COMBAT / 1.0.6

Decode your stats

Enter Weaken, Shock or Block as shown in game. See the combat effect.

STATS & STATUSES

Your game stat. Its actual combat effect.

Interactive example
CALCULATED RESULT
100%STAT SHOWN IN GAME
Weaken strength → damage reduction
Outgoing damage after Weaken500damage

50% less damage

ENTER STATS / SET UP THE EXAMPLE

%Copy Weaken from the hero or skill applying it. If it shows 100%, enter 100.

100% Weaken makes normal enemies deal 50% less damage. The stat’s % is its strength, not the final damage reduction.

A 1,000-point damage example, with no other amplifier or suppression.
FIELD NOTES

Go deeper when you need to.

Open a note for the formulas, worked cases and exceptions behind this example.

01Which game numbers should I use?

Select a hero and open its stat details. Use the total for that hero, including its current equipment and bonuses. A bonus on one item is only one contribution to that total. Skill strength and duration come from the relevant skill description. Enemy stats that you cannot see should remain explicit example assumptions.

Copy Attack (ATK), Defense, Block and Absorption as ordinary numbers. Copy Penetration, Weaken, Shock, Fury and Cooldown as the number before the percent sign: 20% → enter 20, 100% → enter 100. The calculator handles conversion automatically. Each input explains whether it belongs to the attacker, defender, skill or example setup.

“Stored rating” means a number used internally by the client. For percentage stats, 100 displayed percent usually corresponds to 10,000 internal units. You do not need to find or enter those internal units. Block and Dodge are displayed as points and do not use that percent conversion. A displayed stat percentage also need not equal the final combat effect: each mechanic has its own formula.

02Complete stat glossary
44 rows·3 columnsSwipe to view
Stat in gameCopy asHow it works
Attack (ATK)Displayed numberPhysical damage channel per basic packet; not DPS.
DefenseDisplayed numberPhysical protection rating normalized against attacker level; use the armor equation.
HealthDisplayed numberMaximum HP. Character construction applies the native ×10 health display scale.
Crit ChanceDisplayed % (20% → 20)Expected critical layers: rating / 10,000. Values above 100% can give multiple layers.
Crit DamageDisplayed % (20% → 20)Added to the default ×2 critical multiplier; multiple critical layers add linearly.
AccuracyDisplayed numberCounters the Dodge/Evasion path through the combat sheet’s Accuracy ratio; it is not a flat damage bonus.
HasteDisplayed % (20% → 20)Speeds basic-attack rhythm: 1 + rating / 10,000 before scheduling conflicts.
Cast SpeedDisplayed % (20% → 20)Changes cast rhythm and cast occupancy; it is distinct from cooldown reduction.
CooldownDisplayed % (20% → 20)Exponential cooldown reduction with an 80% asymptote, a 1.5s minimum and duration floors for sustained friendly buffs.
Move SpeedDisplayed % (20% → 20)Movement multiplier uses the shipped combat move scale (6,000 in this client); it does not directly set attack speed.
Gold FindDisplayed % (20% → 20)Increases gold rewards, not damage, rarity or removed Luck.
Fire DamageDisplayed numberFire damage channel; checked against Fire Resist.
Ice DamageDisplayed numberIce damage channel; checked against Ice Resist.
Lightning DamageDisplayed numberLightning damage channel; checked against Lightning Resist.
Chaos DamageDisplayed numberChaos damage channel; also used by Holy skill damage.
Elemental DamageDisplayed numberAdded to the largest elemental channel, not copied into all four.
Fire ResistDisplayed % (20% → 20)Fire mitigation; normal 75% cap, up to 85% with Max Resistance.
Ice ResistDisplayed % (20% → 20)Ice mitigation; normal 75% cap, up to 85% with Max Resistance.
Lightning ResistDisplayed % (20% → 20)Lightning mitigation; normal 75% cap, up to 85% with Max Resistance.
Chaos ResistDisplayed % (20% → 20)Chaos/Holy channel mitigation; normal 75% cap, up to 85% with Max Resistance.
Max ResistanceDisplayed % (20% → 20)Raises the elemental resistance cap; the reviewed cap ceiling is 85%.
DodgeDisplayed numberHit avoidance rating; depends on attacker level and Accuracy. Not a direct percentage at positive levels.
BlockDisplayed numberPhysical block chance rating; a success halves the physical part.
Elemental BlockDisplayed numberElemental block chance rating; a success halves the elemental part.
AbsorptionDisplayed numberNon-consumable nonlinear hit mitigation after armor/resistance and block.
RegenDisplayed numberHP per global 1-second tick after final stat construction; raw character construction uses ×1.5. It does not use the skill-heal multiplier path.
LifestealDisplayed % (20% → 20)Heals for resolved damage × rating / 10,000; hits, true DoT and Thorns can call it. It does not multiply by Heal Power/Heal Received in this path.
Healing DoneDisplayed % (20% → 20)Healing Done / Heal Power multiplies skill healing, with no default positive cap.
Healing ReceivedDisplayed % (20% → 20)Multiplies skill healing received, with no default positive cap. Missing HP still caps actual healing.
BleedDisplayed numberTrue DoT contribution, ticking without hit armor, resist, crit, dodge, block or Absorption rolls.
DecayDisplayed numberTrue DoT contribution; selected Wizard skills consume wz_21 remaining ticks.
FuryDisplayed % (20% → 20)Fury rating supplies potential amplification; charges start empty and are gained from incoming connected hits.
ShockDisplayed % (20% → 20)Amplifier-pool contribution at default ×0.75 weight; not an independent multiplier.
CurseDisplayed % (20% → 20)Amplifier-pool contribution at default ×0.75 weight; not an independent multiplier.
ThornsDisplayed numberRetaliation uses Thorns DPS × attacker basic interval × the per-hit coefficient (1 in 1.0.5).
Growing ThornsDisplayed % (20% → 20)Nonlinear Thorns growth: T × (1 + T / 1,000 × growth / 10,000).
BurnDisplayed numberTrue DoT contribution. Delayed fire damage packets are a separate mechanic even if their animation burns.
PoisonDisplayed numberTrue DoT contribution; some Thief skills consume its remaining ticks.
ChillDisplayed % (20% → 20)Slows actions through inverse-rating scheduling. Bosses ignore this affliction path.
WeakenDisplayed % (20% → 20)Outgoing damage factor 1 / (1 + rating / 10,000). Bosses use half the rating by default.
BlindDisplayed % (20% → 20)Adds miss probability through the inverse-rating suppression factor. Bosses ignore this affliction path.
ExposeDisplayed % (20% → 20)Amplifier-pool contribution at default ×0.75 weight; not armor penetration.
PenetrationDisplayed % (20% → 20)Bypasses a fraction of physical mitigation, clamped to 100%; defense-break effects add against that enemy.
Elemental PenetrationDisplayed % (20% → 20)Bypasses a fraction of positive elemental mitigation, clamped to 100%; does not amplify already negative resistance.
03Case: displayed stats and their actual outcomes
  • Weaken 100%: enter 100. The multiplier is 1 / (1 + 100 / 100) = 0.5, so outgoing damage is halved. Against a boss at half effectiveness: 1 / (1 + 0.5) = 0.667.
  • Shock 100%: enter 100. At the default 0.75 weight, this gives ×1.75 when alone below the knee. A 1,000-damage hit becomes 1,750.
  • Block 2,900 against level 40: enter 2900, without a percent sign. Chance = 2,900 / (2,900 + 2,900) = 50%, with 50% physical damage reduction when a block succeeds. Points and chance are different numbers.
04Status duration, refresh and control

Timed effects store a caster, skill, magnitude and expiry. Reapplying the same skill from the same caster replaces its earlier instance. Other casters can have separate instances. Freeze, Root, Pin, Stun and Grab are control states, distinct from Chill and Weaken; see level and control rules. Crowd control, resistance and damage channels should not be inferred from visual color alone.

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.

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