Difference between revisions of "Damage"

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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). Note: Skill Effects currently applies magical base damage to Primary Attacks only.
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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 damage dealt (critical hits and enemy resistance not considered) = (Base Damage + attack add) * attack power multiplier * general damage multiplier
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Calculating primary attack damage:
  
Examples:<br>
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(phys_base + phys_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * CRIT * (1 - 1/(1 + ((1 - armor_pierce) * enemy_armor)/50))  +<br>
5 base damage primary, +3 damage from spiked flail, with 20 attack power = (5+3)*(1+20*0.2)= 8*1.4= 13.2 damage dealt<br>
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(mage_base + mage_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * CRIT * (1 - 1/(1 + ((1 - magic_pierce) * enemy_resistance)/50))
30 base damage spell with 40 skill power = 30*(1+40*.02) = 30*1.8 = 54 damage dealt
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CRIT = 1.0 * Crit Multiplier * Number of crits<br>
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MULTIPLIER = (1 + &sum; damage bonuses via items(sum or multiplicative?)) * (1 + Tavern drink bonus) &forall; Tavern drinks
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*Tavern drink damage bonuses are applied multiplicatively
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Each pierce item is applied to the remaining armor, so a 20% and 10% pierce items pierce 28% of the enemy's armor.  
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Calculator (coming soon)
  
 
== Damage Types ==
 
== 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.  
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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 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.
 
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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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.
 
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% you will do 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%*(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 = (Base Damage)(1 + Critical damage mod) * 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
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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 output = (50)(1+1.5)*3 = 375 damage
  

Revision as of 12:07, 2 June 2018

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 applies magical base damage to Primary Attacks only.

Calculating primary attack damage:

(phys_base + phys_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * CRIT * (1 - 1/(1 + ((1 - armor_pierce) * enemy_armor)/50)) +
(mage_base + mage_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * CRIT * (1 - 1/(1 + ((1 - magic_pierce) * enemy_resistance)/50))

CRIT = 1.0 * Crit Multiplier * Number of crits
MULTIPLIER = (1 + ∑ damage bonuses via items(sum or multiplicative?)) * (1 + Tavern drink bonus) ∀ Tavern drinks

  • Tavern drink damage bonuses are applied multiplicatively

Each pierce item is applied to the remaining armor, so a 20% and 10% pierce items 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:
Damage output = (50)(1+1.5)*3 = 375 damage

Damage Reduction

See Armor