Combat: Difference between revisions
→Mainhand and Offhand Damage: Added icons and a line about affected trinkets, plus wording and corrections. |
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=== Parry === | === Parry === | ||
Parry ({{icon|Parry}}) is a chance to block incoming | 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 === | ||
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 | 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}}) | 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 | 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: | ||
* | * [[Dexterity]] with diminishing returns | ||
* The '''of Precision''' [[Enchanter|Suffix]] on Equipment | * The '''of Precision''' [[Enchanter|Suffix]] on Equipment | ||
* Dexterity | * 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: | ||
* | * [[Dexterity]] | ||
* The '''Lethal''' [[Enchanter|Prefix]] on Equipment | * The '''Lethal''' [[Enchanter|Prefix]] on Equipment | ||
* Dexterity | * 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 | 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 | 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}}) | 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 | 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 | * 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 | 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: | ||
* | * [[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: | ||
* | * [[Intelligence]] | ||
* The '''Deadly''' [[Enchanter|Prefix]] on Equipment | * The '''Deadly''' [[Enchanter|Prefix]] on Equipment | ||
* Intelligence | * 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, | 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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==== 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}} | 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]] | 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 | 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:
- 5 points per Focus
- Certain Accomplishments
- The Astute Prefix on equipment
- Various Trinkets and Trinket set bonuses
Mana Regeneration () starts at a base of 1 per second. It can be increased by:
- 0.1 per Focus
- 0.1 per level of your highest Sorcerer via Title
- The Rejuvenating Prefix on equipment
- Various Trinkets and Trinket set bonuses
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:
- Dexterity
- The Lethal Prefix on Equipment
- Dexterity head equipment (10/20/30/40%)
- Various Trinkets and Trinket Sets
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:
- Intelligence with diminishing returns
- The of Destruction Suffix on Equipment
- Various Trinkets and Trinket Sets
Spell Crit Damage () starts at a base of 150%. It is increased by:
- Intelligence
- The Deadly Prefix on Equipment
- Intelligence head equipment (10/20/30/40%)
- Various Trinkets and Trinket Sets
Multipliers
Multipliers are final damage modifiers that are applied after all other calculations.
Multipliers can be increased by:
- Trinkets (e.x Belt of the Brute for Physical Damage)
- Enchantments (e.x Hellfire for Fire Damage)
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.
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:
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