Heroes of Hammerwatch II

Heroes of Hammerwatch II

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Detailed Breakdown of Stats
By Fox Mcloud
A detailed breakdown of the various stats in Heroes of Hammerwatch II. Use this to calculate or get a rough estimate of how much each stat affects your character.
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Introduction
In this guide, we'll break down the formulas that Heroes of Hammerwatch II uses to calculate various statistics. I couldn't find any of this information online or in the guides section here on Steam, so I figured I'd do the calculations myself and figure out the scaling so I could plan my builds to the max before attempting them to waste as few resources as possible.

Here, I'll share my findings from my own research and calcuations. Please note that all of these calculations ignore bonuses from equipment and trinkets for obvious reasons. We will go over all of the sections under "Stats" in the "Info" tab of your character and explain what each value is calculated to be.

Please also note that these values are accurate as of the time of writing (1/26/2025). This game is still being patched, and some formulas may have changed since I wrote this. I'll try to keep it up to date, but there's no guarantees that I'm even playing the game by the time you read this!
Attributes
  • 1 Strength = 1 Armor
  • 1 Dexterity = 1% Weapon Crit Damage + A diminishing amount of Weapon Crit Chance
  • 1 Intelligence = 1% Skill Crit Damage + A diminishing amount of Skill Crit Chance
  • 1 Focus = 5 Max Mana + 0.1 Mana Regen / sec
  • 1 Vitality = 5 Max HP + 0.05 Health Regen / sec
See the sections below for a detailed breakdown of each stat (like for Armor or Crit Chance).
Pools
  • Max HP: (5 * Vitality) + (3 * Warrior Level) + Base from Class
  • HP Regen: 1 + (0.05 * Vitality)
  • Max Mana: (5 * Focus) + Base from Class
  • Mana Regen: 1 + (0.1 * Focus) + (0.1 * Sorcerer Level)
Base HP and Mana for each class is as follows:
  • Paladin: 120 HP and 80 Mana, increasing by 5 HP and 2 Mana per level
  • Ranger: 120 HP and 80 Mana, increasing by 4 HP and 3 Mana per level
  • Rogue: 100 HP and 100 Mana, increasing by 4 HP and 3 Mana per level
  • Sorcerer: 80 HP and 120 Mana, increasing by 2 HP and 5 Mana per level
  • Warlock: 80 HP and 120 Mana, increasing by 2 HP and 5 Mana per level
  • Warrior: 170 HP and 70 Mana, increasing by 5 HP and 2 Mana per level
  • Wizard: 80 HP and 120 Mana, increasing by 2 HP and 5 Mana per level
Defence
For every single value in this section, the formula is the same.

Damage Reduction Multiplier = (Stat / (Stat + 200)) * 100

For example, at 100 armor, you'd have the following formula:
(100 / 200 + 100) * 100
(100 / 300) * 100
0.333333~ * 100
33% Damage Reduction from Physical Attacks

Base values and increases per level for each class is as follows:
  • Paladin: 10 Armor, 0 Fire/Ice/Lightning, 10 Poison, increasing by 0.4 Armor and 0.2 Fire/Ice/Lightning/Poison per level
  • Ranger: 5 Armor, 0 Fire/Ice/Lightning, 5 Poison, increasing by 0.3 Armor, 0.2 Fire/Ice/Lightning, and 0.3 Poison per level
  • Rogue: 5 Armor, 0 Fire/Ice/Lightning, 10 Poison, increasing by 0.3 Armor, 0.2 Fire/Ice/Lightning, and 0.3 Poison per level
  • Sorcerer: 0 Armor, 5 Fire/Ice/Lightning, 0 Poison, increasing by 0.2 Armor, 0.3 Fire/Ice/Lightning, and 0.2 Poison per level
  • Warlock: 0 Armor, 5 Fire/Ice/Lightning, 0 Poison, increasing by 0.2 Armor, 0.3 Fire/Ice/Lightning, and 0.2 Poison per level
  • Warrior: 5 Armor, 5 Fire/Ice/Lightning, 10 Poison, increasing by 0.4 Armor, 0.2 Fire/Ice/Lightning/Poison per level
  • Wizard: 0 Armor, 5 Fire/Ice/Lightning, 0 Poison, increasing by 0.2 Armor, 0.3 Fire/Ice/Lightning, and 0.2 Poison per level
Misc
Pretty much all of this is very straightforward. No other modifiers from stats have been noticed to affect these. Instead, we'll go over each of them and explain what the values do.

Movement speed. Does exactly what it says on the tin.

Evade chance gives you a chance per hit to take 0 damage instead, cancelling the attack. I had heard that there was a way to get a 100% to evade all attacks, but one of the recent patches has theoretically removed that unintended effect.

Parry chance allows you to destroy projectiles and cancel incoming melee damage, but only if you're currently winding up to attack or are attacking that frame. It seems from my testing that the cooldown period needed before you prepare to swing your weapon again leaves you vulnerable to attacks. Weapons like the dagger attack fast enough that this becomes pretty meaningless, but on bigger, 2-handed weapons, this stat will only protect you half of the time, and that's only if you have a high enough parry chance.

Experience gain. Again, does exactly what it says on the tin.

Shadow curse gain. This one is a bit more nuanced. Shadow curse is only obtainable in the default game (e.g. not New Game+) by walking up to the dark portals and selecting a boon in exchange for a curse. You can clear half of your stacks (minimum of 8) if you find a Pyre, the big bonfire looking things in the later levels. Each stack of shadow curse lowers all of your stats in the Defense category by 4 linearly.
Weapon/Spell Power
This category isn't actually labeled anything, but it contains Weapon Power and Spell Power.

These are also pretty straightforward. It's 0.5% extra damage per attribute, and whatever your class's primary stat is will allow you to increase your Spell Power each time that stat increases.

Weapon Power affects your mainhand and offhand weapon damage if you're only holding a 1-handed weapon. Spell Power, even for melee classes, affects all skill-based damage. Essentially, everything to the right on your HUD is a skill and is affected by Spell Power.
Weapons/Spells/Multipliers
Just like before, almost everything here is self-explanatory with one notable exception; criticals.

Crit Damage is simple. A value of 150% is assigned by default, and every point into Dexterity or Intelligence for weapons and spells respectively increases the damage by 1%.

However, when you get into calculating the values for crit chances, things get a bit more complicated.
For both weapons and skills from Dexterity and Intelligence, here is the formula:

Crit Chance = (33 * stat)​ / (100 + stat)

For example, at 10 Dexterity, you'd have the following formula:
(33 * 10) / (100 + 10) = 330 / 110 = 3% Weapon Crit Chance

At 20 Intelligence, you'd have the following formula:
(33 * 20) / (100 + 20) = 660 / 120 = 5.5% Spell Crit Chance

In other words, the scaling is pretty much complete garbage, and aside from classes that have these as their primary stat for Spell Power, you should never focus on either of these stats.
5 Comments
Fox Mcloud  [author] 20 Feb @ 10:21pm 
Well, stats have shifted around since the latest update, so both of our opinions need to be re-evaluated. I'll have to update this guide soon.
kamehapa 4 Feb @ 1:08pm 
Strong disagree on never taking Intelligence because Spell Crit Chance scales poorly. Spells are the most important damage in this game for almost every class.

Spell Crit Damage scales perfectly fine, and intelligence boots, chest, and helm have much better features than the evasive and weapon based features of Dex based gear. Strength Based gear giving more armor is just a joke.
cactus_jackk93 2 Feb @ 3:28pm 
the "Attributes" section depends on character class. example, warrior and paladin has Spell Power in Strength.
Lyncus 2 Feb @ 3:20am 
Thank you, good sir, for telling me what the hell Parry does.
Manchocolate 31 Jan @ 10:21am 
Crit chance scaling is pretty lame, however, I could imagine this may be the case if the rate of spell casting/weapon attack increase.