Difference between revisions of "Vital Statistics"

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(Moving Crit to Damage page and moved Damage Reduciton from Damage page.)
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== Health ==
 
== Health ==
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The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.
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Health can increase in multiple ways, which are from leveling, getting items, or other less common means.
  
 
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Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up.
  
 
== Mana ==
 
== Mana ==
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Mana is used for casting spells or skills that aren't the primary attack mode.
  
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Increasing the current mana level can be done by picking up crystals lying around or by item effects.
  
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== Armor/Resistance ==
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The formula for calculating damage reduction = 1 - (1)/(1+(armor/resistance)/50)
  
== Critical Chance ==
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Different sources of damage reduction will stack multiplicatively.
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
 
 
 
  
 
== Evasion ==
 
== Evasion ==
 
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.
 
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.

Revision as of 03:20, 26 March 2018

Health

The health bar is a vital meter that shows how much damage the player can take before death ensues. Health can increase in multiple ways, which are from leveling, getting items, or other less common means.

Health can be restored by some class abilities, eating food found in certain structures, or by waiting for the player's health regeneration to bring it up.

Mana

Mana is used for casting spells or skills that aren't the primary attack mode.

Increasing the current mana level can be done by picking up crystals lying around or by item effects.

Armor/Resistance

The formula for calculating damage reduction = 1 - (1)/(1+(armor/resistance)/50)

Different sources of damage reduction will stack multiplicatively.

Evasion

Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.