Combat Mechanics

# Offense

The Offense stat represent your average damage per second and is based on:

* Average physical/elemental hit damage
* Hit chance
* Critical hit chance/damage
* Attack speed
* Average monster armor & resistance at current level

## Auto attacks

Your character will automatically move and attack the nearest enemy.

The ability used to perform the auto attacks is based on your equipped weapon type:

* Bow
	+ Ranged Attack

* Staff
	+ Fireball
	+ Ice Bolt
	+ Lightning Bolt
	+ Poison Bolt

* Melee weapon
	+ Melee Attack

* Unarmed
	+ Fist Attack

## Hit chance

Your chance to hit with a melee or ranged weapon is determined by your attack rating and the evasion of the target.
Auto attacks made with Staffs/Wands and spells always hit.

The attribute that increases attack rating is dexterity where every 10 points give +3 Attack rating.

## Attack Speed

Your attack speed is mostly determined by your weapons base attack speed, but can be modified through weapon local affix and global (total) affixes on weapon, amulet and glove, as well as implicit affixes on swift cloaks and uniques. Heavy armors also have implicit affixes that reduce your attack speed the higher armor bonus they give.

The maximum attacks per second is hard capped at 20, going over this won't provide any benefit at all.

You can calculate your attack speed (APS) with the following formula:

A
P
S

=

b
a
s
e
A
P
S
∗
s
u
m
(
L
o
c
a
l
A
f
f
i
x
)
∗
s
u
m
(
T
o
t
a
l
A
f
f
i
x
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∗
A
n
y
M
o
r
e
A
P
S

{\displaystyle {APS}={baseAPS\*sum(LocalAffix)\*sum(TotalAffix)\*AnyMoreAPS}}

## Dual wielding

When equipping 2 one-handed weapons, regardless of type, you gain 30% more attack speed.

## Critical Hits

With every attack you perform, there's at minimum a 5% chance of dealing a critical hit. With enough gear you can increase this all the way up to 100%.

Critical hits will deal 200% damage, but this can be increased with the right affixes.

* Following afflictions appear when dealing a critical hit.
	+ Physical damage
		- Inflicts bleed: 50% of the highest damage hit is dealt every second for 5 seconds. (Damage is increased when the target is moving)
	+ Fire damage
		- Inflicts burning: Additional damage is dealt over 5 seconds (exact numbers unknown, probably works the same as bleed)

* Following afflictions appear when dealing a critical hit of at least 5% the enemies hp.
	+ Cold damage
		- freeze for 0.06 seconds per % of hp lost, min duration of 0.3 seconds.
	+ Lightning damage
		- shock for 0.06 seconds per % of hp lost, min duration: 0.3 seconds.
		- Shocked targets take 50% more damage.
	+ Poison damage
		- poison for 0.06 seconds per % of hp lost, min duration: 0.3 seconds.
		- Poisoned targets have 50% reduced health regeneration/healing.

Calculation follows the same schema as that of attack speed.

# Defense

Your Defense represents your effective health; an estimation of the total amount of damage you can take before dying.

Defense as shown to the right is a visual indication of your defensive power, and the calculations below only affect the visual value.

Defense is based on:

* Maximum life / Force field
* Physical damage reduction on current monster level
* Average elemental resistances
* Chance to evade/dodge/block

Defense is calculated as a series of operations, with the last operation being the final Defense value:

**Defense calculation**

e
H
e
a
l
t

h
1

=

m
a
x
L
i
f
e

(

f
o
r
c
e
F
i
e
l
d
∗
0.33

)

{\displaystyle {eHealth\_1}={{maxLife}+({forceField\*0.33})}
}

e
H
e
a
l
t

h
2

=

e
H
e
a
l
t

h
1

(
1

m
o
r
e
D
a
m
a
g
e
T
a
k
e
n

)

{\displaystyle {eHealth\_2}={{eHealth\_1}\over(1+{moreDamageTaken})}
}

e
H
e
a
l
t

h
3

=

e
H
e
a
l
t

h
2

max
(
1
−
(
a
v
e
r
a
g
e
E
l
e
m
e
n
t
a
l
R
e
s
i
s
t
s
∗
0.33
)
,
0.01
)

{\displaystyle {eHealth\_3}={{eHealth\_2}\over\max(1 - (averageElementalResists \* 0.33), 0.01)}
}

e
H
e
a
l
t

h
4

=

e
H
e
a
l
t

h
3

max
(
1
−
(
p
h
y
s
i
c
a
l
D
a
m
a
g
e
R
e
d
u
c
e
d
∗
0.66
)
,
0.01
)

{\displaystyle {eHealth\_4}={{eHealth\_3}\over\max(1 - (physicalDamageReduced \* 0.66), 0.01)}
}

e
H
e
a
l
t

h
5

=

e
H
e
a
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t

h
4

max
(
1
−
(
c
h
a
n
c
e
T
o
E
v
a
d
e
∗
0.66
)
,
0.01
)

{\displaystyle {eHealth\_5}={{eHealth\_4}\over\max(1 - (chanceToEvade \* 0.66), 0.01)}
}

e
H
e
a
l
t

h
6

=

e
H
e
a
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t

h
5

max
(
1
−
(
c
h
a
n
c
e
T
o
B
l
o
c
k
∗
0.66
)
,
0.01
)

{\displaystyle {eHealth\_6}={{eHealth\_5}\over\max(1 - (chanceToBlock \* 0.66), 0.01)}
}

e
H
e
a
l
t

h
7

=

e
H
e
a
l
t

h
6

max
(
1
−
(
c
h
a
n
c
e
T
o
D
o
d
g
e
∗
0.66
)
,
0.01
)

{\displaystyle {eHealth\_7}={{eHealth\_6}\over\max(1 - (chanceToDodge \* 0.66), 0.01)}
}

e
H
e
a
l
t

h
8

=

e
H
e
a
l
t

h
7

max
(
1
−
(
c
h
a
n
c
e
T
o
D
o
d
g
e
S
p
e
l
l
s
∗
0.33
)
,
0.01
)

{\displaystyle {eHealth\_8}={{eHealth\_7}\over\max(1 - (chanceToDodgeSpells \* 0.33), 0.01)}
}

Some values are modified to give a more realistic view of how important they are.

Evasion for example has an effect against both melee attacks and archer projectiles, but not against spells, so it has a 66% importance when evaluating Defense. On the contrary, Spell dodge only has 33% importance since it's less likely to face spellcasters than melee or archers.

## Armor Class

There are 3 Armor classes and each class makes use of a different type of defense. The %increased, %total increased, and flat increase in defense affixes are only found on the respective armor class.

* Heavy Armor
	+ Uses armor to decrease physical damage
* Medium Armor
	+ Uses evasion to evade melee and ranged attacks
* Light Armor
	+ Uses force field as an alternative to life

Armor and evasion are used in conjunction with life, and force field is usually used standalone as an alternative to life but could technically be paired with armor or evasion.

## Life

When life reaches 0 your character dies (duh.)

The attribute to increase life is vitality where every 10 points gives a flat increase in life (increasing returns).

Every armor piece and jewelry also increase base life.

## Armor

Armor influences the amount of physical damage you take.

The attribute for armor is constitution where every 10 points gives a flat increase in armor (increasing returns) and an additional 2% increase.

Monsters also have armor.

The formula for calculating damage reduction is

D
R
%

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a
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m
o
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a
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m
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50
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{\displaystyle {DR\%}={{armor} \over {{armor}+({50\*damage})}}}

## Evasion

Evasion influences your chance to evade a melee or ranged attack (but not spells).
If an evasion roll fails, then another roll with the same chance is initiated for a glancing blow. A glancing blow deals 50% of the total damage over 1 second.

The attribute for evasion is agility where every 10 points gives a flat increase in evasion (increasing returns) and an additional 5% increase.

Monsters also have evasion.

The formula for calculating chance to evade is

E
v
a
d
e

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1
−

a
t
t
a
c
k
e
r
s
A
t
t
a
c
k
R
a
t
i
n
g
∗
1.05

a
t
t
a
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k
e
r
s
A
t
t
a
c
k
R
a
t
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n
g

(
e
v
a
s
i
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∗
0.5

)

0.75

{\displaystyle {Evade}=1-{{attackersAttackRating\*1.05}\over{{attackersAttackRating}+{(evasion\*0.5)^{{0.75}}}}}}

Calculating chance of evasion/glancing blow/full damage:

E
v
a
d
e
%

=

E
v
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d
e

∗
100

{\displaystyle {Evade\%}={Evade}\*100}

G
l
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c
i
n
g
b
l
o
w
%

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1
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E
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2

∗
100

{\displaystyle {Glancingblow\%}={(1-Evade)}^{2}\*100}

F
u
l
l
D
M
G
%

=
100
−

G
l
a
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g
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%

−

E
v
a
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%

{\displaystyle {FullDMG\%}=100-{Glancingblow\%}-{Evade\%}}

## Force Field

Force field acts as a shield on top of life that absorbs all damage taken and automatically regenerates at a rate of 20% per second after not being hit for 3 seconds.

Force field is usually used as a standalone defense but could be used with armor or evasion.

With proper investment into forced field then it's possible to have around 10-100x the amount of health than a player who has invested into life.

The attribute for force field is mindpower where every 10 points give a flat increase (increasing returns) and an additional 30% increase in force field.

## Block

Block and Spellblock allows for the chance of only taking 50% of the damage received.
Base block and spell block must first be aquired through a Shield or Tome with the %chance to block/spellblock implicit.
The effect can then further be further amplified with %increased chance to block/spellblock modifiers.

## Dodge

Dodge and Spelldodge allows for the 100% negation of damage of any kind.
Base Dodge and Spelldodge is dependent on the Race chosen.

Dodge chance can easily be increased through a cloak affix, while Spelldodge can only be increased with uniques.

Monsters also have 2.5% dodge and spelldodge.

## Damage Conversion

Some passives and uniques allow the conversion of all damage types to the respective element.

Full physical conversion is achieved when the sum of all conversions is 100 %

## Resistances

Resistances will lower the damage you take from elemental attacks. There's separate affixes for fire, cold, lightning and poison resistance as well as an affix for all resistance.

Your resistances cap out at 75%, but can be increased through certain unique items.
As you progress through new zones in the game, there will be an on average 3% resistance penalty applied for each Area you pass, therefore it can be beneficial to overcap them.

**Monsters also have their own resistances:**

Melee/Ranged monsters have 5% while Spellcasters have 10%. If the monster is stronger than your average foe, they'll have extra resistances on top of this.

Champions have +10%

Rares have +15%

Uniques have +20%

Bosses have +25%

To give an example, a Unique Ranged monster would have 25% resistances. A Boss Spellcaster would have 35%.

# Recovery

Recovery represents your max life recovery per second and is based on:

* Life leech
* Life regeneration

## Life Leech

If you have any source of life leech, each hit of the same damage type as the leech will give you 1 stack of life leech for X% of the damage.

A portion of this stack equal to Life leech rate will then heal you. The unmodified base value for Life leech rate is 3%.

The maximum (total) amount of life per second you can get back is determined by Life leech max total recovery per second. The unmodified base value for this attribute is 30%.

An example would be if you deal 200 damage, your max life is 100, and you have 3% life leech. Each swing you'd get a stack worth 6% of your life. With a Life leech rate of 3% you can only recover 3% per stack. Therefore each **hit** equals 3% life recovered, meaning with 10 aps you'd reach the cap of 30% Life leech max total recovery per second.

Conclusion:

* If you have 10 aps then 3% Life leech rate is sufficient to reach the unmodified cap of 30% for Life leech max total recovery per second.
* You only need enough %life leech so that %life of stack >= Life leech rate

## Life regeneration

Life regeneration is simply a % of your max life passively healed over time. Base value is 1%.

# Misc

## Movement Speed

Your base movement speed is 12 units per second. To give an example of that distance, a regular monster is 10 units in size, and the distance you can shoot a bow is around 60 units.

This can be greatly increased through affixes, and as of right now there's no hard cap on the bonus movement speed you can obtain.

## Magic Find & Item quantity

Magic Find increases your odds of receiving higher rarity affixes, as well as receiving Set or Unique drops. With 500% magic find, you're 500% more likely to find at least a D rarity affix, but only 350% more likely to find an A rarity affix. If you were to reach 1000% magic find, you'd be twice as likely to find the elusive S rarity affix.

Magic Find doesn't have a cap, but has significant diminishing returns the more you obtain. Going from 1500% to 2000% magic find is a smaller increase than going from 75% to 100%.

Item Quantity: Increases the amount of items dropped and has no diminishing returns.

## Order of operation

* When getting hit

evade->dodge->glancing hit->block->dealt dmg conversion->taken dmg conversion->more damage depending on target type i.e beasts->crit->more damage i.e to stunned enemies->phys or elemental reduction/resistances->more damage taken->on hit effects

* For damage

phys->fire->cold->lightning->poison

## Cold damage: Frost / Frozen

Monsters that attack with cold damage can freeze you on critical hit if their damage removes enough of your percentage health. If you lose 5% or more damage due to a critical frost attack, you will be frozen. The freeze duration is 0.06 seconds per 1% of max HP lost if HP lost > 5%. Meaning that at the very minimum, if you do get frozen this is *5 \* 0.06 = 0.3 seconds frozen.*

**Permafreeze examples:**

Permafreeze could occur if you (on average) take more than ~18% life damage per second through crits (assuming 3.33 critical hits per second that deals 5% life damage). If you take large hits less regularly, like 20% life damage every 1.2 seconds from a crit,, it would also result in constant freeze.

One could mitigate the effects of frost by increasing cold resist (less damage recieved), increasing life (less % health lost) and spell dodge.