Does Smite Increas Dmg To Withertreehorse


This dictionary, in both Old Norse to English and English to Old Norse versions, is derived from the sources listed at bottom. Some liberties have been taken with the English definitions to facilitate sorting them in a usable order.

  1. Does Smite Increase Dmg To Withertreehorse
  2. Does Smite Do More Damage To The Wither
  1. What do you mean? +gem levels on items have nothing to do with it. Regardless of whether or not a gem is corrupted they still get the +levels from items, if socketed in an item with +levels. Corrupting is the only way to get over level 20 on the gem itself.
  2. Their damage output isn't enough to do much yet and they NEED gear and exp to shine. Plus they are super fragile. It usually seems ok if the other team has a similar pair of gods but in situations where you end up with like, 2 mages in duo you can get pressured back to your towers early game where you just kind of wither and fall behind.
  3. Smite can even be used over interrupts with Strength of Soul and Inner Focus combo. It's a 5 talent point combo, so you have to decide if it's worth it. Smite speed - Divine Fury, Power Infusion, Darkness Smite damage - Smite glyph, Twin Disciplines, Evangelism Smite healing - Atonement(smart heal), Archangel, Surge of Light Smite mana return.
  4. This enchant will deal more damage to ocean living creatures – similar to Smite, which increases damage toward “undead” monsters, like skeletons and zombies. Number 3 is Riptide: Tridents with Riptide will launch you in the direction where the trident is thrown. This works underwater and in the air, provided that it’s raining.

Attack and Defense is a core concept in SMITE.

  • 1Damage
  • 3Penetration and Reduction

Damage[editedit source]

Damage is what attacks and offensive abilities cause on enemy targets. When a unit (be it player controlled gods or computer controlled minions and jungle monsters) takes damage, it will lose a certain amount health. If the unit loses all of their health they will die, rendering them unable to continue fighting (gods will respawn after a set amount of time).

There are three types of damage in the game: Physical, Magical, and True damage. Physical damage can be mitigated by physical protection, and magical damage can be mitigated by magical protection. True damage deals its full amount regardless of how much physical or magical protection the target has. Gods are classified as being either Magical or Physical, with their attacks and abilities applying the matching type of damage. True damage is relatively rare; an example is Bakasura's Butcher Blades ability or Serqet's Last Breath ability.

Damage reduction is a mechanic that lowers the damage output of the afflicted god or unit by a number of percentage. It can either affect a single type of damage or it can affect all types of damage, including True damage. The inverse of this is damage increase, which will boost damage dealt with one or any type of damage. For example, Sundering Spear Upgrade increases all damage the affected target takes.

There are rare circumstances where gods can apply damage of a different power type than their own. For example, Mystical Mail has an aura effect that deals magical damage around the user and can be acquired by physical gods.

Power[editedit source]

Gods have a 'Power' statistic which attacks and abilities scale from, increasing their damage output. Most gods start with 0 power (an example of an exception is Kukulkan whose passive ability grants him magical power equal to a percentage of his maximum mana) and can gain power from items and some god ability effects. Certain jungle buffs can also increase a god's power.

Basic Attacks[editedit source]

Unlike in most other games in the genre, basic attacks are skillshots (projectiles that move in a straight line with a travel time or area attacks with a delay) with most Ranged gods firing projectiles that move in a straight line while Melee gods deal damage to the closest enemy within range. Basic attacks scale based on the god's level and their Power stat. The 'Basic Attack' number indicates the amount of unmitigated damage a basic attack does. Each god has a formula that defines what their Basic Attack value is. The formula for how basic damage is calculated is:


All magical gods scale at 20% of their Magical Power, and all physical gods scale at 100% of their Physical Power. For example, Agni's basic attack damage is 34 + 1.5 × level + 20% of Magical Power. Izanami is the only exception to this rule; she is a hunter who has boomerang like basic attacks which can go through multiple targets and that scale at 75% Physical Power when fired and 35% while they are returning to her.

Buffs and effects that grant a percentage basic attack damage increase will apply the bonus before the physical/magical power contribution.

Attack Speed defines how many attacks a god can fire per second. The higher the value is, the sooner a god will be able to reuse their basic attacks.

Some gods have a hit progression which affects the swing time (the delay before a basic attack is actually fired) and amount of damage a basic attack does, and in some cases even granting them an additional effect. A good example of this is Ne Zha, who has a 4 stage basic attack progression where the first two attacks deal 100% damage with normal swing time, while the third attack has a 150% damage and swing time, finishing with a 200% damage and swing time attack that affects an AoE in front of him.

Physical gods have access to Critical Chance, which gives them a chance to land critical strikes with their basic attacks. Critical strikes deal 200% (twice) as much damage as a regular basic attack. The item Deathbringer increases how much damage critical strikes do by an extra 30% (230% total).

Launching a Basic Attack while moving will apply a movement penalty that reduce movement speed by 50% for ranged gods and 35% for melee gods (The movement speed counter will not change while doing so). The 'Haste' passive effect of items such as Hastened Katana and Hastened Ring removes this movement penalty on activation.

Abilities[editedit source]

Similar to basic attacks, the majority of abilities are skillshots that must land on a target for them to have any effect. There are also area of effects (AoE), line shapped attacks, etc. with a few allowing to lock on specific targets or automatically targetting gods within range. Most damaging abilities have a base amount of damage (which may increase each time a point is put into the ability), plus an additional amount based on the god's Power stat. For example, Ra's Celestial Beam at max rank will do (335 + 90% of Magical Power) unmitigated damage. Some abilies may also scale with Basic Attack Power, which is equal to the damage the god currently deals with their basic attacks.

There are a few abilities in the game, like Mercury's Made You Look and Ne Zha's Armillary Sash, that can be affected by Critical Chance, which is normally something that only affects basic attacks.

Protections and Mitigation[editedit source]

Protections and mitigation alleviate the impact of incoming enemy attacks and abilities on the victim's health, which can prevent (or at least delay) their death.

A god's magical and physical protection values will reduce the amount of damage the corresponding types of damage apply. A god's inherent protections scale with level. For example, Ymir's total physical protection is 23 + 3.3 × level + Physical Protection From Items. Ignoring penetration for now, the formula for how a protection value reduces damage is:


Does Smite Increase Dmg To Withertreehorse

Mobile website betatesting. The result of this equation means that a protection value of 50 will reduce damage by 33%, 100 will reduce it by 50%, and 150 will reduce it by 60%.

For example (still ignoring penetration), if Ra's Celestial Beam is listed as doing 335 damage, and he hits someone with 70 magical protection, then the actual damage will be 197 = ((100 × 335)/(70 + 100)).

Damage can also be mitigated by percentage damage reduction like Athena's Defender of Olympus. Percentage damage reduction can't be penetrated by any means and, unless otherwise stated, will affect even True damage.

Some abilities and items, like Geb's Hard as Rock passive or Spectral Armor, can lower the amount of extra damage dealt by critical strikes.

Does Smite Do More Damage To The Wither

As the majority of abilities and attacks in this game are skillshots, they don't lock on targets and can be dodged if the victim moves out of their way, completly nullifying any damage (or healing) they could have done. This makes aim and quick reaction timing something critical in SMITE that can and will define a victory or a loss regardless of the damage or defense of either player.

Penetration and Reduction[editedit source]

Penetration and reduction help counter an enemy's defenses, increasing the efficiency of attacks and offensive abilities.

A target's protection values can be lowered or bypassed with certain items and abilities that grant penetration and reduction effects. They are (in order):

  • Percent Reduction. This will reduce a target's protection values by a percentage. For example, Void Shield will reduce a target's physical protection by 15%.
  • Flat Reduction. This will reduce a target's protection values by a specific amount. There are currently no items that grant this effect.
  • Percent Penetration. This will ignore a target's protection values by a percentage. For example, Titan's Bane will ignore 20% of a target's physical protection.
  • Flat Penetration. This will ignore a target's protection values by a specific amount. For example, The Crusher will ignore 15 of a target's physical protection.

Thus, to determine the actual protection values of a target, the equation is:

Does smite do more damage to the wither

Percent penetration is capped at 40% while Flat penetration is capped at 50. The protection values cannot go below zero.

Example[editedit source]

An example of a highly unlikely build for a Mage is:

  • Demonic Grip: +10% Reduction per stack
  • Pythagorem's Piece: +10% Penetration
  • Spear of the Magus: +10 Penetration

This mage has a Basic Attack value of 105. Fighting against an opponent with 238 magical protections, the first basic attack will do:

Now that a Demonic Grip stack is applied, the next basic attack will do:

And the next basic attack now with 2 Demonic Grip stacks:

Does Smite Increas Dmg To Withertreehorse

And the final basic attack now with 3 Demonic Grip stacks:

Retrieved from 'https://smite.gamepedia.com/Attack_and_Defense?oldid=509722'