Difference between revisions of "Combat"
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NG+ also increases enemy
NG+ also increases enemy
Revision as of 08:30, 20 April 2019
Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.
Enemies use many different strategies to try and kill you, here is a small list of some of the most common ones:
- Attack you from the sides so swinging straight forward won't work as well
- Attack then move from their previous spot so player projectiles miss more often
- Charge straight at you
- Surround you so escape is harder and allow for more enemies to hit you at once
- Attack in groups/call for help, enemies that spot you or are hit will often bring those around them to attack as well
- Summon reinforcements
- Buff nearby enemies in some manner
- Attempts to avoid traps if you aren't nearby
- Goes back to where they were standing if you get too far away
Bosses all have their own AI to keep you on your toes and to ensure you have all your bases covered when it comes to maneuverability and precise movements.
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power).
Note: Skill Effects currently only applies magical damage to Primary Attacks.
To calculate primary attack damage, convert percentages to decimal then use the following:
(phys_base + phys_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_armor) +
(mage_base + mage_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_resistance)
- Enemy defense
- armor: (1 - ((1 - armor_pierce%) * (enemy_base_armor[/4 if Shield Breaker active]))/50)
- resistance: (1 - ((1 - resistance_pierce%) * (enemy_base_resistance[/4 if Magebane Active]))/50)
- DMG_INCREASE = ∑ ∀ +damage% and damage increase from each crit
- MULTIPLIER = ∏ (1 + %damage bonus) ∀ Tavern drinks, Chapel bonuses, and some items such as Talisman of Decay and Seal of Souls.
- ∏ is the symbol for multiplying one after another for a total product
- ∑ is the symbol for adding one after another to a total sum
- ∀ means "for all", "for each" or "for any"
Bleeding is a form of decimation damage that will only proc after a player or enemy moves 32 units. The bleed damage will do 5% of the player or enemy's health. A unit is a term in the game used to calculate distance. 1 unit is defined as 1 in-game pixel. You can compare how large this is with the tileset textures.
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack.
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.
Each critical chance instance is rolled separately. For example a Heartseeker(12.5%) and an Assassin's Dagger(7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a "double crit," in which the damage is multiplied by the Critical Damage modifier twice.
Equation : [DMG * (Crit_multiplier * crits)].
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.
A positive Luck value will increase the chance of getting a critical hit.
Health and Mana
There are many different ways to regain health and mana, most often innate regeneration is the largest portion. However you can design a character to regain health from lifestealing instead with the Bloodthirst Ring or the Chapel blessing.
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor.
There are 4 health pickups and 3 mana pickups. They are as follows:
- Apple: 10 HP
- Orange: 25 HP
- Cheese: 50 HP
- Steak: 150 HP
- Small crystal: 15 MP
- Medium crystal: 45 MP
- Mana Orb: 90 MP
Armor and Resistance
Armor reduces physical damage taken, Resistance reduces magical.
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive armor, where new armor points do less and less for the player, increased negative armor will always increase damage taken by 2% per negative armor.
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max -50% damage when you have mana), and the Last Stand Tavern drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)
The Tower Shield and Paladin's shield both reduce the base damage being sent at you, before any damage reduction modifiers are applied. 100 incoming damage would become 75, then get reduced from there.
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the "duration" of the evade, which is about 1/4 of a second or the duration of the character changing color to indicate a successful evasion.
You can still reflect damage even when you evade an attack.
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.
Luck is a stat that was added in version 93, with the release of the Pyramid of Prophesy DLC, but is not exclusive to the DLC.
Luck is a valuable stat in that it curves the rolls of Evasion, Critical hits, and the activation chance of drinks and skills (like freezing an enemy with the Sorcerer. Statue effects on a % chance are also affected.
The equation to calculate the new chance is as follows: Chance/0.95^Luck
Luck currently has five sources; one negative and four positive.
|Lucky Charm||+1 Luck +10% Gold Gain|
|Lucky Horseshoe||+2 Luck +0.1 Movement Speed|
|Lucky Hat||+4 Luck|
|Fortuitous Events||+5 Luck|
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.
The chart to the right displays selected proc chances and how each luck value affect them.
Combo can be unlocked by picking up the combo sphere in your first Red Room which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the Tricksters set effect. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.
Items Enhancing Combo
The Spheres of Power item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the Sphere of Champions. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage.
Apothecary's Sphere will cause you to enter combo when using a potion.
Amulet of Vengeance gives a 10% chance to enter combo when taking damage.
The Trickster's Ensemble four piece set will put you in combo whenever an attack is dodged.
The Sphere of Heroes legendary will fire off a large projectile in the directing you're using your primary while in combo.
The rare drink Wicked Sickness will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.
The rare drink Perpetual Desire puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.
The rare drink Frenetic Eruption has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.
For every New Game Plus level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.
The formula for calculating the reduction is:
- Armor: 50*NG_lvl0.75
- Resistance: 40*NG_lvl0.75
NG+ also increases enemy stats as follows:
- HP: (Base + (NG*15)) * (1 + (NG*2.75))
- Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))