Game Mechanics

Game MechanicsGeneralDamageStatsAgonyEffectXP

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.

This affects:

* **Multistrike**
* **Crit Chance** (exceeding 100% is called **over-crit**)
* **Effect Chance** (Status Effects)

Below explains how the number of stacks is calculated. To illustrate, assume 310% Crit Chance.

1. First, convert the chance from percentage to decimal: 310% = 3.1.
2. Next, split the value into its integer and fractional components: 3.1 = 3 + 0.1 (10%).
3. Finally, subtract the fractional component from 1: 1 - 0.1 = 0.9 (90%).

In the example, you have a 90% chance of rolling 3 stacks, and 10% chance of rolling 4 stacks.

### Stacks Example

* *Damage* (no crit): 50
* *Crit Chance*: 310%
* *Crit Bonus*: 220%
* *Crit Damage per Stack*: 110

**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 block an incoming attack.

**Block Chance** is calculated by this formula:

# Block Chance
min

{

1
2

Block Strength
Damage

,

1
2

Block Strength
Damage

,
1

}

×
100
%

{\displaystyle \text{Block Chance} = \min{\left\{ \frac{1}{2}\frac{\text{Block Strength}}{\text{Damage}}, \frac{1}{2}\sqrt{\frac{\text{Block Strength}}{\text{Damage}}}, 1 \right\}}\times100\%}

### 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 how much the incoming damage should be reduced by (or increased, if Defense is negative). It cannot lower damage to below the minimum damage of 1.

**Damage Reduction** is calculated by this formula:

# * Damage Reduction

(

Inverse Hyperbolic Effect
Clipped Linear Effect

)

×
100
%

{\displaystyle \text{Damage Reduction} = \left(\text{Inverse Hyperbolic Effect} + \text{Clipped Linear Effect}\right)\times100\%}
# * Inverse Hyperbolic Effect
sgn
⁡

(
Defense
)

×

(

0.6
−

24

Defense

40

)

{\displaystyle \text{Inverse Hyperbolic Effect} = \operatorname{sgn}{(\text{Defense})}\times\left(0.6 - \frac{24}{\mathopen|\text{Defense}\mathclose|+40}\right)}
# * Clipped Linear Effect
min

{

0.4
,
0.004
×
Defense

}

{\displaystyle \text{Clipped Linear Effect} = \min\left\{ 0.4, 0.004\times\text{Defense} \right\}}

### Example

* *Defense*: 40
* *Damage Reduction*: 46%
* *Incoming Damage*: 50

**Damage Taken**: 27

## Knockback

**Knockback** is a mechanic with 4 relevant stats:

* **Attack Stats**
	+ **Knockback Power**: Determines whether the attack should apply Knockback on the enemy. There is currently no Item or Trait that increases this.
	+ **Knockback Force**: Determines how strongly the enemy should be pushed back by. This stat is equal to the **Force** stat.
* **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:

# Knockback Velocity

Force
18

m/s

{\displaystyle \text{Knockback Velocity}=\frac{\text{Force}}{18}\text{m/s}}

### Example

* *Force*: 30

**Knockback Velocity**: 1.67m/s