Difference between revisions of "Damage"

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(Moved Critical Hits from Vital Statistics page. Moved damage reduction to Armor.)
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== Damage ==
 
== Damage ==
 
 
Upgrades and items have to main ways of enhancing your damage: base damage and power scaling (attack or skill power).
 
Upgrades and items have to main ways of enhancing your damage: base damage and power scaling (attack or skill power).
  
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Armor penetration and magic penetration is specific to the damage type of your skill. Note that hybrid damage type primaries and skills will only receive 50% effective benefit out of penetration items/buffs.
 
Armor penetration and magic penetration is specific to the damage type of your skill. Note that hybrid damage type primaries and skills will only receive 50% effective benefit out of penetration items/buffs.
  
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== Critical Chance ==
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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.
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For example, if you have two items and one gives 20% crit chance and another gives 10% crit chance, 20% of the time you do 2x damage, another 10% of the time you do 2x damage, (20%*10%)=2% of the time you might do 4x damage!
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Damage output = (Base Damage)(2+critical damage enhancers)^N, N=number of positive rolls from different sources of crit
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e.g. 50 base damage, 4 sources of crit but only 3 rolled a positive event, 50% bonus crit damage
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Damage output = (50)(2+0.5)^3 = 781 damage
  
 
== Damage Reduction ==
 
== Damage Reduction ==
The formula for calculating damage reduction = 1 - (1)/(1+(armour/resistance)/50)
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See [[Vital Statistics|Armor]]
 
 
Different sources of %damage reduction will stack multiplicatively.
 

Revision as of 03:06, 26 March 2018

Damage

Upgrades and items have to main ways of enhancing your damage: base damage and power scaling (attack or skill power).

Calculating damage dealt (enemy resistance not considered) = (Base Damage)*(Power Scaling*2%)

e.g. 5 base damage with 20 attack power = (5)(20*2%)= (5)*(1.4)= 7 damage dealt e.g. 30 base damage spell with 40 skill power = (30)(40*2%) = (30)(1.8) = 54 damage dealt

Damage Types

Items that increase base damage (physical or magical), attack power, or mentions it is primary exclusive only 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. Note that hybrid damage type 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% of the time you do 2x damage, another 10% of the time you do 2x damage, (20%*10%)=2% of the time you might do 4x damage!

Damage output = (Base Damage)(2+critical damage enhancers)^N, N=number of positive rolls from different sources of crit

e.g. 50 base damage, 4 sources of crit but only 3 rolled a positive event, 50% bonus crit damage

Damage output = (50)(2+0.5)^3 = 781 damage

Damage Reduction

See Armor