
Turn hits into power
Explore retaliation and incoming-hit Fury charges.
A hit taken. A hit returned.
Interactive example

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