Difference between revisions of "Damage"

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#REDIRECT [[Combat#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>
 
Note: Skill Effects currently applies magical base damage to Primary Attacks only.
 
 
 
Calculating primary attack damage, all percentages get converted to decimal:
 
 
 
(phys_base + phys_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * CRIT * (1 - 1/(1 + enemy armor) +<br>
 
(mage_base + mage_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * CRIT * (1 - 1/(1 + enemy resistance)
 
 
 
Enemy defense:
 
*armor: (1 - (1-armor pierce%)/50)
 
*resistance: (1 - (1-resistance pierce%)/50)
 
CRIT = (Crit Multiplier * Number of crits) Example: 3.5x crit damage and 2 crits would deals 700% more damage = 7x <br>
 
MULTIPLIER = (1 + &sum; +damage% via items) * (1 + Tavern drink bonus) &forall; Tavern drinks
 
*Tavern drink damage bonuses are applied multiplicatively(?)
 
*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)
 
 
 
== 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 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.
 
 
 
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.
 
 
 
== 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:<br>
 
Damage output = (50)(1+1.5)*3 = 375 damage
 
 
 
== Damage Reduction ==
 
See [[Vital_Statistics#Armor/Resistance|Armor]]
 
 
 
 
 
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Latest revision as of 09:27, 10 April 2019

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