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.
Attack and Defense is a core concept in SMITE.
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.
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.
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.
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 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:
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.
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 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):
Thus, to determine the actual protection values of a target, the equation is:
Percent penetration is capped at 40% while Flat penetration is capped at 50. The protection values cannot go below zero.
An example of a highly unlikely build for a Mage is:
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:
And the final basic attack now with 3 Demonic Grip stacks: