
Deal more damage
Start with Attack (ATK) and Penetration from your hero stats.
Build the hit. Follow the result.
Interactive example

892.49 stopped by defenses
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Level & critical hit
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Open a note for the formulas, worked cases and exceptions behind this example.
01What the damage number represents
Start with the Attack (ATK) total shown in your hero's stat details. For the physical-only simulator, copy Attack directly and enter Penetration as its displayed percentage: 20% means enter 20. Use the defender's Defense and Absorption totals. Unknown enemy stats are assumptions, so the result is an estimate for that setup.
Attack is the physical channel. Fire, Ice, Lightning and Chaos are four separate elemental channels. The hero's damage base is their sum; it is not DPS. Generic Elemental Damage is added to the largest elemental channel. Ties prefer Fire, then Ice, Lightning and Chaos. Holy skill damage uses the Chaos channel in this client.
A direct skill normally begins with the hero's basic packet and adds its skill bonus to the appropriate channel. The tooltip's +damage is that bonus. Several projectiles may divide a single packet; animation count alone does not determine damage.
02Hit calculation order
- Check whether a hit can connect: invulnerability, Dodge, Blind and (for basic attacks) the target's Evasion path.
- Roll critical layers. Physical and elemental block rolls are separate.
- Multiply each channel by the critical and level factors.
- Apply armor to physical damage and the matching resistance to each elemental channel, accounting for penetration.
- Apply physical/elemental block reductions to the relevant channels, then sum them.
- Apply Absorption to that sum, with the native one-damage floor for a resolved hit.
- Apply damage amplification, Weaken and applicable encounter/phase factors. Boss shields and health handling occur when damage is delivered.
The floor in step 6 is before the final multipliers. A missed hit is zero; it does not receive the hit floor. Defense formulas and a complete worked hit.
03Critical layers, including more than 100% chance
Let p = Crit Chance / 10,000 and M = 2 + Crit Damage / 10,000. Roll floor(p) guaranteed layers and one extra layer with probability frac(p). With k layers, the hit multiplier is 1 + k × (M − 1). This is linear per layer, not M raised to k.
Case: 150% Crit Chance and +50% Crit Damage. M = 2.5. Half the hits have one layer (×2.5), half have two (×4). The average factor is 3.25. A 1,000 raw packet therefore averages 3,250 before defenses, rather than always dealing one 2,500-point crit. At 25% chance and no added Crit Damage, the average factor is 1.25.
04Amplification and its soft knee
For a hero, the active amplifier pool combines usable Fury rating and the relevant Shock, Curse and Expose contributions. The latter three have a default weight of 0.75. Contributions add before the soft knee; they are not separate multiplicative bonuses.
Below 30,000 rating: effective pool = pool. Above it: effective pool = 30,000 + 30,000 × ln(1 + (pool − 30,000) / 30,000). Damage factor = 1 + effective pool / 10,000.
Case: Shock 100% in game, no other contribution. Internally this is 10,000 units. Pool = 7,500; multiplier = 1.75. A 1,000-point post-defense hit becomes 1,750. The displayed 100% is the stat strength, not the final damage bonus.
How status ratings differ from their final effects · How Fury is charged.
05Source and assumptions
Reviewed against installed QuestAway 1.0.6, revision 888f97419a53. Examples use shipped defaults and explicit hypothetical combat situations; they are not measurements from a player's account. Unless stated, examples use equal levels, one living target, no special boss phase, no passive/gear proc and no live server override. Source limits.