Read the direction before interpreting the number
The 0.21 announcement explicitly adds support for negative, inverted Attack Force. Damage with negative Attack Force draws enemies toward its origin. The point of reference is the origin of the damage, not necessarily the player's current position. That distinction matters when reading a description of an effect produced somewhere away from the character.
The note contrasts this pull with the existing away-from-origin behavior. It does not supply a universal distance formula, travel-time calculation or guarantee that every enemy responds identically. Boss-specific exceptions and exact resistance to displacement remain 待确认 in the collected sources. Do not turn the directional rule into a claim that every target can be moved equally far.
Separate a stat's base value from an ability's force
Version 0.21 lowers the Attack Force stat base value from 25% to 10%. That is a balance change to the named stat's base value. It does not mean every attack now moves an enemy by ten percent of the screen, nor does the announcement define such a unit. Keep the patch language separate from interpretations requiring in-game measurement.
Older notes illustrate why a single universal force number would be misleading. Version 0.19.4 reduces Brutal Flail's Knockback Force from 10 to 3, while 0.19.5 increases Gigantos's Hammer Attack Force from 10 to 20. These are specific ability or enemy changes at particular versions. They should not be combined with the percentage stat as though all three values described the same calculation.
Identify the two new runes correctly
The 0.21 list introduces Adr as Added Attack Force and Ydr as Inverted Attack Force. The names refer to different effects. Selecting a rune that adds force is not the same operation as selecting one that inverts it. Read the current ability and rune tooltips before assuming that a higher number means a stronger pull.
The 0.21.1 hotfix corrects a display error involving Ydr upgrades. The previous display could show the effect decreasing instead of increasing. That correction explains a misleading upgrade presentation, not a separate damage multiplier or a Runeword requirement. Its exact interaction with every possible ability remains outside the supplied evidence.
Do not confuse force, reach and chaining
Attack Reach has a separate history of changes, including removal of its cap in 0.20.8. Version 0.20.12 also changes the additional reach of chained attacks. Neither of those notes defines Attack Force as a range statistic. A target being reached, being chained to and being displaced are different observations.
When reviewing an old build, identify which of these properties the author was actually trying to improve. A large visible area does not establish strong displacement. A pull toward an effect's origin does not establish that the effect can hit additional targets. The Target Amount page states the limits of the evidence for that separate question.
Check a displacement-dependent build without inventing a formula
A practical check is to record the installed version, ability, force-related rune and the origin of the visible effect. Observe direction before trying to compare distance. If the displayed value changes after a rune upgrade, compare it with the Ydr hotfix context. These are suggested observations rather than measured results from this guide.
Exact pull distances, per-enemy immunity lists and an optimal Attack Force target remain 待确认. The official changes support explaining the direction and the affected values, not a complete physics model. An older crowd-control strategy should therefore be checked against the documented inversion rule and its current tooltip. The page does not claim that stacking force guarantees safety against every encounter.
