Damage Types

Damage in Bonfire is separated into several types with different properties.
==Damage Formula==
Damage is generally calculated using this formula:
Damage Dealt = (20 + 0.4*([Attacker's Attack or Special] - [Target's Armor])) * [Ability Power]
For more detailed explanation and special cases, see Ability Power.
==Max Health Damage==
Every time a character takes damage, their maximum health is reduced. A unit cannot be healed above its max health by abilities, although heroes can regain it through healing items and levelling up.
Maximum health reduction is equal to 30% of damage dealt (25% on Journey difficulty). Some abilities also deal aggravated damage that has stronger impact on max health. See below for details.
==Damage Types==
=== Normal Damage ===
Normal damage is the most common type. It reacts normally with Armor and reduces Max Health by 30% as described above.
===Aggravated Damage===
This type has larger impact on target's Max Health, reducing it by 55% of the damage dealt in case of enemy attacks and 80% when the attack is launched by a hero. 
Fire-based abilities tend to do aggravated damage, as well as those described as "causing deep wounds".
=== Piercing Damage ===
Attacks that deal piercing damage count the target's Armor as zero (unless it was already lower than that). They have normal effect on target's Max Health. 
===Vampiric Damage===
Vampiric attacks behave normally regarding Armor and Max Health, but 50% of the damage dealt is returned to the attacker as Health. 
Category:Game Mechanics