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.
Modifier Types
Section titled “Modifier Types”Modifiers are crucial for understanding how your stats increase and interact. There are currently four types of modifiers in Hell Clock:
Type | Description | Example |
---|---|---|
Additive | Added directly to the base value. | Base + 5 |
Multiplicative Additive | Sum all “Multiplicative Additive” bonuses first, then apply to the (Base + Additive) total. | (Base + Add) × (1 + 0.1 + 0.3) |
Multiplicative | Each Multiplicative bonus is applied sequentially to the current total. | Total × 1.5 × 0.9 |
Override | Replaces 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%) and1.3
(or +30%) - Multiplicative:
1.5
and0.9
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
Damage Calculation
Section titled “Damage Calculation”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
Damage Conversion
Section titled “Damage Conversion”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 Formula
Section titled “Critical Chance Formula”Critical chance determines how often your attacks deal amplified damage.
CritChance = (BaseCrit + FlatBonus) × (1 + Sum of Additive Bonuses) × (1 + Sum of Multiplicative Bonuses)
Real Ailment Chance
Section titled “Real Ailment Chance”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
Enemy-Type-Specific Multipliers
Section titled “Enemy-Type-Specific Multipliers”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 Type | Multiplier |
---|---|
Regular | 1 |
Rare | 3.5 |
Champion | 2 |
Boss | 5 |
Minion | 1 |
Unique | 3.5 |
Breakables | 0 |
Buildup Formula (Wither and Stun)
Section titled “Buildup Formula (Wither and Stun)”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.
- Character-related:
Attack and Cast Speed
Section titled “Attack and Cast Speed”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.