Combat: Difference between revisions

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Added Sheepy's descriptions of status effects.
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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 ===
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==== Confusion ====
==== Confusion ====
An entity affected by Confusion 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 can not move, attack or cast any spells. It is effectively a Stun.
==== Immobilize ====
==== Immobilize ====
An entity affected by Immobilize is unable to move.
==== Cripple ====
==== Cripple ====
An entity affected by Cripple has it's movement speed reduced by 50/65/80%.
==== Slow ====
==== Slow ====
In addition to reducing movement speed, Slow also reduces cast speed and weapon speed by 20/30/40%
==== Stagger ====
A 75% reduction to Movement and Cast Speed.
==== Disarm ====
==== Disarm ====
An eintity affected by Disarm is unable to use Weapon Attacks. This means for the Player, that he is unable to use their Primary and Secondary Attacks.
==== Silence ====
==== Silence ====
An entity affected by Silence can not cast any Spells.
==== Blind ====
==== Blind ====
Gives the affected entity a 20/30/40% chance to miss.
==== Weakness ====
==== Weakness ====
Weakness {{icon|weakness}} reduces damage dealt by the afflicted entity by ??%
Weakness {{icon|weakness}} reduces damage dealt by the afflicted entity by 10/20/30%


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:

Revision as of 10:07, 18 February 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 physical damage from sources the player is facing. It does not work against 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

These are static numbers that represent the base power of weapon damage that are then increased by all other effects.

This is only increased by the item level of the weapon and the Crushing Prefix.

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 () affects how fast the character can repeatedly attack with their weapon.

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 () is a chance for a large damage multiplier that is rolled against each enemy struck by a weapon attack.

Weapon Crit Chance is increased by:

  • 0.33% per Dexterity
  • The of Precision Suffix on Equipment
  • Dexterity-based head armor (up to 5%)
  • Various Trinkets and Trinket Sets

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

  • 1% per Dexterity
  • The Lethal Prefix on Equipment
  • Dexterity-based head armor (up to 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 initial cooldown time before Cast Speed is accounted for.
For example, if a 10 second spell has a -50% spell cooldown total, it will become a 5 second cooldown spell.

Spell cooldown starts at 0% and is increased cumulatively by:

Cast Speed

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 starts at 100% base and is increased cumulatively by:

  • The of Alacrity Suffix on equipment
  • Intelligence-based chest armor (up to 40%)
  • Various Trinkets and Trinket Sets

Spell Crit

Spell Crit Chance () is a chance for a large damage multiplier that is rolled against each enemy struck by a spell.

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, enemies gain new attack properties that can inflict one or more stacks of Shadow Curse when hitting the player.

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 not move, attack or cast any spells. It is effectively a Stun.

Immobilize

An entity affected by Immobilize is unable to move.

Cripple

An entity affected by Cripple has it's movement speed reduced by 50/65/80%.

Slow

In addition to reducing movement speed, Slow also reduces cast speed and weapon speed by 20/30/40%

Stagger

A 75% reduction to Movement and Cast Speed.

Disarm

An eintity affected by Disarm is unable to use Weapon Attacks. This means for the Player, that he is unable to use their Primary and Secondary Attacks.

Silence

An entity affected by Silence can not cast any Spells.

Blind

Gives the affected entity a 20/30/40% chance to miss.

Weakness

Weakness reduces damage dealt by the afflicted entity by 10/20/30%

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

Marked

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