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There are many different stats in Ravenswatch, these can be increased per level, with talents, magical objects.

Health[]

This is the value displayed at your Health bar, when the Health value reaches 0, your character dies. Every hero starts with different amount of Maximum Health. Maximum Health depends on current Hero, Character Levels and Vitality Stat, and other effects that increase or decrease Maximum Health.

The formula is:

MAXIMUM HEALTH = Maximum Health at level 1 * LEVEL MULTIPLIER * (1+VITALITY/100) * Sum of Maximum Health Multipliers

  • MAXIMUM HEALTH is Rounded to the closest whole number
  • Maximum Health at Level 1 is different for every Hero,
  • LEVEL MULTIPLIER = 1.1^(LEVEL-1) - Every level increases the value of the previous level by 10%
  • Maximum Health Multiplier (for example Scarlet's starting talent Shapeshifter reduces Maximum Health by 30% hence Maximum Health Multiplier is 0.7)
  • Multiple Maximum Health multipliers are additive (for example Shapeshifter and True Instinct at common rarity, result in 0.9 multiplier)

For example:

Level 2 Scarlet with 10 Vitality stat with Shapeshifter Talent will have 85 HEALTH

100 x 1.1 ^ (2-1) x (1+10/100) x 0.7 = 84.7 is rounded to 85

Damage[]

This is referring to total damage your hero will deal. This depends on five different factors:

  1. Base Damage x LEVEL MULTIPLIER
    • LEVEL MULTIPLIER is calculated as: 1.1 ^ (LEVEL-1)
    • Base damage is a damage of Abilities at Level 1
  2. Damage bonuses and DMG stat (Sword Icon), they added together, 1 point of DMG equals to 1% increase to all abilities
    • Voodoo Doll acts like + 10 DMG against bosses
  3. Strength and Weaken statuses
    • Strength applies a 1.25 multiplier and Weaken applies a 0.75 multiplier
  4. Crit Hit Multiplier - If the hit triggers a Critical Hit then the hit is multiplied by Critical Hit Multiplier (1.5 + 0.01 per 1% Critical Damage points + 0.01 per 1% Crit Chance point above 100% Crit Chance)
    • Base Crit Chance is 5%
  5. Enemy Damage Reduction (DR) and enemy debuffs, these are also added together
    • There are 4 different enemy DR values:
      • Unarmored/Stunned - 0% DR
      • Light Armor (1 Shield next to health bar) - 50% DR
      • Heavy Armor (2 shields next to health bar) - 75% DR
      • Perfect Armor (Golden Shield next to health bar) - 100% DR
    • Enemy with 100 DR only receives 1 damage from all sources, but can be reduced by debuffs
    • For example: If we apply Vulnerable to an enemy with Light Armor their DR will be reduced to 25% (so 0.75 multiplier)

All of those factors are then multiplied together and rounded to give us the final damage dealt.

TBA: Armor Category

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