
Inside the machines
Inspect turret shots and the drone damage split.
Behind every turret shot.
Interactive example

Before crits and target defenses
ENTER STATS / SET UP THE EXAMPLE
One stream starts from a basic attack. Each bullet uses the damage stats captured when the stream starts.
Go deeper when you need to.
Open a note for the formulas, worked cases and exceptions behind this example.
01Sentry Turret is more than Critical Chance
Reserved skill budget
Only 50% of the reference stat value is applied as the listed stat; the rest is reserved for this skill's extra delivery. Here the applied stat contribution is 317.5 stored units (3.175%).
Turret shots
An enemy-directed basic attack starts one turret stream if none is running. First launch: +0.4s; impact: another 0.2s later. Further launches are 0.16s apart (6.25 shots/s). Each shot snapshots the basic packet × 2.75 × (1 − 0.5) × skill value / 10,000. The packet retains its physical/elemental mix and uses normal hit defenses and crits.
Turret lifetime and targeting
The helper stores a 4s visual aim marker, but the reviewed shot scheduler does not stop at that marker. It continues while the owner is alive and a live enemy can be chosen, preferring the current target. This is not a new turret per basic attack, and the nominal marker must not be treated as a fixed damage duration.
Rank 10 case
Rank 10, skill value 635, basic packet 1,000: each turret shot = 1,000 × 2.75 × 0.5 × 635 / 10,000 = 87.313 raw damage. Steady stream: 545.703 raw DPS before defenses; first impact is 0.6s after the trigger.
The full rank-10 reference value is 165 + 47 × 10 = 635 stored Crit Chance. Only half, 317.5 units (+3.175%), is applied as the stat. The other allocation feeds the turret formula. The turret has no extra manual cast cooldown; an enemy-directed basic attack creates the stream if one is not already running.
02Attack Drone is a split, not a free duplicate
Every third basic attack reserves one third of its packet, leaves two thirds for the main hit, and schedules the drone’s impact after 0.75s (0.5s setup + 0.25s travel). Alternating activations try a nearby enemy, falling back to the main target.
Case: the third attack has a 1,000 raw packet. Main hit = 666.667; drone = 333.333. It is not a 1,000 main hit plus an extra 333.333. Each resolves defenses separately; splitting can matter for Absorption, crit rolls and the target’s defenses. The passive Haste stat still has its own role.
03Mortar and Bomb
Mortar reserves part of its Fire skill bonus for three delayed normal-hit packets at 1-second intervals on its eligible nearby recipients. These are not the true Burn stat. Bomb delays the chosen targets’ packet by 1.4s after cast delivery.
04Barrage Volley and Bombardment
Both assign multiple bombs to the enemies alive at delivery. Each target’s packet is divided by its assigned bomb count. Five bombs assigned to one target do not each contain five full copies of the advertised packet.
05Supreme Mechanism
The coil schedules target-count-dependent rounds. Each bolt gets a fraction of the packet based on the number of rounds, while the skill’s Shock debuff is applied as its own effect. Turret bullets, drone attacks and coil hits must not be inferred from the same tooltip stat or counted as interchangeable DoT.
Open the Engineer skill tree and change rank/reference stats for the skill’s worked example.
06Source 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.