Difference between revisions of "Damage"

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m (Damage: a little more accurate(?) and easier to look at I hope.)
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'''Out of date page, see [[Combat]]'''
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== Damage ==
 
== Damage ==
 
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power).<br>
 
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power).<br>
Note: Skill Effects currently applies magical base damage to Primary Attacks only.
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Note: Skill Effects currently only applies magical damage to Primary Attacks.
  
Calculating primary attack damage, all percentages get converted to decimal:
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To calculate primary attack damage, convert percentages to decimal then use the following:
  
(phys_base + phys_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * CRIT * (1 - 1/(1 + enemy armor) +<br>
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(phys_base + phys_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_armor) +<br>
(mage_base + mage_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * CRIT * (1 - 1/(1 + enemy resistance)
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(mage_base + mage_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_resistance)
  
 
Enemy defense:
 
Enemy defense:
*armor: (1 - (1-armor pierce%)/50)
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*armor: (1 - ((1 - armor_pierce%) * (enemy_base_armor/4 if Shield Breaker active))/50)
*resistance: (1 - (1-resistance pierce%)/50)
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*resistance: (1 - ((1 - resistance_pierce%) * (enemy_base_resistance/4 if Magebane Active))/50)
CRIT = (Crit Multiplier * Number of crits) Example: 3.5x crit damage and 2 crits would deals 700% more damage = 7x <br>
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DMG_INCREASE = &sum; all item +damage% and damage increase on crits
MULTIPLIER = (1 + &sum; +damage% via items) * (1 + Tavern drink bonus) &forall; Tavern drinks
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MULTIPLIER = (1 + Tavern drink damage bonus) &forall Tavern drinks, [[Chapel]] bonuses, and some items such as Amulet of Decay and Seal of the Martyr.  
*Tavern drink damage bonuses are applied multiplicatively(?)
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**∏ is the symbol for multiplying one after another, opposed to summing one after another when doing &sum;
*Bonus dmg vs enemy types is added into +damage% via items, but applies only when hitting that enemy type.  
 
Each pierce item is applied to the remaining armor, so two pierce items, 20% and 10%, pierce 28% of the enemy's armor.
 
  
Calculator (coming soon)
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[https://docs.google.com/spreadsheets/d/1RG4OPQxE6h5UWidEi95eDm_wefVPzIoksfw4mPidcI4/edit?usp=sharing Damage Calculator]
  
 
== Damage Types ==
 
== Damage Types ==
 
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 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 damage source that is NOT a primary attack, it will even enhance the base damage of passives such as Paladin Juggernaut and Priest Celestial Orbs.
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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 penetration items/buffs.
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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.
  
 
== Critical Chance ==
 
== Critical Chance ==

Revision as of 02:18, 24 June 2018

Out of date page, see Combat


Damage

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 = ∑ all item +damage% and damage increase on crits MULTIPLIER = ∏ (1 + Tavern drink damage bonus) &forall Tavern drinks, Chapel bonuses, and some items such as Amulet of Decay and Seal of the Martyr.

    • ∏ is the symbol for multiplying one after another, opposed to summing one after another when doing ∑

Damage Calculator

Damage Types

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.

Critical Chance

Critical chance is calculated a bit strangely in this game. Each source of crit chance is independently rolled for either a positive or a negative outcome to determine if it crits or not. If you have two sources of crit and you roll both crits for a positive outcome you can get 4x damage.

For example, if you have two items and one gives 20% crit chance and another gives 10% crit chance, 20%*(100%-10%)+10%*(100%-20%)=26% of the time you will do 2x damage, and 20%*10%=2% of the time you will do 4x damage!

Damage output = (Damage) * (1 + Crit multiplier) * N, N=number of positive rolls from different sources of crit chance

e.g. 50 base damage, 4 sources of crit but only 3 rolled a positive event, with each crit being + 50% damage:
Damage output = (50)(1+1.5)*3 = 375 damage

Damage Reduction

See Armor