This page is currently under construction. The information contained within should not be considered fully accurate and/or complete.
Threat is an aggregate statistic that gives a general summary of a Hero's other main stats. Team Threat is a similar number, but aggregates the threat of every hero on a current team.
It seems to take into account a Hero's Health, Attack, Critical Attack Chance, Critical Attack Damage, Defense, and how upgraded each ability is (to test: Lethal Attack Chance/Damage, Fast Attack Chance?), including the passive, but not other stats like Stun Resist. It may go up or down if you switch between calculated and uncalculated stats (such as when rerolling a talent and switching from attack to critical resist), or if you switch between stats that are weighed differently.
Team threat is not a simple addition of the threat level of every individual member on your team. No theory currently exists as to how this stat is procured.
Individual Threat Formula Edit
Threat seems to be calculated on the basis of a binomial with two simple groupings:
- (Health * [calculation + stat multipliers]) + (Damage * [calculation + stat multipliers])
This can be seen when promoting a hero while that hero has no set amount +Attack or +Health boosts as from gear or gear chance effects (to test, you can mix and match different such pieces and record the stats under each set of criteria both pre-promotion and post-promotion). This seems to mean that Critical Attack Chance, Critical Attack Damage, Defense, and ability upgrades are stat multipliers of either one or both groupings (likely, just one).
Predicted Formula Edit
The Defense stat would be expected to be grouped with the health stat for all characters, while the Critical Attack Chance, Critical Attack Damage, and Ability Level stats (perhaps barring the passive, which could theoretically vary between characters) would be expected to be grouped with the damage stat.
Health Grouping Edit
The Health Grouping is likely a simple calculation:
- Health * (Defense + 1) * HGM
In the above formula, "HGM" is the "health group multiplier", or whatever multiplier or "emphasis" the threat formula assigns to the health grouping. This would likely be a relatively fixed value across most characters regardless of level and rarity.
The theory of the weight of defense in the threat formula would explain why simple defense increases seem to boost threat more than simple increases of any other statistic, as defense has an outsized effect as a clean multiplier of the larger main stat.
Damage Grouping Edit
The Damage Grouping is likely a much more complex calculation with several "sub-groupings" that are all multiplied together (all this assumes a lethal attack is possible upon any attack and can stack upon a critical):
- Damage *
- Crit Occurrence+Effect Multiplier *
- Lethal Occurrence+Effect Multiplier *
- Attack Occurrence+Effect Multiplier *
Each above odd term theorized and explained or elaborated upon:
Crit Occurrence + Effect Multiplier Edit
- ([100% - Critical Attack Chance] + [Critical Attack Chance * Critical Attack Damage Multiplier])
Attack Occurrence+Effect Multiplier: Edit
This is where ability upgrades are likely to be taken into account. Attacks may be assigned an "occurrence value" weighting based on how much power is consumed to initiate the,, or all A1's across all characters may contrarily have the same occurrence value.
The "effect value" would be the move's damage; an effect like stun and/or stun duration could possibly be taken into account as well.
If Fast Attack Chance (is Fast Attack Damage a possible gear chance statistic?) increases threat and is only possible with basic attacks, the effect of such threat increase probably occurs here.
As both threat and team threat are aggregate numbers, they are statistics that should be taken with a grain of salt when assessing your own team, as you could have several choice stats (as from high level talents) on your character that you value (like critical resist on a "tank") that do not figure into the calculation. You can also weigh your strongest heroes in most situations more heavily than the game does, as your damage output is somewhat a function of how active your most offensively powerful character is in a given match.
In several locations like Campaign mode, however, where you cannot scry the individual heroes on the opponent's team (as you can in arena), the opponent's team threat level may be the only way you can assess the opposing team's strength. You can, however, discount the opponent's team threat to some degree when it includes multiple weak opponents like the underlings in campaign mode, as this means the opponent's average true threat is lower.
If you purposefully want to decrease or "mask" threat level for whatever reason (easier opponents in multiplayer, perhaps), you can leave abilities that you don't assign value to with fewer (if any) upgrades.