Both, critical strikes and bashes stack with diminishing returns,  as according to the formula:
1 - ( 1 - A ) * ( 1 - B ) * ( 1 - C ) * ... *  ( 1 - X ) = Chance to get at least one bash / critical strike
where  A, B, C and so forth are the seperate chances for each item or skill  that can bash / critical strike.
Note that all  critical strikes and bashes in the game are rounded to the nearest 5% of  chance before calculating them in this formula.
So a 36% chance to  crit (such as Juggernaut currently has) is actually 35%. However, this  does not mean that the percentage you get out of this formula will be  rounded to the closest 5%.
Critical strikes
When  calculating damage from critical strikes, if two occur at once, only the  last critical strike skill or item you acquired will have  effect.
Note that a skill counts as  acquired when level 1 of it is learned.
An item counts as acquired  every time its picked up.
Bashes
When calculating  bashes, the result depends on whether you're a melee hero or a ranged  hero.
It is true for both however, that if you bash an already  stunned unit, the greater of the remaining stun time and the bash time  of your bash will be used. That means that a bash can never shorten the  amount of time a unit is stunned.
Melee heroes' bashes  stack fully, so if two or more bashes occur at once, the longest stun  time from all the bashes will be used (bashes never shorten stun time)  and all the different bash damages will be added .
The damage is  reduced by spell resistance, and eliminated by magic immunity.
The  damage is a separate source and therefore does not count to lifesteal  and does not interact with critical s trikes in any way.
Additionally,  melee units' bashes have a clear advantage:
The stun part of the  bash is NOT eliminated by magic immunity and therefore you can even stun  magic immune units, though they will get no additional damage from the  bash.
As melee heroes can proc more  bashes on one attack, the formula above only gives the chance of  having at least one bash ( and for that a stun ) per  attack. This also means that on melee heroes, the damage output from the  bashers are not affected by diminishing returns.
Two bashers means  you have 27.75% chance to land at least one bash on the opponent, but  25.5% chance to get one bash and 2.25% chance to get both bashes. Since  the damage stacks, this gives as much average damage as 30% chance to  bash once.
As for ranged heroes,  it's the other way round. The bash damage is added directly to the  normal attack damage and therefore it behaves just like any normal  damage increase (it's reduced by armour value and armour type, it grants  lifesteal, etc.). The stun part is blockable by magic immunity.  However, a ranged hero can not land multiple bashes in one hit - a proc  of a later acquired bash will always completely overwrite  an earlier achieved one.
Bash and  crit interactions
On melee heroes crits  and bashes will have no interaction with each other (they are  independent of each other). This means the critical multiplier will  never multiply the bash damage.
On ranged heroes every crit achieved  after a bash or another crit will completely negate the earlier  achieved crits and bashes on its procing. In essence, this means that if  you proc multiple crits and bashes on a ranged hero, the last acquired  crit that triggered will count as the only critical, and if any of the  bashes that procced were acquired after the critical was acquired (not  procced), the last of those bashes would add damage (which isn't  multiplied) as well as the stun.
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