
Decode your stats
Enter Weaken, Shock or Block as shown in game. See the combat effect.
Your game stat. Its actual combat effect.
Interactive example50% less damage
ENTER STATS / SET UP THE EXAMPLE
100% Weaken makes normal enemies deal 50% less damage. The stat’s % is its strength, not the final damage reduction.
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
| Stat in game | Copy as | How it works |
|---|---|---|
| Attack (ATK) | Displayed number | Physical damage channel per basic packet; not DPS. |
| Defense | Displayed number | Physical protection rating normalized against attacker level; use the armor equation. |
| Health | Displayed number | Maximum HP. Character construction applies the native ×10 health display scale. |
| Crit Chance | Displayed % (20% → 20) | Expected critical layers: rating / 10,000. Values above 100% can give multiple layers. |
| Crit Damage | Displayed % (20% → 20) | Added to the default ×2 critical multiplier; multiple critical layers add linearly. |
| Accuracy | Displayed number | Counters the Dodge/Evasion path through the combat sheet’s Accuracy ratio; it is not a flat damage bonus. |
| Haste | Displayed % (20% → 20) | Speeds basic-attack rhythm: 1 + rating / 10,000 before scheduling conflicts. |
| Cast Speed | Displayed % (20% → 20) | Changes cast rhythm and cast occupancy; it is distinct from cooldown reduction. |
| Cooldown | Displayed % (20% → 20) | Exponential cooldown reduction with an 80% asymptote, a 1.5s minimum and duration floors for sustained friendly buffs. |
| Move Speed | Displayed % (20% → 20) | Movement multiplier uses the shipped combat move scale (6,000 in this client); it does not directly set attack speed. |
| Gold Find | Displayed % (20% → 20) | Increases gold rewards, not damage, rarity or removed Luck. |
| Fire Damage | Displayed number | Fire damage channel; checked against Fire Resist. |
| Ice Damage | Displayed number | Ice damage channel; checked against Ice Resist. |
| Lightning Damage | Displayed number | Lightning damage channel; checked against Lightning Resist. |
| Chaos Damage | Displayed number | Chaos damage channel; also used by Holy skill damage. |
| Elemental Damage | Displayed number | Added to the largest elemental channel, not copied into all four. |
| Fire Resist | Displayed % (20% → 20) | Fire mitigation; normal 75% cap, up to 85% with Max Resistance. |
| Ice Resist | Displayed % (20% → 20) | Ice mitigation; normal 75% cap, up to 85% with Max Resistance. |
| Lightning Resist | Displayed % (20% → 20) | Lightning mitigation; normal 75% cap, up to 85% with Max Resistance. |
| Chaos Resist | Displayed % (20% → 20) | Chaos/Holy channel mitigation; normal 75% cap, up to 85% with Max Resistance. |
| Max Resistance | Displayed % (20% → 20) | Raises the elemental resistance cap; the reviewed cap ceiling is 85%. |
| Dodge | Displayed number | Hit avoidance rating; depends on attacker level and Accuracy. Not a direct percentage at positive levels. |
| Block | Displayed number | Physical block chance rating; a success halves the physical part. |
| Elemental Block | Displayed number | Elemental block chance rating; a success halves the elemental part. |
| Absorption | Displayed number | Non-consumable nonlinear hit mitigation after armor/resistance and block. |
| Regen | Displayed number | HP per global 1-second tick after final stat construction; raw character construction uses ×1.5. It does not use the skill-heal multiplier path. |
| Lifesteal | Displayed % (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 Done | Displayed % (20% → 20) | Healing Done / Heal Power multiplies skill healing, with no default positive cap. |
| Healing Received | Displayed % (20% → 20) | Multiplies skill healing received, with no default positive cap. Missing HP still caps actual healing. |
| Bleed | Displayed number | True DoT contribution, ticking without hit armor, resist, crit, dodge, block or Absorption rolls. |
| Decay | Displayed number | True DoT contribution; selected Wizard skills consume wz_21 remaining ticks. |
| Fury | Displayed % (20% → 20) | Fury rating supplies potential amplification; charges start empty and are gained from incoming connected hits. |
| Shock | Displayed % (20% → 20) | Amplifier-pool contribution at default ×0.75 weight; not an independent multiplier. |
| Curse | Displayed % (20% → 20) | Amplifier-pool contribution at default ×0.75 weight; not an independent multiplier. |
| Thorns | Displayed number | Retaliation uses Thorns DPS × attacker basic interval × the per-hit coefficient (1 in 1.0.5). |
| Growing Thorns | Displayed % (20% → 20) | Nonlinear Thorns growth: T × (1 + T / 1,000 × growth / 10,000). |
| Burn | Displayed number | True DoT contribution. Delayed fire damage packets are a separate mechanic even if their animation burns. |
| Poison | Displayed number | True DoT contribution; some Thief skills consume its remaining ticks. |
| Chill | Displayed % (20% → 20) | Slows actions through inverse-rating scheduling. Bosses ignore this affliction path. |
| Weaken | Displayed % (20% → 20) | Outgoing damage factor 1 / (1 + rating / 10,000). Bosses use half the rating by default. |
| Blind | Displayed % (20% → 20) | Adds miss probability through the inverse-rating suppression factor. Bosses ignore this affliction path. |
| Expose | Displayed % (20% → 20) | Amplifier-pool contribution at default ×0.75 weight; not armor penetration. |
| Penetration | Displayed % (20% → 20) | Bypasses a fraction of physical mitigation, clamped to 100%; defense-break effects add against that enemy. |
| Elemental Penetration | Displayed % (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.