Statistics

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Statistics are values, either hard-coded or calculated from hard-coded values, which represent important information about an object in-game.

## Hit Points

Hit Points, or HP, is a measure of how much damage it takes to kill something. For the player, each heart represents 10 hit points.

## Defense

Defense is a measure of the reduction of damage dealt by any means to a target. It is used by both players and enemies.

### On Players

Player defense reduces incoming damage by, on average, a quarter of the defense value.

### On Enemies

Enemy defense reduces incoming damage by 20% per tier, unless weapon effects or debuffs specify otherwise.

## Damage Bonuses

Damage bonuses are a player stat which measure how much more damage a weapon of the associated type (melee, ranged, or magic) will deal.

## Rate Bonus

Rate bonus is a player stat which measures how much faster all weapons will attack. This is currently bugged in the demo to display as 2.5 times as large as the actual value.

## Mana Boost

Mana Boost is a buff recieved when picking up Mana shards. When the player has recieved the mana boost they will have their Rate increased by 20% for 2 seconds.

## Ultra Boost

Ultra Boost is similar to Mana boost but instead of recieving a 20% increased Rate, you instead gain 5% increased damage for 2 seconds.

## Damage

Damage is a measure of the immediate decrease of hit points inflicted by a weapon or attack. It is used by the attacks of both players and enemies.

### From Players

Damage dealt by players is calculated from the base damages of the individual hits of the weapon used, which are not necessarily directly shown to the player. These individual hits' base damages are multiplied by the player's bonus to that weapon type (melee, ranged, or magic) and rounded down in the demo, then multiplied by the weapon's upgrade's damage bonus (+5% for +1, up to +20% for +4 in the demo), then rounded down again.

The damage stat displayed by weapons is calculated in much the same way, but sums up the damages of each individual hit before the second rounding step.

There is additionally a reduction in per-hit damage on enemies that have Defense, at 20% reduction per tier of enemy Defense not penetrated or broken, however the specifics of where in the above calculation this occurs are not yet known.

### From Enemies

Damage dealt by enemies is calculated by reducing the base damage of the hit being applied by a quarter of the player's Defense statistic, then, if this is not already a whole number, rounding to the nearest two whole numbers probabilistically, preferring whichever is closer.

## Rate

Rate is a statistic on weapons which specifies how many times that weapon attacks per second. It is calculated from the weapon's internal base rate, times the player's internal rate bonus (currently miswritten in the demo as a value 2.5x as large as the actual value), times the weapon's upgrade's rate bonus (+5% at +2, up to +15% for +4 in the demo), times 1.2 if both the weapon is magic and the player is under the influence of a mana shard.

Actual fire rate in the demo seems to be equal to 60/round((60/rate)-1), where the expression round((60/rate)-1) gives the frame difference between the onset of each attack.

## Range

Range affects the distance projectiles move before dissipating somehow.

## Armour Penetration

Armor penetration is a statistic on some weapons which specifies how many tiers of enemy defense the weapons' attacks ignore.

## Bleed

Bleed is a statistic on some weapons representing the total amount of hit point loss that will be inflicted over time by the weapon's attacks as a result of the bleed debuff applied. The bleed debuff does damage at a rate of 2.4% of the afflicted enemy's max hp, or at a flat 60 dps for bosses, until the total amount of bleed damage inflicted is reached.

## Burn

Burn is a statistic on some weapons representing the total amount of hit point loss that will be inflicted over time by the weapon's attacks as a result of the burn debuff applied. The burn debuff does damage at a rate of 2.4% of the afflicted enemy's max hp, or at a flat 60 dps for bosses, until the total amount of burn damage inflicted is reached.