OVERVIEW

About Combat rules

Current level-gap factors, boss fury, defensive defaults and skill point rules.

Base attributes

Client0.8.1

Level differences

For stage and act bosses, the native damage level-gap factor is ×1.15 per level for the first 3 levels, then ×3 for each additional level. Against regular monsters it is ×1.15 for the first 5 levels, then ×1.6. These factors describe the level-gap rule, not final damage after all modifiers.

Stage and act boss fury

When the boss is more than 3 levels above the hero, its damage gets a ×2 fury factor after 60 seconds, doubling every 30 seconds thereafter. Colossus hunts have separate rules.

Defensive defaults

8 rows·2 columnsSwipe to view
ParameterClient value
Maximum mitigation75%
Maximum resistance75%
Resistance cap with nodes85%
Armor constant100
Armor coefficient0.5
Dodge reference1.875
Virtual mitigation0.85
Weakness factor on bosses0.5

Healing skills

The default skill-healing calculation is round(coefficient × mastery/synergy × rate × sqrt(max(210, damage base))). The rate is 0.0097 for party healing and 0.0199 for self healing. Instant effects then multiply by base cooldown; effects over time divide by uptime. These are reference tooltip values before the rest of the hero and combat modifiers.

Stat and skill units

Percentage stats use 10000 basis points for 100%. Health uses ×10, Absorption ×5 and Regen ×1.5 on character displays. Gold Find replaces Luck. Amplifier scale is 0.75 and the native amplifier knee is 30000. These parameters have distinct roles and should not be added together.

Skill points equal floor(level / 2); passive points equal level and the origin costs zero. Skills cap at rank 10; later tiers require rank 5 of an eligible prerequisite. Customize a party.

Source: installed QuestAway 0.8.1, revision 6d1e887bd1c0. These are client defaults plus shipped settings, not server overrides or a final damage calculator.

Hero XP and point budgets · Stats, effects and controls · Party and bench.