From Heroes of Hammerwatch wiki
|
|
| (22 intermediate revisions by 8 users not shown) |
| Line 1: |
Line 1: |
| − | | + | #REDIRECT [[Combat#Damage]] |
| − | == 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.
| |
| − | | |
| − | | |
| − | == Damage Reduction ==
| |
| − | The formula for calculating damage reduction = 1 - (1)/(1+(armour/resistance)/50)
| |
| − | | |
| − | Different sources of %damage reduction will stack multiplicatively.
| |
Latest revision as of 09:27, 10 April 2019