This page summarizes the important Game Mechanics of Halls of Torment.
The mechanics are ordered by relevance to most players.
Stacks[]
Unlike conventional games, certain stats in Halls of Torment are allowed to exceed 100% without clamping. When these values exceed 100%, multiple stacks can be applied.
The way the game calculates the number of stacks can be Deterministic or Random. The exact mechanics for each are detailed below.
Deterministic Stacks[]
This affects:
- Multistrike
Below explains how the number of stacks is calculated, which involves an Accumulator with an initial value of 0 for each source. To illustrate, assume that the stat is 260% (2.6).
- First, split the value into its integer and fractional components:
- Next, add the fractional component to the Accumulator.
- Then, check the Accumulator value:
- If less than 1, apply 2 stacks.
- Otherwise, apply 3 stacks, and decrement the Accumulator value by 1.
In the example, the source applies the following sequence of stacks in a loop: 2, 3, 2, 3, 3.
Random Stacks[]
This affects:
- Crit Chance (exceeding 100% is called over-crit)
- Effect Chance (Status Effects)
Below explains how the number of stacks is calculated. To illustrate, assume that the stat is at 310% (3.1).
- First, split the value into its integer and fractional components: (10%)
- Next, subtract the fractional component from 1: (90%)
- Then, flip a biased coin with a 10% success chance:
- If it fails, apply 3 stacks.
- If it succeeds, apply 4 stacks.
In the example, you have a 90% chance of rolling 3 stacks, and 10% chance of rolling 4 stacks.
Stat Bonuses[]
- Main article: Stats § Mechanics
Crit Damage[]
- Main article: Damage § Crit
On Crit, Final Damage is calculated as:
Example[]
- Damage (no crit): 50
- Crit Chance: 310% (90% chance for 3 stacks, 10% chance for 4 stacks)
- Crit Bonus: 220% (110 damage per Crit stack)
Final Crit Damage: 90% chance for 380 (50+330), 10% chance for 490 (50+440).
Block[]
Block is a mechanic determined by the Block Strength stat. It determines the chance to negate an incoming attack entirely, resulting in no damage taken. It does not offer any Damage Reduction.
Block Chance is calculated by this formula:
The in-game tooltip displays the corresponding Damage for the following Block chances:
- 100%: Damage = Block Strength ÷ 4
- 50%: Damage = Block Strength
- 20%: Damage = Block Strength × 2.5
Example[]
- Block Strength: 40
- Incoming Damage: 50
Block Chance: 40%
Defense[]
Defense is a mechanic determined by the Defense stat. If an attack is not successfully blocked, Defense determines the Damage Reduction (or Increase, for negative Defense) of the incoming damage. Damage Reduction cannot reduce damage to below 1.
Damage Reduction is calculated by this formula:
At 100 Defense and above, Effective HP increases linearly at a rate of 40% per point.
Example[]
- Defense: 40
- Damage Reduction: 46%
- Incoming Damage: 50
Damage Taken: 27
Force[]
Pierce[]
Most Projectiles are able to Pierce a certain number of enemies before disappearing. However, there are some enemies that cannot be pierced:
- Mountain Idol's Guardians
- Possessed Effigy (Forgotten Viaduct)
- Ice Prism Elite (Frozen Depths)
- Snow Effigy (Frozen Depths)
- The Scriptor's Ice Block (Frozen Depths)
Damage Mod/Reduction[]
Certain Main Weapons or Abilities have a Damage Mod. per Hit or Damage Reduction per Second, which is increased by Force but cannot reach ×1.00. This determines how much the Damage of a single source during its lifetime is scaled by, after piercing an enemy or after each second.
The final stat is calculated by this formula:
Knockback[]
Knockback is a mechanic with 4 relevant stats:
- Attack Stats
- Enemy Stats
- Knockback Resistance: Determines the minimum threshold for the enemy to be affected by Knockback. Each enemy has a different value for this stat.
- Movement Force: Determines how quickly the enemy recovers if and after Knockback is applied. Each enemy has a different value for this stat.
If an attack's Knockback Power is at least equal to the enemy's Knockback Resistance, the Knockback Force is applied to them which increases their velocity in the direction of the attack.
Knockback Velocity is calculated by this formula:
Example[]
- Force: 30
Knockback Velocity: 1.67m/s
Technical[]
- Distance conversion: .
- Game performance depends heavily on single-core CPU performance.
- Spawn rate in each frame is limited for performance reasons. Having a higher frame rate can increase spawn rate.
- Save location is at:
- Windows:
Steam/userdata/<your-id>/2218750/remote/HoT_profile.dat
- Android (rooted):
/data/data/com.halls.of.torment.paid.gp/files/HoT_progress_profile.dat
- Windows: