Combat Effects

Revision as of 14:07, 4 February 2023 by Auron956 (talk | contribs) (Spelling)
This page is up to date (v1.3.1).

Affliction

Affliction is a stacking debuff that reduces your Maximum Hitpoints by 1% per stack and has a maximum stack size of 50.

Sources

Bleed

Bleed is a Damage Over Time effect that deals damage over 10 seconds. Bleed damage depends on the weapon inflicting the bleed. Bleeds cannot be refreshed or overwritten until the existing bleed expires.

Sources

Mitigation

Burn

Burn is a Damage Over Time effect that deals 15% of the target's Current HP over 2.5 seconds.

Sources

Mitigation

In addition to the below sources of burn immunity, the

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Dragon

and

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Yak
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Summoning

synergy prevents the player from taking damage from burning.

Freeze

Freeze is an effect that prevents the target from attacking. While the target is frozen, hits against the target cannot miss and deal 30% increased damage. One stack of freeze is removed after the target completes an attack turn.

Sources

Mitigation

Similar to Stuns, the chance to ignore freeze is a separate roll from the chance to be frozen.

Frostburn

Frostburn is an effect that slows the target by 10% for 3 turns and causes the target to take 3% of Current HP per attack.

Sources

Mitigation

Poison

Poison is a Damage Over Time effect that deals 10% of the target's Max HP over 10 seconds.

Sources

Mitigation

Sleep

Sleep is an effect that prevents the target from attacking. While the target is asleep, hits against the target cannot miss and deal 20% increased damage. One stack of sleep is removed after the target completes an attack turn.

Sources

Mitigation

Similar to Stuns, the chance to ignore sleep is a separate roll from the chance to fall asleep.

Stun

Stun is an effect that prevents the target from attacking. While the target is stunned, hits against the target cannot miss and deal 30% increased damage. One stack of stun is removed after the target completes an attack turn.

Sources

Mitigation

The chance to ignore stuns is a separate roll from the chance to be stunned (as opposed to being a flat reduction to the stun chance). Considering the chance to ignore stuns, the effective chance to be stunned is [math]\displaystyle{ \frac{\text{Stun Chance}}{100} \times \left (1 - \frac{\text{Chance to Ignore Stuns}}{100} \right ) \times 100\% }[/math]. Lua error in Module:ModifierTables at line 35: No such modifier alias: HealWhenStunned.