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This page should detail the various formulas, operations, and calculations that determine key aspects of gameplay; in short, "How Things Work".[]

Suggested items[]

  • What exactly causes the item vendors to reset their inventories? (outside of rerolling the game world)
  • What is the difference between monsters in casual-normal-veteran-elite? (e.g. elite is 700% normal hp, 400% damage, etc.)
  • How is skill reset pricing determined?
  • What actions trigger the "suspicious" or "cheater" flag? (ANSWER: Using console commands will always set the "Console commands used" flag; abnormal stat or skill point totals set by external memory hacking tools will set the "Abnormal skill/stat point totals" flags as appropriate.)
  • What is the .restore file in the save game directory? (ANSWER: A backup file generated automatically, which will be loaded by the game in the event of save file corruption or unexpected system/game process failure.)
  • How does "-XX armor on hit" work? How long does it last for? Does it stack?
  • What does "conveys XX chance of YY% blindness" actually do?
  • How does charge get built up for the various classes; what should each maximize? (is it damage? frequency of hits? what?)
  • How does "damage bonus when dual wielding" % influence damage? (is it only weapon damage or does it affect skills/spells as well)

Charge Calculation[]

A percentage of your direct damage is converted into Charge:

  • All autoattacks build Charge.
  • A skill can be set to convert more or less than normal, or no Charge at all. Unless a description says so, just assume all direct damage (WDPS, Weapon Damage, and defined values) from the skill will give the same amount of Charge.
  • Effects that trigger on autoattacks are also skills. Most of those will not build Charge.
  • How much is converted depends on your target's level. At higher levels, more damage is needed to increase the Charge Bar by the same amount.
  • Damage over Time (DoT) never builds Charge.

Charge can also be added to the bar in flat values. Check descriptions for when skills do this. Generally those skills will not build Charge normally.

"Charge rate increased by XX%" improves the conversion rate of your direct damage. Does not affect flat values.

All the classes build Charge at the same rate except for Engineer, which takes about 10% more damage to build the same amount of Charge.

Charge decays at different rates with different decay delays for all the classes. Engineer and Outlander Charge decay the fastest, but Outlander Charge has a shorter delay, so overall it will decay faster.

In order to maximize Charge speeds:

  • Get any bonuses available to you
  • Increase your DPS
  • Exploit opportunities to get flat values
  • Avoid skills that don't build Charge
  • Avoid DoT

Source: GUTS Editor

Fame[]

Fame is a numerical reward for killing "boss" monsters and completing quests. Like experience points, gaining enough fame will promote you to a higher fame rank; every time this happens, you gain a skill point. A total of 32 skill points can be acquired in this way.

Flags[]

The "suspicious" or "cheater" flag on a character is showed with a red exclamation mark (!) at the end of his/her name, and is only visible to others during a multiplayer session.

It is triggered when:

  • A player has used the in-game console to modify a character (or items on that character?) for any reason.
  • The number of stat points a character has does not match up with their level (again, implying console use).

Skill Reset Pricing[]

Skill reset pricing is based solely on your current level, and is the same across the board for all skills.


How does the item modifier "XX Physical Damage Reflected" work?[]

I wear an item with 25 Physical Damage Reflected, which of the following scenarios is accurate?

a) Damage Reduction

  1. Monster attacks for 100 physical damage.
  1. 25 Physical Damage Reflected mod kicks in.
  1. Player receives 75 physical damage.
  1. Monster receives 25 physical damage from Physical Damage Reflected modifier.


b) No Damage Reduction

  1. Monster attacks for 100 physical damage.
  1. Player receives 100 physical damage.
  1. 25 Physical Damage Reflected mod kicks in.
  1. Monster receives 25 physical damage from Physical Damage Reflected modifier.


B is more accurate. Tested by going to the start of the game and having some monsters hammer at me. Alternated wearing an item that gave 15 armor and one that gave 15 armor as well as 15 physical damage reflect. The first armor never saw damage go over 15, so if A was accurate then I should not have been taking damage at all (or 1's) with the 2nd armor, but this was not the case. Damage is random so it's hard to say exact, but it didn't seem to differ between the two armors at all, the second one just slowly killed whatever was hitting me.

Additional

  • Monster attacks for 100 physical damage.
  • Player receives 100 physical damage.
  • 125 Physical Damage Reflected mod kicks in.
  • Monster receives ???


what sez

  1. Player equips 188 damage reflected amulet
  2. Monster attacks for 2 damage
  3. Player takes 0 or 2 or 9999 damage, it doesn't seem to matter
  4. Monster receives 188 damage

I gave my Engineer a Bale Amulet.  Archers in Act I would peg me twice and die before I could even reach them.  It appears to work like "Attacker takes damage of X" from Diablo II, except it also works on ranged attacks.

DPS calculation is a bit wonky.[]

The assumption is that DPS is calculated as such:

[ ( min dmg + max dmg ) / 2 ] / speed = DPS

So if you have a sword that does 25 - 35 damage every .56 seconds, this should apply:

[ ( 25 min dmg + 35 max dmg ) / 2 ] / .56 speed = 53.57

rounded up to 54 DPS


Adding Gems

Elemental damage socket gems (not sure about other types) are tacked on to max damage and go into the calculation as such:

{ ( min dmg + max dmg) / 2 + gem dmg } / speed = DPS

So adding a +23 fire damage gem to a sword that does 25 - 35 damage every .56 seconds should look like this:

{ ( ( 25 min dmg + 35 max dmg) / 2 + 23 gem dmg ) } / .56 speed = 94.64

rounded to 95 DPS

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