Introduction
This article will talk about some basic mechanics and systems in smite 2 to determine different calculations for stats.
Quick disclaimer
As previously stated, it is a bit difficult to get all of the information so some of the formulae provided might be wrong. I want to make this a living document, so please leave a comment if you believe something is wrong or unclear.
Additionally a lot of this will be borrowed from smite 1's word of thoth site. Shout out to flareboot for all his work on word of thoth. If you'd like to see the original document you can find it here
Basic Mechanics
Protections, Penetration and Damage Calculations
Protections and Mitigations
Protections are the most obvious way to reduce damage taken. The more protections (prots) you have, the less damage the enemy will do to you. The formula for this is as follows:
- Damage Taken X (100/(100+Protection type)) where Protection type is the corresponding protections you have for the damage type you are taking. In addition to physical or magical damage, there is also True Damage. True damage is more rare, but ignores protections entirely. It can only be reduced by Damage Mitigation which is represented as a % mitigated value on items such as Oni Hunter's Garb or build into certain god abilities like Chaac's ultimate. The formula needed to include damage mitigation is:
- Damage Taken X (% Mitigations/100) X (100/(100+Protection type))
Penetration
Much like how protections reduce the damage you take, Penetration (pen) increase the amount of damage you deal through protections. Essentially penetration ignores a portion of protections. In the past there were a good number of Flat Pen items which provided a static amount of penetration (meaning a static amount of protections ignored). In Smite 2 there is ALMOST no flat pen and instead there is really only % Pen available. I say almost because there are items that reduce protections by a flat amount (such as Oath Sworn Spear, or Stone of Binding). These items effectively provide flat pen, but in a conditional way. % Pen works by ignoring a % of the targets respective protections. In addition there are a items and abilities in the game that increase a target's damage taken by a percentage. This is separate from penetration but does need to go into the calculation. Damage mitigation and Damage taken increase are additive, so if you have 20% mitigation and are effected with a 20% increased damage taken, they will cancel each other out. The formula for full damage calculation is as follows:
- Damage Incoming X (1+(% Damage Increase/100) - (% Damage mitigation/100)) X (100/(100+(Protections X (1-(% Protection Reduction/100)) X (1-(% Penetration/100)) - Flat Penetration))
Effective HP
Effective HP is a theoretical concept that provides you with a better understanding of your Health relative to your protections and mitigations. The calculation for this is not super simple so I won't go into it but essentially if you have 1000 hp and 100 protections it will take someone ~the same amount of time to kill you as if you had 2000 hp and 0 protections. Protections have a diminishing efficiency in the damage calculation. For example if you have 100 protections:
- 100/100+100 = 100/200 = 0.5 meaning you have reduced 50% of damage with those 100 prots, however if we have 200 prots
- 100/100+200 = 100/300 = 0.33 meaning you have reduced around 67% of damage and so on.
Lifesteal
This one is pretty easy. Your %lifesteal is calculated as healing for a % of damage dealt. So if you have 40% lifesteal and deal 100 damage, you heal 40 health. All lifesteal applies to abilities and auto attacks in smite 2. If you hit multiple enemies with an ability then your lifesteal is multiplied by 1/3 for each additional enemy hit.
Attack Speed
Attack speed is listed as a % in the stats in the game. This is referencing your base attack speed rather than the attack speed you currently have. So if you have a base attack speed of 1.0 (1 basic attack per second) and then buy an item with 25% attack speed on it, your new attack speed will be 1.25. If you then buy another item with 25% attack speed you will have 1.5 attack speed as it is based on your base attack speed stat. The formula for attack speed is:
- Base Attack Speed X (1+(AS Increase % - AS Decrease %))
Healing
There are very few items or abilities in the game right now that increase your healing, but there are items that reduce your healing (see ANTI-HEAL). Currently in smite 2 Healing increases affect all forms of healing except hp regen. This does mean rod of asclepius does increase your lifesteal as well. The calculation for any form of healing is:
- Damage dealt X (1 + ((% Increase/100) - (% Decrease/100))) Multiple healing boosts and reductions are additive in their percentages
Movement Speed
Its pretty tough to get MS in smite 2, but just know that the more you build the less effective it is per point, also known as Diminishing Returns. I don't have the official calcs for when this takes effect, but it does somewhere.
Movement Speed Penalties.
There are a certain number of actions that will reduce your movement speed naturally. Items like Hastened Fatalis address this conditionally. Here are your numbers
- Melee Basic Attack: 35% Movement Penalty
- Ranged Basic Attack: 50% Movement Penalty
- Backpedal: 40% Movement Penalty
- Strafing: 20% Movement Penalty It is worth noting with medusa in the game, she has a special passive that lets her not experience the backpedal or strafing penalties. Only the highest penalty will be active at a time, so if you are back pedaling and basic attacking as a ranged character you will only suffer the basic attack penalty. There is also a movement speed floor, so you cannot go below a certain movement speed.
Diminishing Returns on Slows
You cannot be slowed to 0 MS. This is good, trust me. Slows are additive in their percentages so if youre stacking slows on someone they will eventually experience diminishing returns on the slow. Here is the calc:
- (100 * Slow %)/(Slow% + 60) This makes it so that any slow below 40% will not be diminished, but once you are above 40% the effectiveness of the slow diminishes.
Diminishing Returns on Crowd Control (CC)
I dont have the exact set up for smite 2 for DR but in general every hard CC you apply to a target gives them a stack of DR. Any Hard CC after the first will have a reduced duration. Here is a list of all hard CCs in the game
- Stun
- Fear
- Taunt
- Mesmerize
- Silence
- Knockup
- Knockback
- Banish
- Pull/Push
- Grab
- Disarm
- Polymorph
- Tremble
- Root
- Intoxicate Knockups, knockbacks, banishes, pullss, pushes, grabs, and polymorphs are not impacted by diminishing returns even though they apply it. Hard CC cannot be reduced below 0.5 seconds no matter how many stacks of DR and a single ability can only apply one stack of DR except in special cases where the CC is considered "True Hard CC" which is a little unclear.