Combat Stats Explained
What every offense, defense and damage-over-time stat actually does.
The detailed stats panel lists many combat numbers without saying what they do. Here is the plain-language meaning of each — see the Build tab to find your current value, and the Run tab to see what is actually landing.
Offense
- Crit Chance — odds a hit deals bonus damage; Crit Damage is the multiplier when it does.
- Pierce Chance — the bullet passes through an enemy and keeps going to the next. Against a boss the chance is halved before the cap (150% still gives 75%), and shots that always pierce get through a boss at least half the time.
- Armor Penetration — ignores that % of the target’s armor, restoring damage armor would block.
- Boss Damage Bonus — extra damage dealt only to bosses.
- Lifesteal — heals you for a % of the damage you deal.
Damage over time
- Bleed (Workshop) — each level adds 2% proc chance (15 levels = 30%; equipment and Sanctum add to the same stat, capped at 100%). It rolls on every landed melee hit and on landed non-cascade ranged critical hits. A proc deals 20% of the triggering hit’s damage per second for 3 seconds: 60% extra damage if the full bleed runs. Bleed ticks bypass armor; in Worlds 7+ they count as Power damage and can be reduced by the matching Ward. Bleeds do not stack — reapplying keeps the stronger DPS and refreshes the duration.
- Poison on Hit — a damage-over-time that bypasses armor entirely.
- AoE on Kill — a kill detonates for a % of the slain enemy’s max HP to nearby foes.
Defense
- Damage Reduction - flat % of incoming damage removed (capped).
- Armor - subtracts a flat amount from each hit, after the percentage reduction.
- Attack Evasion - chance to dodge a melee/contact hit entirely.
- Stun Dodge - chance to ignore a stun; Stun Reduction shortens the ones that land.
- Drain Resist / Poison Resist - weaken those effects, which ignore Damage Reduction and bypass your shield by default.
- HP Regen - passive health recovery per second.
Shield
- Shield — a buffer that soaks hits before your HP; breaks when depleted.
- Shield Regen — refills the shield gradually while it is up.
- Shield Respawn — rebuilds the shield after it has broken.
- Shield Reflect — returns a % of absorbed damage to the attacker.
How damage percentages multiply
Every category of percent damage - equipment, artifacts, runes, Awakening, leaf-scaled nodes - is its own multiplier, and the categories multiply each other. +50% from equipment and +30% from runes give ×1.50 × 1.30 = ×1.95, not the ×1.80 you would get by adding them. Inside a single category the percentages add up first: two +10% damage rolls on your gear make one equipment factor of ×1.20, not ×1.10 × 1.10. The more categories your build covers, the bigger the total. Max HP works exactly the same way; shield and regeneration still share one added-up bracket.
The full damage pipeline
- Base — your Workshop damage level; flat damage on equipment joins the base (ranged only), so every layer below scales it too.
- Passive tree — a standalone multiplier on the base.
- Equipment % — every percent damage roll on your gear, summed, then applied as one multiplier.
- Artifacts — the artifact damage bonus, its own multiplier.
- Runes — rune damage bonuses, their own multiplier (melee counts its rune damage here, once).
- Awakening — Awakening damage nodes, their own multiplier.
- Leaf-scaled damage — its own multiplier.
- Companion training DPS — multiplies the result.
- Temporary leaf upgrades — added on top, after all of those multipliers.
- Outer multipliers, in order: companion aura, Sanctum, Outnumbered (ranged only), banner, companion power slot.
Tap any stat in Detailed Stats for its breakdown — it lists exactly these layers with your own numbers, in the order the engine applies them.
Stat caps
- A stat at its cap stops responding — further bonuses to it, from any source, change nothing.
- Damage Reduction — 75% base cap. Awakening Defence nodes raise the cap itself, to 90% with the whole branch; the engine hard limit is 95%.
- Attack Evasion — 75%. Stun Dodge — 50%. Stun Recovery — 65%.
- Drain Resist and Poison Resist — 99% each. Poison Duration Reduction — 50%.
- Power Cooldown Reduction — 50%.
- Pierce Chance — 95%; a cap-raising jewelry cut can push it to at most 99%.
- Crit Chance, Bleed Chance, Armor Penetration and Counter Chance simply cap at 100%.
- Ritual of Anchoring (Sanctum) raises the drain resistance cap to 99.75%.
Common mix-ups
- Fire Rate (Workshop) speeds up ranged auto-fire only - melee swing speed is its own upgrade, Melee Speed. Percent fire-rate bonuses from passives, artifacts and Awakening apply to both; the Swiftness banner and the Haste rune are auto-fire only, the Momentum rune melee only.
- Fortress (legendary armor power) does two things: it cuts damage from enemy attacks and projectiles by its rolled percent, and it makes you fully immune to poison - boss poison included.
- Fortress does NOT reduce drain - vampire and wraith drain ignores Fortress and Damage Reduction, and by default your shield too; Drain Resist is the main counter, and Shield Overcharge, Drain Shield or Vampiric Ward redirect some of it into the shield.
- Poison (when you are not immune) also ignores Damage Reduction and, by default, your shield - Poison Resist weakens it, Poison Duration Reduction shortens it, and Shield Overcharge makes the shield absorb it first.
Drain and poison go straight through the shield by default - if they keep killing you, raise Drain/Poison Resist first. Shield Overcharge (an equipment power) makes your shield absorb poison and drain first; Drain Shield (an equipment power) and the Vampiric Ward artifact send part of vampire drain into the shield.
Last updated 2026-10-23