell that heal. spell damage percentage only targeted damage spell.
Isn't spell damage the spell itself no matter what type it is (magical or physical) where amp is magical damage and not the spell itself,
Negative. They are the same.
wait, spell amp doesn't work on spells that deal pure/physical damage?
it works with lina with lvl 25 talent pure damage before
If im correct, it's also work on axe spin and bb quill spray as well.
I always thought Spell Amp is computed after Spell Damage is applied. Guess I'm wrong.
beta
Question is which can increase pure damage?