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Mainhand and Offhand Damage: Added icons and a line about affected trinkets, plus wording and corrections.
 
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Unlike every other element, Poison Damage from weapons will apply a damage over time effect to the enemy.
Unlike every other element, Poison Damage from weapons will apply a damage over time effect to the enemy.
== Armor & Resistance ==
Armor and Resistance reduce incoming damage using the following formula:
'''% Damage Reduction = 1 - (200 / (Amount + 200))'''
This formula means that for every 2 points of Armor or Resistance, the defender becomes '''1% tougher''' relative to their previous state. While it might seem like additional Armor or Resistance provides diminishing returns, each point actually contributes '''the same relative increase in durability.''' In other words, every point is just as effective as the last in terms of overall survivability.


== Pools ==
== Pools ==
=== Health ===
=== Health ===
Health ({{icon|health}}) represents the players's life points. When reaching 0, you die. In multiplayer, an ally can revive a dead player by sacrificing a portion of their Max HP (15%?).
Health ({{icon|health}}) represents the player's life points. When reaching 0, you die. In multiplayer, an ally can revive a dead player by sacrificing a portion of their Max HP (15%?).


The amount of base health varies per character class, as they start with different Vitality scores.
The amount of base health varies per character class, as they start with different Vitality scores.
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* The '''Stout''' [[Enchanter|Prefix]] on equipment
* The '''Stout''' [[Enchanter|Prefix]] on equipment
* Various [[Trinkets]] and Trinket set bonuses:
* Various [[Trinkets]] and Trinket set bonuses:
** Amulet of Health (+30/60)
** {{common|Amulet of Health}} (+30/60)
** Greater Amulet of Vigor (+50/100)
** {{uncommon|Greater Amulet of Vigor}} (+50/100)
** Belt of the Brute (+10/20%)
** {{uncommon|Belt of the Brute}} (+10/20%)
** Markham's Amulet (+3 per trinket)
** {{rare|Markham's Amulet}} (+3 per trinket)
** Dragon's Heart (+200)
** {{epic|Dragon's Heart}} (+200)
** Rings of Recovery set (+10~30%)
** Rings of Recovery set (+10~30%)
** Amulets of Life set (+10~20%)
** Amulets of Life set (+10~20%)
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== Misc ==
== Misc ==
=== Movement Speed ===
=== Movement Speed ===
Movement Speed determines how fast the player character can move around with '''basic movement'''. It does not affect Dash speed, dash distance, skills, or spells.
Movement Speed ({{icon|movement speed}}) determines how fast the player character can move around with '''basic movement'''. It does not affect Dash speed, dash distance, skills, or spells.


Movement Speed can be increased by:
Movement Speed can be increased by:
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=== Parry ===
=== Parry ===
Parry ({{icon|Parry}}) is a chance to block incoming physical damage from sources the player is facing. It does not work against magic.
Parry ({{icon|Parry}}) is a chance to block incoming damage from melee sources the player is facing. It does not work against projectiles nor magic.


Parry chance is sourced primarily as a Weapon stat. It can be increased by:
Parry chance is sourced primarily as a Weapon stat. It can be increased by:
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=== Mainhand and Offhand Damage ===
=== Mainhand and Offhand Damage ===
These are static numbers that represent the '''base power''' of weapon damage that are then increased by all other effects.<br>
Mainhand Damage ({{icon|mainhand}}) and Offhand Damage ({{icon|offhand}}) are static numbers that represent the '''base''' damage of those weapons. These numbers are then increased by all the other relevant stats and effects.<br>


This is only increased by the item level of the weapon and the '''Crushing''' [[Enchanter|Prefix]].
This is only increased by the item level of the weapon, its tier, a portion of your relevant attribute, and a few possible damage [[Enchanter|Prefixes]] ('''Crushing''', '''Scorching''', '''Chilling''', '''Shocking''', '''Venomous''').<br>
 
The damage of some [[Trinkets]] ({{uncommon|Blackjack}}, {{uncommon|Throwing Stars}}, {{rare|Kyras Quiver}}, and {{epic|Champion's Medal}}) is based off your Mainhand Weapon Damage. (Being trinkets, their damage is still only increased by Spell Power though.)


=== Weapon Power ===
=== Weapon Power ===
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=== Weapon Speed ===
=== Weapon Speed ===
Weapon Speed ({{icon|weapon speed}}) affects how fast the character can repeatedly attack with their weapon.
Weapon Speed ({{icon|weapon speed}}) increases the player's attack speed with '''Weapon Attacks''' and '''Weapon Skills''', as well as reducing the cooldown for '''Weapon Skills'''.


Weapon Speed starts at 100% base and is increased cumulatively by:
Weapon Speed starts at 100% base and is increased cumulatively by:
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=== Weapon Crit ===
=== Weapon Crit ===
Weapon Crit Chance ({{icon|weapon crit chance}}) is a chance for a large damage multiplier that is rolled against each enemy struck by a weapon attack.
Weapon Crit Chance ({{icon|weapon crit chance}}) applies to all '''Weapon Attacks''' and '''Weapon Skills'''. Each new source is multiplicative with the total.


Weapon Crit Chance is increased by:
Weapon Crit Chance is increased by:
* 0.33% per [[Dexterity]]
* [[Dexterity]] with diminishing returns
* The '''of Precision''' [[Enchanter|Suffix]] on Equipment
* The '''of Precision''' [[Enchanter|Suffix]] on Equipment
* Dexterity-based head armor (up to 5%)
* Dexterity hands equipment (2/3/4/5%)
* Various [[Trinkets]] and Trinket Sets
* Various [[Trinkets]] and Trinket Sets


Weapon Crit Damage ({{icon|weapon crit damage}})starts at a base of 150%. It is increased by:
Weapon Crit Damage ({{icon|weapon crit damage}}) starts at a base of 150%. It is increased by:
* 1% per [[Dexterity]]
* [[Dexterity]]
* The '''Lethal''' [[Enchanter|Prefix]] on Equipment
* The '''Lethal''' [[Enchanter|Prefix]] on Equipment
* Dexterity-based head armor (up to 40%)
* Dexterity head equipment (10/20/30/40%)
* Various [[Trinkets]] and Trinket Sets
* Various [[Trinkets]] and Trinket Sets


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=== Spell Cooldown ===
=== Spell Cooldown ===
Spell Cooldown modifies the initial cooldown time before Cast Speed is accounted for.<br> For example, if a 10 second spell has a -50% spell cooldown total, it will become a 5 second cooldown spell.
Spell Cooldown modifies the base cooldown of all spells. Each new source is '''multiplicative''' with the total, on a scale of 1 to 0.


Spell cooldown starts at 0% and is increased cumulatively by:
Spell Cooldown starts at 100% and is reduced by:
*The '''of Celerity''' [[Enchanter|Suffix]] on equipment
*The '''of Celerity''' [[Enchanter|Suffix]] on equipment
* Various [[Trinkets]] and Trinket Sets
* Various [[Trinkets]] and Trinket Sets


=== Cast Speed ===
=== Cast Speed ===
Cast Speed ({{icon|cast speed}}) affects how fast the character recovers a spell's cooldown, as well as the animation and charge speeds of casting the spell.
Cast Speed ({{icon|cast speed}}) modifies the casting and charging time of spells, as well as their '''cooldown rate'''. Each new source is '''additive'''.


Cast Speed starts at 100% base and is increased cumulatively by:
Cast Speed starts at 100% base and is increased by:
* The '''of Alacrity''' [[Enchanter|Suffix]] on equipment
* The '''of Alacrity''' [[Enchanter|Suffix]] on equipment
* Intelligence-based chest armor (up to 40%)
* Intelligence chest equipment (10/20/3040%)
* Various [[Trinkets]] and Trinket Sets
* Various [[Trinkets]] and Trinket Sets


=== Spell Crit ===
=== Spell Crit ===
Spell Crit Chance ({{icon|Spell crit chance}}) is a chance for a large damage multiplier that is rolled against each enemy struck by a spell.
Spell Crit Chance ({{icon|Spell crit chance}}) applies to all '''Spells.''' Each new source is multiplicative with the total.


Spell Crit Chance is increased by:
Spell Crit Chance is increased by:
* 0.33% per [[Intelligence]]
* [[Intelligence]] with diminishing returns
* The '''of Destruction''' [[Enchanter|Suffix]] on Equipment
* The '''of Destruction''' [[Enchanter|Suffix]] on Equipment
* Various [[Trinkets]] and Trinket Sets
* Various [[Trinkets]] and Trinket Sets


Spell Crit Damage ({{icon|spell crit damage}}) starts at a base of 150%. It is increased by:
Spell Crit Damage ({{icon|spell crit damage}}) starts at a base of 150%. It is increased by:
* 1% per [[Intelligence]]
* [[Intelligence]]
* The '''Deadly''' [[Enchanter|Prefix]] on Equipment
* The '''Deadly''' [[Enchanter|Prefix]] on Equipment
* Intelligence-based head armor (up to 40%)
* Intelligence head equipment (10/20/30/40%)
* Various [[Trinkets]] and Trinket Sets
* Various [[Trinkets]] and Trinket Sets


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== Status Effects ==
== Status Effects ==
===== Notes: =====
* ''If three values are listed for a specific Status Effect (like x/y/z%) it refers to Minor ... / Normal ... / Greater ...''
* ''Not all of these effects are currently applicable in the game. But they are included in the game's files.''
=== Buffs ===
=== Buffs ===
=== Debuffs ===
=== Debuffs ===
==== Shadow Curse ====
==== Shadow Curse ====
Shadow curse ({{icon|shadow curse}}) is a stacking permanent debuff that is inflicted by selecting trinkets and ability upgrades from [[Rifts]]. <br> In NG+1 and beyond, enemies gain new attack properties that can inflict one or more stacks of Shadow Curse when hitting the player.
Shadow curse ({{icon|shadow curse}}) is a stacking permanent debuff that is inflicted by selecting trinkets and ability upgrades from [[Rifts]]. <br> In NG+1 and beyond, cursed floor traps and shades spawned from cursed chests, cursed resource caches and Avatar will inflict stacks of shadow curse.


{| class="wikitable sortable" style="text-align:left;"
{| class="wikitable sortable" style="text-align:left;"
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! NG+ Level !! Armor and Resistance
! NG+ Level !! Armor and Resistance
|-
|-
|0 || -4 Per stack
|0 || -3.00 Per stack
|-
|-
|1 || -? Per stack
|1 || -3.66 Per stack
|-
|-
|2 || -? Per stack
|2 || -4.32 Per stack
|-
|-
|3 || -? Per stack
|3 || -4.98 Per stack
|-
|-
|4 || -? Per stack
|4 || -5.64 Per stack
|-
|-
|5 || -? Per stack
|5 || -6.30 Per stack
|-
|-
|6 || -? Per stack
|6 || -6.96 Per stack
|-
|-
|7 || -? Per stack
|7 || -7.62 Per stack
|-
|-
|… || …
|-
|n || -(0.66n + 3) Per stack
|}
|}


==== Confusion ====
==== Confusion ====
An entity affected by Confusion {{icon|confused}} will move and attack in random directions.
==== Stun ====
==== Stun ====
Stun {{icon|stun}} prevents the affected entity from taking any actions while under the effect.
Stun {{icon|stun}} prevents the affected entity from taking any actions while under the effect.
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==== Freeze ====
==== Freeze ====
An entity affected by Freeze {{icon|freeze}} can unable to move, attack or cast any spells.
==== Immobilize ====
==== Immobilize ====
An entity affected by Immobilize {{icon|immobilize}} is unable to move.
==== Cripple ====
==== Cripple ====
An entity affected by Cripple {{icon|cripple}} has its movement speed reduced by 50/65/80%.
==== Slow ====
==== Slow ====
An entity affected by Slow {{icon|slow}} has its movement, cast and weapon speed reduced by 20/30/40%.
==== Stagger ====
An entity affected by Stagger has its movement, cast and weapon speed reduced by 75%.
==== Disarm ====
==== Disarm ====
An entity affected by Disarm {{icon|disarm}} is unable to use weapon attacks.
==== Silence ====
==== Silence ====
An entity affected by Silence {{icon|silenced}} is unable to cast spells.
==== Blind ====
==== Blind ====
An entity affected by Blind {{icon|blinded}} has a 20/30/40% chance to miss.
==== Weakness ====
==== Weakness ====
Weakness {{icon|weakness}} reduces damage dealt by the afflicted entity by ??%
An entity affected by Weakness {{icon|weakness}} deals 10/20/30% less damage.


Weakness can be inflicted by:
Weakness can be inflicted by:
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==== Vulnerability ====
==== Vulnerability ====
Vulnerability {{icon|vulnerability}} increases all damage taken by the afflicted entity by ??%
Vulnerability {{icon|vulnerability}} increases all damage taken by the afflicted entity by 10/20/30%.


Vulnerability can be inflicted by:
Vulnerability can be inflicted by:
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==== Armor Break ====
==== Armor Break ====
An entity affected by Armor Break {{icon|armor break}} has its armor reduced by 10/20/30%.
==== Marked ====
==== Marked ====
An entity affected by Marked {{icon|marked}} receives 10/20/30% more critical hits.
==== Bleeding ====
==== Bleeding ====
Bleeding ({{icon|bleeding}}) is a stacking ailment which deals 6 damage every second and an additional 6 damage every second if the character or enemy is moving. The damage additionally scales with [[Spell Power]]
Each stack lasts for 5 seconds

Latest revision as of 09:35, 27 March 2025

Damage

There are several different damage types in Heroes of Hammerwatch

Physical

Physical damage () is the most general type of damage. The majority of enemies and weapons in the game inflict physical damage. It is a primary element for certain Wizard, Rogue, Ranger, and Warrior builds.
Physical damage can be increased via Armor Penetration effects and Physical Damage % increases from equipment.

Physical damage is reduced by Armor.

Fire

Fire damage () is usually inflicted by magic and traps. It is a primary element for certain Wizard, Paladin, and Sorcerer builds.
Fire damage can be increased via Fire Penetration effects and Fire Damage % increases from equipment.

Fire damage is reduced by Fire Resistance.

Ice

Ice damage () is usually inflicted by magic and towers. It is a a primary element for certain Sorcerer and Ranger builds.
Ice damage can be increased via Ice Penetration effects and Ice Damage % increases from equipment.

Ice damage is reduced by Ice Resistance.

Lightning

Lightning damage () is usually inflicted by magic attacks. It is a a primary element for certain Sorcerer and Warlock builds.
Lightning damage can be increased via Lightning Penetration effects and Lightning Damage % increases from equipment.

Lightning damage is reduced by Lightning Resistance.

Poison

Poison damage () is the rarest element, only inflicted Beetles and Plants. It is a a primary element for certain Rogue builds.
Poison damage can be increased via Poison Penetration effects and Poison Damage % increases from equipment.

Poison damage is reduced by Poison Resistance.

Unlike every other element, Poison Damage from weapons will apply a damage over time effect to the enemy.

Armor & Resistance

Armor and Resistance reduce incoming damage using the following formula:

% Damage Reduction = 1 - (200 / (Amount + 200))

This formula means that for every 2 points of Armor or Resistance, the defender becomes 1% tougher relative to their previous state. While it might seem like additional Armor or Resistance provides diminishing returns, each point actually contributes the same relative increase in durability. In other words, every point is just as effective as the last in terms of overall survivability.

Pools

Health

Health () represents the player's life points. When reaching 0, you die. In multiplayer, an ally can revive a dead player by sacrificing a portion of their Max HP (15%?).

The amount of base health varies per character class, as they start with different Vitality scores.

Maximum Health can be increased by:

  • 5 points per Vitality
  • Certain Accomplishments
  • 3 points per level of your highest Warrior via Title
  • The Stout Prefix on equipment
  • Various Trinkets and Trinket set bonuses:
    • Amulet of Health (+30/60)
    • Greater Amulet of Vigor (+50/100)
    • Belt of the Brute (+10/20%)
    • Markham's Amulet (+3 per trinket)
    • Dragon's Heart (+200)
    • Rings of Recovery set (+10~30%)
    • Amulets of Life set (+10~20%)

Health Regeneration () starts at a base of 1 per second. It can be increased by:

Mana

Mana () is the player's resource for using Spells.

The amount of base mana varies per character class, as they start with different Focus scores.

Maximum Mana can be increased by:

Mana Regeneration () starts at a base of 1 per second. It can be increased by:

Misc

Movement Speed

Movement Speed () determines how fast the player character can move around with basic movement. It does not affect Dash speed, dash distance, skills, or spells.

Movement Speed can be increased by:

Evasion

Evasion () is a percentage chance to completely nullify one instance of incoming damage. It does not work against damage over time effects, but otherwise works against any damage types.

It is a primary damage mitigation source for Rogue and Ranger.

Parry

Parry () is a chance to block incoming damage from melee sources the player is facing. It does not work against projectiles nor magic.

Parry chance is sourced primarily as a Weapon stat. It can be increased by:

  • The of Deflection weapon tag
  • Various Trinkets and Trinket sets

Parry Chance increases are multiplicative rather than additive.

Shadow Curse Gain

Weapon Stats

Mainhand and Offhand Damage

Mainhand Damage () and Offhand Damage () are static numbers that represent the base damage of those weapons. These numbers are then increased by all the other relevant stats and effects.

This is only increased by the item level of the weapon, its tier, a portion of your relevant attribute, and a few possible damage Prefixes (Crushing, Scorching, Chilling, Shocking, Venomous).

The damage of some Trinkets (Blackjack, Throwing Stars, Kyras Quiver, and Champion's Medal) is based off your Mainhand Weapon Damage. (Being trinkets, their damage is still only increased by Spell Power though.)

Weapon Power

Weapon Power () is a damage multiplier that applies to all Weapon Attacks and Weapon Skills.
It scales at a rate of +0.5% per weapon power.

Weapon Power is increased by:

  • Upgrading Weapon Level at the Blacksmith, up to a maximum of +90
  • 3 points per level of your highest Ranger via Title

Weapon Speed

Weapon Speed () increases the player's attack speed with Weapon Attacks and Weapon Skills, as well as reducing the cooldown for Weapon Skills.

Weapon Speed starts at 100% base and is increased cumulatively by:

  • Upgrading Weapon Speed at the Blacksmith, up to a maximum of +15%
  • The of Quickness Suffix on Armor
  • Various Trinkets and Trinket Sets

Weapon Crit

Weapon Crit Chance () applies to all Weapon Attacks and Weapon Skills. Each new source is multiplicative with the total.

Weapon Crit Chance is increased by:

  • Dexterity with diminishing returns
  • The of Precision Suffix on Equipment
  • Dexterity hands equipment (2/3/4/5%)
  • Various Trinkets and Trinket Sets

Weapon Crit Damage () starts at a base of 150%. It is increased by:

Spell Stats

Spell Power

Spell Power () is a damage multiplier that applies to all damaging Spells.
It scales at a rate of +0.5% per Spell Power.

Spell Power is increased by:

  • Upgrading Spell Power at the Magic Shop, up to a maximum of +60
  • 3 points per level of your highest Wizard via Title

Spell Cooldown

Spell Cooldown modifies the base cooldown of all spells. Each new source is multiplicative with the total, on a scale of 1 to 0.

Spell Cooldown starts at 100% and is reduced by:

Cast Speed

Cast Speed () modifies the casting and charging time of spells, as well as their cooldown rate. Each new source is additive.

Cast Speed starts at 100% base and is increased by:

  • The of Alacrity Suffix on equipment
  • Intelligence chest equipment (10/20/3040%)
  • Various Trinkets and Trinket Sets

Spell Crit

Spell Crit Chance () applies to all Spells. Each new source is multiplicative with the total.

Spell Crit Chance is increased by:

Spell Crit Damage () starts at a base of 150%. It is increased by:

Multipliers

Multipliers are final damage modifiers that are applied after all other calculations.

Multipliers can be increased by:

Status Effects

Notes:
  • If three values are listed for a specific Status Effect (like x/y/z%) it refers to Minor ... / Normal ... / Greater ...
  • Not all of these effects are currently applicable in the game. But they are included in the game's files.

Buffs

Debuffs

Shadow Curse

Shadow curse () is a stacking permanent debuff that is inflicted by selecting trinkets and ability upgrades from Rifts.
In NG+1 and beyond, cursed floor traps and shades spawned from cursed chests, cursed resource caches and Avatar will inflict stacks of shadow curse.

Shadow Curse Effect
NG+ Level Armor and Resistance
0 -3.00 Per stack
1 -3.66 Per stack
2 -4.32 Per stack
3 -4.98 Per stack
4 -5.64 Per stack
5 -6.30 Per stack
6 -6.96 Per stack
7 -7.62 Per stack
n -(0.66n + 3) Per stack

Confusion

An entity affected by Confusion will move and attack in random directions.

Stun

Stun prevents the affected entity from taking any actions while under the effect.

Stun can be inflicted by:

  • Weapons attacks with the of Stunning Suffix
  • Shield's Shield Bash weapon skill
  • Various spells
  • Various Trinkets

Freeze

An entity affected by Freeze can unable to move, attack or cast any spells.

Immobilize

An entity affected by Immobilize is unable to move.

Cripple

An entity affected by Cripple has its movement speed reduced by 50/65/80%.

Slow

An entity affected by Slow has its movement, cast and weapon speed reduced by 20/30/40%.

Stagger

An entity affected by Stagger has its movement, cast and weapon speed reduced by 75%.

Disarm

An entity affected by Disarm is unable to use weapon attacks.

Silence

An entity affected by Silence is unable to cast spells.

Blind

An entity affected by Blind has a 20/30/40% chance to miss.

Weakness

An entity affected by Weakness deals 10/20/30% less damage.

Weakness can be inflicted by:

  • Weapons attacks with the of Weakness Suffix
  • Warrior's Intimidating Cry skill orb upgrade

Vulnerability

Vulnerability increases all damage taken by the afflicted entity by 10/20/30%.

Vulnerability can be inflicted by:

  • Weapons attacks with the of Vulnerability Suffix

Armor Break

An entity affected by Armor Break has its armor reduced by 10/20/30%.

Marked

An entity affected by Marked receives 10/20/30% more critical hits.

Bleeding

Bleeding () is a stacking ailment which deals 6 damage every second and an additional 6 damage every second if the character or enemy is moving. The damage additionally scales with Spell Power

Each stack lasts for 5 seconds