Halls of Torment

Halls of Torment

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Regular Boar Jul 25, 2023 @ 5:06am
more info on traits and basic attacks pls
would be great if there was a tooltip on every trait that lists what ability and class benefits from it. I am having a hard time to create a build that synergizes well. For example when I play archer I obviously get high crit however I don't know which ability benefits from it. Pretty sure radiant aura does not so it would be better for builds that specialize in high base attack. speaking of archer: does attack range and area/cone size anything for her? and can classes starting with 0% crit not crit at all with their base attack or are they are just worse off with crit builds? what about shield bash? does cooldown sink with attack speed or any other trait? do traits with +* to main weapon also benefit shield bash or just mouse1 attack?

those are just some questions, I could go on for ages. traits that most confuse me are channeling, multihit, vanguard, collateral damage, quick hands
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Ulyaoth Jul 25, 2023 @ 5:29am 
Hi,

Radiant Aura can definetly crit, and you increase the crit potential to high amounts with the Trait Critical (+3% crit chance /+30 base crit bonus).

Area/Cone Size does increase the thickness of the Archers arrows and so the hitbox.
Range would increse the travel lenght of those projectiles, although it doesnt realy matter on the archer.

Warlock and Cleric both cant crit. You can increse the BASE crit chance, but not the BASE crit damage. Since crit damage stats are a multiplier and a multiplier from 0 will stay 0, those to never can crit.

Exterminaot has a base crit damage from 20%, so he can crit. Although his base crit damage is weak and 100% Ruthlessness will only increse this value to 40% crit damage.

In the upcoming patch all characters will be able to crit.

Shieldbash is currently unable to crit, but all instances of overall attack speed will reduce the Shieldbash cooldown. Shieldbash will not profit from Main Weapon traits.


Channeling increses "lifetime" of summons.
Multihit increses the amount of strikes/projectiles by a % value.
Example: Archer has 2.00 base projectiles
with Multihit I+II and Hunting Gloves you will have +50% increse
50% of 2.00 is 1.00, so Archer will have 3.00 projectiles.

Hunting Gloves and Multihit are both % values to increse the "base" amount.
You can increse this "base" value with some traits directly.

Vaguard will increse the lenght of an attack. You can hit further in front.
Collateral Damage will increse the width of an attack. Your attack will cover more area to the left and right, or increse Projectile Size/Hitbox.

Quickhands will increse attack speed for your Main Weapon and all abilities.

For further information:
https://hot.fandom.com/wiki/Halls_of_Torment_Wiki

Hope this will hepl,
Cheers!
Regular Boar Jul 25, 2023 @ 5:50am 
that is some really useful insight, thanks a lot!
okay, so I won't level any crit on cleric, warlock, shieldmaiden or exterminator, got it!
will shieldbash benefit from vanguard and collateral dmg?

Sometimes I can pick channeling without having any summons. Suppose there is an ability that counts as a summon? Which one is that? I am rather at the beginning and haven't unlocked warlock or sorceress.

what if I got only 10% multihit? will it be rounded down and be useless or will every so often trigger an extra attack?

Ok my question about vanguard and collateral dmg was more which ability will benefit. On basic attacks it's clear to me. sorry should have been more specific. for example arcane splinters. do more range and area anything (useful) for them or is it a dumpstat entirely if I skilled it with archer for example whose basic attacks doesn't befenit from it anyway

quickhands is lesser cooldown for abilities so to speak, right?

thanks, I read the wiki but it didn't explain everything for me
Ulyaoth Jul 25, 2023 @ 6:38am 
If crit chance or damage will pop up, you have at least one ability that benefits.
So no matter what char you pick, it will be usefull anyway.
While leveling you will end up maxed out on offensive traits around 80-85 when you pick 3 abilites.

Shieldbash benefits from both, vanguard and Collateral Dmaage.

About Channeling: Picking Arcane Splinters or one of the Summon rings will unlock duration.

If you have only 10% multihit:
Archer Base 2.00 -> +10% = 2.20
now will have 3 projectiles every 5th attack
2.20 = 2 rest 0.2 + 2.2 = 2 rest 0.04 + 2.2 = 2 rest 0.6 + 2.2 = 2 rest 0.8 + 2.2 = 3 rest 0
2-2-2-2-3-2-2-2-2-3

Arcane Splinters:
Range will increse their travel reach, so they will "thrown out" further.
Area/Cone will increase their size and the area they will be "thrown".
Archer also will profit from both.

Quickhands redeuces cooldown for abilities as well yes.
Read the tooltips, it always says something like main weapon + abilites, but not effects.
Casul Gamer Jul 25, 2023 @ 6:44pm 
It would be nice to know what element each type of attack is and whether it can crit or not. Yeah, many you can guess and/or figure out, but why not just tell us?
Aigle1705 Jul 25, 2023 @ 8:20pm 
if sth can crit or not you can see in the menu. by its statz.

cleric base atk has 0% critdmg, means even if it would crit it doesnt deal additional dmg n there for doesnt crit to begin with.

same is true for warlock base atk, 0% critdmg too.

same is true for radiant aura, 0% critdmg, however radiant aura has a trait that increases base critdmg, if you pick that one it can crit.
however that means you spend a ot of lvlups for a rather minimal dmg boost. cause radiant aura also has 0% base crit chance. critchanceV + that radiant trait = 6lvlups for 25% chance of +30% dmg, so 6lvlups for an average +7% dmg.

same is true for exterminator base atk. he has a 20% base critdmg. which isnt nothing BUTT consider this: critdmg increases as a multiplier. so +20% critdmg only adds +4%.

and there is a certain game mechanic to consider. crit chance and crit dmg trait wont even showup until you pick an ability that already is able to crit.
if you dont pick abilities able to crit on purpose thats 10 lvlups less to full build ( ruthless5 and cunning5 ) once you're fullbuild lvlups offer gold instead.

arcnae splinter: physical, crit% 10, critdmg 100

astronomers orb: physical, crit% 5, critdmg 50

dragons breath: fire, crit% 0, critdmg 0 ( cant crit )

kugelblitz: lightning, crit% 50, crit dmg 33,4

lightning strike: crit% 10, critdmg 200

meteor stirke: fire, crit% 25, critdmg 50

phantom needles: physical, crit% 10, critdmg 100

radiant aura: magic ( adds fire with Sacred Flame ), crit% 0, critdmg 0 ( cant crit )
"Critical" trait adds crit% 5 n' critdmg 30 ( can crit )

ring blades: physical ( adds magic with Piercing Blades ), crit% 30, critdmg 50

golem: physical ( adds fire with Magma Fists ), crit% 5, critdmg 200

transfixion: magic, crit% 10, critdmg 50

ok got bought, look up base atks yourself :D
here is swordmans zweihänder: https://hot.fandom.com/wiki/Swordsman
Regular Boar Jul 25, 2023 @ 10:09pm 
thank you all for your input. really helpful! yeah I know traits only show up if you have something to use it for and yes I figured chars can crit if you skill crit chance but I think those points would be invested better in sheer dmg and attack speed and only picking crit when running out of other dmg sources. that is just my understanding of course. like I wouldn't pick duration if arcane splinters is the only thing that benefits.

does anyone know the exact mechanic about upgrading (not unlocking) ability upgrades? I never know when to pick up scrolls so I can upgrade. I assume you need lvl IV for the 1st upgrade and lvl VIII for the 2nd?

and a question about your opinion. is investing in a larger health pool really worth it? I always feel it's not much of a difference because potions you find don't heal for much so I am always better off picking regeneration, armor and block
Ulyaoth Jul 26, 2023 @ 12:11am 
You can upgrade every ability twice.
First time after picking Tier III Trait, second time after Tier VI.
https://hot.fandom.com/wiki/Abilities#Ability_Upgrades
To let those Traits even show up, you hav to reach a certain level.
https://hot.fandom.com/wiki/Traits#Ability_Traits
But you have to unlocked the upgrades in the first place.

A larger healthpool is IMO only usefull, when you make use of "Scars of Toil +0.07% damage for each missing health point"
When i find this during a run, i pick max health, else I banish "Metabolism, Parry, Thick Hide, Vitality, Bulwark". At the point where I'm done with leveling, I switch amulets and take intentional damage.

i think those traits have their use in early game, but later on your damage clears the screen permanent and bosses requiere just a little dance to kill them.
Aigle1705 Jul 26, 2023 @ 5:19am 
investing in health only makes sense for some archivments.
otherwise its utterly useless.

for example:
shieldmaid: Maiden's Blessing ( recover 100.000 hp )
cleric: Cleric's Stand ( recover 1.500 in 1 run, only regeneration counts )
swordsman: Blood's Taste ( recover 2.000 in 1 run )

why go max health for those? cause "Pace Setter", boots that say:
"For every 10 seconds without moving, you heal 1% of your max. health."

also because revive counts for the shieldmaid archivment.
so with 2 revive blessings and the revive ring, thats easy 5.000+ heal per run.
( revive restores 50% max hp )
Di Jul 26, 2023 @ 6:40am 
Originally posted by Aigle1705:
investing in health only makes sense for some archivments.
otherwise its utterly useless.

for example:
shieldmaid: Maiden's Blessing ( recover 100.000 hp )
cleric: Cleric's Stand ( recover 1.500 in 1 run, only regeneration counts )
swordsman: Blood's Taste ( recover 2.000 in 1 run )

why go max health for those? cause "Pace Setter", boots that say:
"For every 10 seconds without moving, you heal 1% of your max. health."

also because revive counts for the shieldmaid archivment.
so with 2 revive blessings and the revive ring, thats easy 5.000+ heal per run.
( revive restores 50% max hp )
maiden's blessing is done by any character, so cleric is better
All that info is nice but i would actually like to see details in game itself...
Specifically i want to see in some kind extended menu all traits related to one ability, for example: U mouseover proficiency stance 1 that gives u +20% dmg and if u hold shift a little menu pops up where u can see that there is another choice of proficiency stance 1 that gives +20% range.
Also i would like to actually check all characters base stats while in camp and not only after u start a level.
Would also be great to have a special remark on some limited traits, for example Astronomer's Orbs traits Bodies(+1 orb) and Material(+10 base dmg) can only pop up at lvl 3,6 and 10. A little golden sentense on the bottom of trait that its actually a limited trait wouldn't hurt anyone...
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Date Posted: Jul 25, 2023 @ 5:06am
Posts: 9