![]() There’s a lot to talk about, so we’ll cover them in their own section. The statues are arguably the most important means of scaling, but are almost exclusively designed to scale damage. For damage, Ranger scales attack power, Wizard scales skill power, Gladiator scales primary crit damage and Witch hunter scales skill crit damage. For damage reduction, the Paladin class title scales armor and the Warlock class title scales resists. They’re upgraded from clearing the Forsaken Tower on higher NG’s. Let’s look at them one-by-one.Ĭlass titles provide a little of everything. Some of these mechanics scale damage, some scale damage reduction, and some do both. Some are more important than others, but it’s best to take advantage of all of them. The key to progressing in the late game is scaling damage and damage reduction with the NG level. It’s difficult to balance the penalty completely, but minimizing it is important to prevent reaching such a high negative armor and resist that you get one-shot by everything in the dungeon. With each NG level, the armor and resist penalty increases. Each effect is multiplied together to get the final damage (Typically, the order isn’t important, but one instance where it does matter is for Priest builds using Divine Protection and the Ring of Transmutation). Every point of armor or resist below 0 increases damage taken by 2%.Īfter the game calculates the percentage, armor and resist work the same way as other damage reduction effects. The first few points increase the reduction by 1% with diminishing returns for higher amounts. Armor reduces physical damage taken, while resist reduces magical damage taken.Įvery point of armor or resist above 0 reduces damage taken. The main sources of damage reduction are armor and resist. The formula for damage determines which statue combinations are best, which class titles are most impactful, and, ultimately, what kinds of builds are most viable. Also keep in mind that attack power scales primary damage, while skill power scales everything else. Base Damage * Attack Power or Skill Power Buff * DMG % Buff * Other Multipliers * DMG Reductionīecause base damage, attack or skill power, and damage % increase are multiplied together instead of added, upgrading them all equally is more effective than upgrading just one of them.The single most important piece of information for progressing through the late game is the general formula used to calculate damage: This guide will avoid going through (most of) the details to keep it accessible to everyone. Quite a bit of math is involved in analyzing the late game in Heroes of Hammerwatch. Those nuances aren’t always made clear in game, so we’ll start by breaking them down and then move on to explaining how best to use those mechanics to your advantage. These mechanics depend on some nuances which are important to understand. At this point, many of the mechanics the player has grown used to lose relevance and are replaced by new mechanics to master. The late game in Heroes of Hammerwatch starts roughly after NG 2. If you don’t have those DLC’s, there’s a section at the end which briefly discusses how things change without them. This advice is targeted towards players with the Pyramid of Prophecy and Witch Hunter DLC. BLOOD OF HEROES FARMING HOW TOIf you’re a “new” player struggling with how to advance once the shop upgrades have run out, this guide explains your options for moving forward. Instead of giving detailed builds and strategies, this guide aims to explain the reasoning and methodology for how to continuously scale with rising NG levels. This is a guide for progressing endlessly in Heroes of Hammerwatch. Attunements, Drinks, Blessings, Combo, DLC Dungeons. ![]()
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