

As such, they would attack roughly 3.5s and 3s respectively despite their normal attacks being actually at 1.8s. Heroes such as Gwyneth and Ferael seem to have a lower attack speed but that’s simply due to the game treating their passives as normal attacks which they utilize more of. Most heroes have their auto attack at 1.8s with few exceptions such as Athalia, Izold etc Currently, the animation speed of all heroes is smaller than their normal attack cooldown (as of July 2020). This is the frequency of attacks calculated between 2 normal attacks. Normal attacks are treated as a skill and have their own cooldown. This only applies to normal attacks and is essentially a weaker version of haste.įinal ASPD = Base / (1+ASPD) Normal Attacks Attack SpeedĮvery 1% increases normal attack frequency by 1% (applies 1% to both animation speed as well as CD). Every 1 point of critical rating is equivalent to 1 critical hit chance. This is the chance which a hero trig-gers a critical hit, dealing double damage. Final damage is based on attack * attack multiplier and subsequently factors in enemy defense, damage reduction etc! Critical Rating The amount of health deduction is dependent on the enemy’s damage after factoring in defense, damage reduction etc Attackĭetermines how much damage a hero can deal.

However if B has 9 tenac-ity, then the 9 tenacity does nothing Healthĭetermines how much damage a hero can receive. As an example if A with 10 insight casts a control ability on B with 20 tenacity, the value difference is 10.Īs such, hero B will have a 20% chance of avoiding the control effect altogether. If insight exceeds tenacity, then control effects are guaranteed to apply TenacityĮssentially the opposite of above. When a character is about to fall under control effects, if the defender’s tenacity is greater than the at-tacker’s insight, there is a chance the control effect is resisted.Įvery 1 point difference will increase control avoidance chance by 2%

That said, it still takes into account the defense Since shields do not calculate damage reduction from items and abilities, it tends to be weaker than health of the same value. Skills dealing damage to shields will also not suffer from damage reduction. Shields will prevent damage and does not allow on damage taken effects to trigger. This is not the same as the hero being stunned This threshold is roughly 10% of the hero’s maximum health. This is similar to “true damage” in other games InterruptsĪ hero will be interrupted when taking large amounts of damage even if the damage source doesn’t have a specific interrupt effect. These damage also ignores shields to deal direct damage. Magic damage isn’t affected by accuracy and evasion.Ī small number of heroes have “cause enemies to lose X amount of health” which ignores defense and damage reduction effects. Physical damage takes an extra calculation of accuracy and evasion.Ĭloth heroes deal magical damage including their auto attacks.

Plate & Leather heroes deal physical damage, including skills.
