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Combat Stat Calculations

In Hell Clock, various in-game mechanics shape how interactions and calculations work. Understanding these systems allows for a more customized experience — helping you build better characters, explore new strategies, and dive deeper into theorycrafting.

On this page, you’ll find a breakdown of all core mechanics, formulas, and more.


Modifiers are crucial for understanding how your stats increase and interact. There are currently four types of modifiers in Hell Clock:

TypeDescriptionExample
AdditiveAdded directly to the base value.Base + 5
Multiplicative AdditiveSum all “Multiplicative Additive” bonuses first, then apply to the (Base + Additive) total.(Base + Add) × (1 + 0.1 + 0.3)
MultiplicativeEach Multiplicative bonus is applied sequentially to the current total.Total × 1.5 × 0.9
OverrideReplaces the base value entirely with a new value.New value replaces base

Example Calculation Flow:

Let’s say you have:

  • Base Value: 40
  • Additive: 5
  • Multiplicative Additive: 1.1 (or +10%) and 1.3 (or +30%)
  • Multiplicative: 1.5 and 0.9

The calculation would be: (Base Value + Additive) × (1 + (Multiplicative Additive_1 - 1) + (Multiplicative Additive_2 - 1)) × Multiplicative_1 × Multiplicative_2

So, (40 + 5) × (1 + (0.1 + 0.3)) × 1.5 × 0.9 = 45 × (1 + 0.4) × 1.5 × 0.9 = 45 × 1.4 × 1.5 × 0.9 = 85.05


Every damage type (Physical, Fire, Lightning, Plague, etc.) receives different modifiers.

  • General Damage Formula: Damage = (BaseDamage + AddedDamage) × %Damage × %[DamageType]

  • Elemental Damage Formula (Fire, Lightning, Plague): If the damage type is Fire, Lightning, or Plague (known collectively as Elemental Damage), it also receives the %MagicDamage multiplier. ElementalDamage = (BaseDamage + AddedElementalDamage) × %Damage × %[ElementType] × %MagicDamage

Some effects can convert one damage type into another (e.g., Reflexes converted into Lightning using a relic like Blue Calcite).

  • Conversion does not add more damage — it merely splits or reroutes existing damage values.
  • Internally, this is handled through a distribution system rather than by adding damage tags.

Conversion Example: If a skill originally deals Plague Damage and has 50% of its damage converted to Physical: ((50% of BaseDamage + AddedPlagueDamage) × %PlagueDamage) + ((50% of BaseDamage + AddedPhysicalDamage) × %PhysicalDamage)

Example with Blue Calcite (100% Conversion): When using Blue Calcite, all Reflexes damage becomes Lightning (100% conversion), and an internal multiplier (e.g., +135%) is applied to Lightning Damage.

If you have:

  • BaseDamage = 100
  • AddedLightningDamage = 20
  • %Damage = +50% (meaning 1.5 multiplier)
  • %LightningDamage = +40% (meaning 1.4 multiplier)
  • LightningDamageMultiplier = +135% (from Blue Calcite, meaning 2.35 multiplier)

The calculation would be: (BaseDamage + AddedLightningDamage) × (1 + %Damage) × (1 + %LightningDamage) × (1 + LightningDamageMultiplier) = Total Lightning Damage (100 + 20) × (1 + 0.5) × (1 + 0.4) × (1 + 1.35) = 120 × 1.5 × 1.4 × 2.35 = 592.2 Lightning Damage


Critical chance determines how often your attacks deal amplified damage.

CritChance = (BaseCrit + FlatBonus) × (1 + Sum of Additive Bonuses) × (1 + Sum of Multiplicative Bonuses)


Ailments (like Bleed) apply based on your damage and the target’s current life.

RealChance = (%ChanceToApply) × (Damage × AilmentFactor) / (Damage + TargetCurrentLife)

  • Ailment Factors:
    • Bleed = 20 (This is an internal multiplier specific to Bleed)

Example (Bleed): If you deal 100 Physical Damage, the target has 5000 current life, and you have 8% chance to apply Bleed: 0.08 × (100 × 20 / (100 + 5000)) = 0.08 × (2000 / 5100) ≈ 0.08 × 0.392 ≈ 0.031 = 3.1% real chance

With 80% chance to apply Bleed: 0.8 × (100 × 20 / (100 + 5000)) ≈ 0.31 = 31% real chance

An enemy-type-specific multiplier is applied to all enemies at the end of the RealChance formula, further affecting ailment application.

Example (Boss with Multiplier): A boss (e.g., 50,000 life) with an enemy-type-specific multiplier (e.g., ×5 for bosses): 0.8 × (100 × 20 / (100 + 50000)) × 5 = 0.8 × (2000 / 50100) × 5 ≈ 0.8 × 0.0399 × 5 ≈ 0.15 = 15% real chance

Enemy-Type-Specific Multiplier Values:

Enemy TypeMultiplier
Regular1
Rare3.5
Champion2
Boss5
Minion1
Unique3.5
Breakables0

Wither and Stun use a buildup logic for application, rather than a direct chance. The target has an internal percentage counter that fills with each damage received.

CurrentBuildup += (%ChanceToApply) × (Damage × AilmentFactor) / (Damage + TargetMaxLife)

  • When the buildup reaches 100%, the status is applied, and the buildup counter is reset to zero. The target will not be able to increase the buildup while the status is active.
  • This % is based on the damage dealt versus the target’s maximum life and is affected by various multipliers:
    • Character-related: % Chance to Stun/Wither, %Wither/Stun Resistance.
    • Balance-related: For example, all Bosses have +500% more buildup required since their max life is much larger.

In Hell Clock, the way Attack Speed and Cast Speed work has some unique distinctions:

  • Attack Skills:

    • You can increase Attack Speed by getting the “Attack Speed” stat on your gear or foundation, or by selecting “Skill Speed” from skill blessings when you level up.
    • Skill Speed for Attacks results in Attack Speed.
  • Spell Skills:

    • Hell Clock does not have a specific “Cast Speed” stat for Spell Skills.
    • You improve casting speed for spells by getting Cooldown Speed on your gear or foundation, or by choosing “Skill Speed” from skill blessings when you level up.
    • Skill Speed for Spells results in Cooldown Speed.

In General:

  • Attack Skills use Attack Speed.
  • Spell Skills use Cooldown Speed.