Combat Mechanics: Difference between revisions

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(Created page with "Details of Combat Mechanics can be checked in game on the Mechanics page of the journal (magnifying glass tab). =Damage Types= ===Physical=== The most common type of damage. Does not inflict any type of Affliction. ===Fire=== Burning - Half the amount of Fire damage is added as additional Damage over Time. ===Ice=== Chilled - Reduces the Movement and Attack Speed of the target for a duration. ===Lightning=== Shocked - Lowers all resistances of the target for a durat...")
 
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Details of Combat Mechanics can be checked in game on the Mechanics page of the journal (magnifying glass tab).
Details of Combat Mechanics can be checked in game on the Mechanics page of the journal (magnifying glass tab).
=Armor / Resistance=
{| class="wikitable"
|-
!Value
!Damage Reduction
|-
|5
|4.76%
|-
|10
|9.09%
|-
|20
|16.67%
|-
|30
|23.08%
|-
|49
|32.89%
|-
|95
|48.72%
|}
=Damage Over Time=
All instances of Damage Over Time are added to a pool on the target, with a separate pool maintained for each damage type.
Every 0.25 seconds, the target takes a percentage of the total damage in each pool (that amount is then removed from the pool) based on the the following table.
{| class="wikitable"
!
!Players
!Enemies
|-
|Physical
|100%
|100%
|-
|Fire
|25%
|50%
|-
|Ice
|25%
|25%
|-
|Lightning
|10%
|5%
|-
|Poison
|10%
|20%
|}
''As of version 1.1, only Fire and Poison DoT damage types exist.''


=Damage Types=
=Damage Types=
Line 22: Line 81:


=Debuffs=
=Debuffs=
 
''Values shown are for minor / standard / major debuff levels.''
===Armor Break===
===Armor Break===
Reduces Armor by 50/60/70% for 4/5/6s
Reduces Armor by 50/60/70% for 4/5/6s

Latest revision as of 21:11, 7 September 2023

Details of Combat Mechanics can be checked in game on the Mechanics page of the journal (magnifying glass tab).

Armor / Resistance

Value Damage Reduction
5 4.76%
10 9.09%
20 16.67%
30 23.08%
49 32.89%
95 48.72%

Damage Over Time

All instances of Damage Over Time are added to a pool on the target, with a separate pool maintained for each damage type.

Every 0.25 seconds, the target takes a percentage of the total damage in each pool (that amount is then removed from the pool) based on the the following table.

Players Enemies
Physical 100% 100%
Fire 25% 50%
Ice 25% 25%
Lightning 10% 5%
Poison 10% 20%

As of version 1.1, only Fire and Poison DoT damage types exist.

Damage Types

Physical

The most common type of damage. Does not inflict any type of Affliction.

Fire

Burning - Half the amount of Fire damage is added as additional Damage over Time.

Ice

Chilled - Reduces the Movement and Attack Speed of the target for a duration.

Lightning

Shocked - Lowers all resistances of the target for a duration.

Poison

Poisoned - All Poison damage is applied as Damage over Time.

Pure

Pure damage bypasses armor and resistances. Does not inflict any Affliction.

Debuffs

Values shown are for minor / standard / major debuff levels.

Armor Break

Reduces Armor by 50/60/70% for 4/5/6s

Bleeding

Deals 3/4/5 Pure damage each second for 4/5/6s. Deals additional damage while moving.

Blindness

Suffers a 40/50/60% chance to miss attacks for 4/5/6s.

Cripple

Reduces movement speed by 50/65/80% for 2/4/6s.

Disarm

Disables Attacks for 1.5/3/5s.

Freeze

Can't move and use skills for 1/2.5/4s.

Immobilize

Can't move for 2/3.5/5s.

Marked

Increases the chance of taking Critical Hits by 10/20/30% for 5/6/7s.

Silence

Disables Spells for 1.5/3/5s.

Slow

Reduces movement, attack, and cast speed by 20/30/40% for 2.5/4/6s.

Stun

Can't move and use skills for 0.5/1.5/2.5s.

Vulnerability

Increases damage taken by 10/20/30% for 5/6/7s.

Weakness

Reduces damage done by 10/20/30% for 4/6/8s.