0) Targetability (Ethereal, Mechanical, Ancient, Magic Immune, etc)
Attack starts
1) Unit is attacked-triggers runs (Empowering Haste, Counter Helix, Return, Craggy Exterior, etc)
2) Target miss chance (Evasion)
3) Attacker miss chance (Blind, Drunken Haze, Smoke Screen, terrain elevation)
Damage output is calculated
If melee
4) Critical Strikes are calculated in order of acquisition. Critical Strikes overrides previous Critical Strikes.
5) Bashes are calculated, and applied as they were a seperate spell (identical to storm bolt). Unsure about this.
6) Cleave.
If ranged
4) Critical Strikes and Bashes are calculated in order of acquisition. Critical Strike overrides previous Critical Strikes and Bashes.
5) It seems like bashes are applied as a 0 damage Storm Bolt, or equivalent. Unsure about this.
6) Splash.
Damage recieved by target is calculated
7) Spell Block
8) Feedback.
9) Damage return (Spiked Carapace)
10) Spirit Link (One), converted/shared damage is applied after in a seperate event.
11) Mana Shield.
12) Damage Block (Stout Shield, Vanguard, Kraken Shell), in order of acquisition. They will override each other, making the last ability aquired override all others if it activates.
Buffs, they are calculated in reverse order of application
*) Incinerate (Fury Swipes), works only if current damage is over 0.
*) Berserker
14) Armor Type and Armor Value (can't reduce below 1. If damage is 0.5 here, and you got 50% reduction, it will stay at 0.5. If you have -50% reduction the damage will be increased to 0.75).
15) Phase Shift
16) Unit takes damage-triggers runs (triggered heals like Backtrack, Dispersion, Gravekeeper's Cloak, etc)
17) Life Leech, leeches a % from min(current damage, current hp).
Quoted from
http://forums.dota-allstars.com/inde...owtopic=179915