You mean what you got called out on for calculating incorrectly?
Yeah. That one. I put some thought into it to make sure my numbers were 100% right after that, and the research gave me some pretty interesting ideas that I'd like to share. The main question we'll be asking today is... well, ok there are two. The first is: what is the maximum amount of magic amplification you can apply on a hero? The second, and arguably most important is: is the team composition required to make such a thing happen viable at all?
Prooobably not, just from what I'm doing in my head.
I'm inclined to agree with you, but I haven't crunched the numbers just yet, so let's see what we've got. For starters, it's best we lay bare some of the basic mechanics of magic amplification and resistance in Dota 2.
1)All heroes start off with a base magic resistance of 25%. There are, of course, a few exceptions to this rule, specifically two:



2)Magic amplification does not remove this innate magic resistance. It's always calculated in. There's an exception to this rule as well, however.


3)All magic amplification stacks multiplicatively, with no upper boundary.
There's an exception to this rule as well, I assume?
Man, do you know Dota. Of course there's an exception!






Now that the basic rules are laid down, let's make a massively, magically lethal stew! For this brew we will need:





Feel free to call me out if I'm forgetting a source of magic amplification, but I'm pretty sure I've got everything. Anyways, let's look at those numbers:
First off,






I'm gonna say we give AA the

100*(1+.05)*(1+.33)*(1+.45)*(1+.5)*(1+.25) = 379.67
Holy Hell. All I can think of is using

Yeah. It's pretty impressive, alright. The question is... can we do better?
Um... no? You did say this was all the magic amplification in the game.
True... but you can crank more numbers out a spell without using straight magic amplification... bring on the next round of ingredients!




Cheater.
Shush.


This is going to be insane, isn't it?
I sure hope so.


Someone whose numbers ARE big enough to knock someone off our team is





So, to clarify, our final brew for calculation's sake will be:







Our ideal scenario, then, is as follows:
Our poor target is caught out alone by all five heroes at once. Veil is used,




100*(1+.05)*(1+.35)*(1+.45)*(1+.5)*(1+.25) = 385.38%
After 5 seconds, the damage from



385.38*(1+.3)*(1+.05)*(1+.35)*(1+.45)*(1+.25) = 1287.16%
HOLY...
No. I'm not done yet. Stay in your seat and take my math.
Yes, sir.
After 12 seconds, the damage from Soul Catcher is dealt.


The damage dealt, as PURE damage, mind you, thanks to Soul Catcher being broken, is:
1287.16*(1+.05)*(1+.35)*(1+.45)*(1+.25)*(1+.5)*(1+.5) = 7440.74%
Oh my god... it's full of numbers...
Keep in mind, this is just a percentage calculation, starting with a base of 100. If the spell cast is Pugna's

Why... why do teams not do this?
Well, I mean... look at the team comp you need. Who's the carry on this team, Pugna? Sure he can do it, but he's certainly not the best out there. This scenario also requires



So... the point of this article was...
... Numbers are awesome?
I hate you.
I know. <3
Thanks for sticking with me, if you're reading this far. I tried to be really careful in my calculations, but I am only human, and assume I made a mistake somewhere. Let me know so I don't dash any hopes, ok? Safecyn, signing out.
Correction:
It's been brought to my attention that Soul Catcher, in fact, deals an instance of damage for each instance of damage, rather than one at the end. After looking over combat logs, I'm inclined to agree that this is how it works.
So? What's the damage?
Our new scenario is as follows:
Initial Damage:
100*(1+.05)*(1+.35)*(1+.45)*(1+.5)*(1+.25) = 385.38%
First Tick of Soul Catcher:
385.38*(1.05)*(1.35)*(1.45)*(1.5)*(1.5)*(1.25) = 2227.78%
Orchid Pops (Decrepify off cooldown):
2227.78*(1.05)*(1.35)*(1.45)*(1.25)*(1.3) = 7440.75%
Second Tick of Soul Catcher:
7440.75*(1.05)*(1.35)*(1.45)*(1.25)*(1.5) = 28675.37%
Twenty... twenty eight... WHAT THE HELL?
Yup. Our


Soul catcher doesn't deal damage at the end of the duration right? If I'm correct, it deals a separate instance of damage for every damage taken as pure (after damage reduction/amplification), so technically it is different from
I'm not entirely sure, to be 100% honest. The wording for the skill is as follows:
Curses a random enemy in an area to take increased damage. The bonus damage is dealt as a separate instance of damage. Units under the effect of Disruption can still be affected by Soul Catcher.
When I read that, I see the singular 'instance' and make the connection that it's similar to
You might be right, now that I think of it. Of course, if you ARE right, then things... are they better or worse? Let's see...
Initial Damage:
100*(1+.05)*(1+.35)*(1+.45)*(1+.5)*(1+.25) = 385.38%
First Tick of Soul Catcher:
385.38*(1.05)*(1.35)*(1.45)*(1.5)*(1.5)*(1.25) = 2227.78%
Orchid Pops (Decrepify off cooldown):
2227.78*(1.05)*(1.35)*(1.45)*(1.25)*(1.3) = 7440.75%
Second Tick of Soul Catcher:
7440.75*(1.05)*(1.35)*(1.45)*(1.25)*(1.5) = 28675.37%
...
...
...
WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAT
-snip-
sounds like something Na'vi would do.
*crosses fingers*
And yeah, this team line up is interesting! However, the laning thingy will not work, like you state and getting it to the late game is freaking dangerous (you know,
Position 1:
Position 2:
Position 3:
Position 4:
Position 5:
This line-up is sure ridiculous since there are better early pushing strat but considering how you want to go with amplification effect (for the sake of numbers!!) this can do better than the maximum amplification damage without any real "how-to-play" or if you want an even more balanced positions that doesn't really care about strat, but have a very clear positions, try this:
Position 1:
Position 2:
Position 3:
Position 4:
Position 5:
Note the changes:
Or you can combine both and make a pretty interesting and balanced line up
Position 1:
Position 2:
Position 3:
Position 4:
Position 5:
With this strat you can do push like crazy and split-push beautifully simply because there are chen, pugna and morphling.
Seriously though, I don't pretend to understand the math but doing over 3000 damage with a single nuke is awesome. Replace Pugna with an E-blade and pick a good carry who can utilize an E-blade effectively (