COMBAT / 1.0.6

Turn hits into power

Explore retaliation and incoming-hit Fury charges.

THORNS & FURY

A hit taken. A hit returned.

Interactive example
CALCULATED RESULT
1.0.4 coefficient ×22,000
1.0.6 coefficient ×11,000
Thorns damage per hit1,000damage

ENTER STATS / SET UP THE EXAMPLE

Copy total Thorns from your hero stats. Growing Thorns is set to 0% in this example.
sExample seconds between the attacker’s basic attacks. Use observed timing if known.

Slower attackers trigger larger retaliation per hit. This example has no Growing Thorns.

Thorns damage before level, Weaken and encounter modifiers.
FIELD NOTES

Go deeper when you need to.

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

01Thorns damage per incoming hit

Let T be final Thorns, G be Growing Thorns rating, and I be the attacker’s basic-attack interval in seconds. Grown Thorns = T × (1 + T / 1,000 × G / 10,000) when growth is positive. Raw retaliation per hit = grown Thorns × I × 1 in client 1.0.5. In 1.0.4 the final coefficient was 2.

The retaliation path does not use normal hit armor/resistance/block/crit. It applies its own level, Weaken and encounter factors. It can invoke Lifesteal. The engine also guards some triggered-hit recursion; do not assume every secondary animation causes another full retaliation.

02Case: slow and fast attackers

With T = 200, no growth or other modifiers, an attacker with a 2-second basic interval triggers 400 raw retaliation per eligible hit. A 0.5-second interval triggers 100. At those regular basic rhythms, both normalize to about 200 raw retaliation per second. More simultaneous attackers can create more eligible events; actual scheduling and targeting still matter.

With T = 1,000 and G = 5,000 (+50% Growing Thorns), grown Thorns = 1,500. At a 1-second interval it returns 1,500 raw damage in 1.0.5. The same assumptions would give 3,000 with the historical 1.0.4 coefficient. This is the coefficient nerf; the Thorns stat on the item did not itself halve.

03Fury starts empty

Fury rating is a potential amplifier contribution, not an immediate always-on damage multiplier. The hero starts with no incoming-hit charges. A connected incoming hit grants one charge, up to 10. At default settings the usable Fury share is current charges / 10.

Case: 5,000 Fury rating. At zero charges it contributes zero. At five charges it contributes 2,500 to the amplifier pool (+25% when alone below the knee). At ten charges it contributes 5,000 (+50%). That pool then combines with Shock, Curse and Expose.

04Charge loss

Charges are retained for 4 seconds after the last gain. After that window, the first charge is lost and another is lost at each 2-second loss step. With ten charges last gained at t = 0: ten remain at t = 4s, nine just after 4s, eight at 6s. The default low-health multiplier is zero; live tuning can change it.

Boss timed fury is a separate mechanic; see levels and encounter rules.

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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