Game Mechanics
Stats are quantities affecting the effectiveness of Heroes and Abilities in Halls of Torment.
Mechanics[]
There are two types of stat bonuses:
- Base Bonuses: These get added to the base stat. Flat bonuses fall under this category.
- Multiplier Bonuses: These get multiplied to the base stat. % bonuses fall under this category.
The final value of each stat is calculated by this formula:
Example[]
- Base Attack Speed: 2/s
- Attack Speed Base Bonus: +0.3/s
- Attack Speed Multiplier Bonus: +100%
Final Attack Speed = 4.6/s
Tags[]
Certain stat bonuses have tags, e.g. Main Weapon, Summon, Physical.
- Each tag generally corresponds to a Damage Type or Property.
- To obtain the total Base/Multiplier Bonus for a given damage/effect source, the game follows this process:
- First, obtain all bonuses with that source's tags and all untagged bonuses [t 1].
- Then, split those into Base Bonuses and Multiplier Bonuses.
- Lastly, sum across all Base Bonuses and Multiplier Bonuses respectively.
- ↑ Strength is an exception, as it does not apply to Elemental Effects.
Glossary[]
Defensive[]
Base Health | Adds a fixed value the maximum health of the player character. Unless an increase in the base health comes from equipment, health is filled up by the additional amount. |
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Health Bonus | Increases the bonus multiplier on the base health of a character. Unless an increase in the bonus comes from equipment, health is filled up by the additional amount. |
Regeneration | Restores health over time. Health is regenerated 1 point at a time. Stacking the effect reduces the time between regeneration ticks. |
Block Strength | Checks before defense. If the block value equals the unreduced damage of an attack, the chance to block is 50%. If the block value exceeds the damage by 4 times, the chance to block becomes 100%. |
Defense | Reduces damage taken by a certain ratio. Negative defense increases received damage. |
Defense Bonus | Increases the bonus multiplier affecting the defense value of a character. |
Offensive[]
Damage | Increases any damage done by direct attacks. Does not affect indirect effects. |
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Range | Increases how far a melee attack can hit or how far projectiles can fly. The effect is relative and depends on the attack's base values. |
Area & Cone Sizes | Increases the area of effect or the angle of an attack cone. Does not affect the range of a cone. |
Attack Speed | Increases the amount of attacks per second. |
Piercing | How many enemies can be hit by a projectile before it breaks. |
Multistrike | Adds either projectiles or attacks. Partial attacks & projectiles are added after a certain amount of attacks. |
Duration | Affects the duration of abilities and / or summonings, but not effects. |
Force | Force improves all attacks and abilities in different ways. Usually it increases stats like duration, piercing, knockback, and others. |
Damage Mod. Per Hit / Damage Reduction per Second | Certain Main Weapons or Abilities have a Damage Mod per Hit or Damage Reduction per Second, which modify damage and is increased by Force but cannot reach 1.00x. |
Knockback | 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. |
Critical Hits[]
Critical Hit Crit |
Critical hits have a certain chance depending on the weapon or ability. Critical hits deal (Normal Damage x (1 + Critical Damage Bonus)) damage. |
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Critical Hit Chance Base Crit Chance |
Chance to land a critical hit. Critical hits deal additional damage based on the critical damage value. |
Crit Chance Multiplier | Multiplies the chance to deal a critical hit. |
Critical Damage Bonus Base Crit Bonus |
Increases the base damage of critical hits. Multiplicative with normal crit damage bonuses. |
Crit Bonus Multiplier | Percentage by which damage is increased when dealing critical hits. |
Miscellaneous[]
Movement Speed | Increases the relative movement speed of the character. Each character has their own base speed. |
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Experience Gain XP Gain |
Increases the experience received per gem. |
Pickup Range | Increases the distance in which the character picks up experience, gold, and power-ups. The base pickup range may change based on the selected character. |