Combat Debuff

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This page is up to date (v1.3).

This page briefly documents all combat debuffs and provides links to more elaborate explanations of each.

Affliction

- Main article: Affliction

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

While there is nothing which provides a chance to ignore affliction, reducing the enemy's hit chance is a useful method of minimizing the amount of affliction stacks applied. For this the protection prayers ( Protect from Magic, Protect from Ranged, and Protect from Melee) are particularly useful.

Barrier Burn

- Main article: Barrier Burn

Barrier Burn is an effect which gradually depletes the Barrier of Monsters over time.

Bleed

- Main article: 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.

Burn

- Main article: Burn

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

Freeze

- Main article: 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.

Frostburn

- Main article: 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.

Poison

- Main article: Poison

Poison is a Damage Over Time effect that comes in two flavours:

  • Poison, which deals 10% of the target's maximum HP over 10 seconds.
  • Deadly Poison, which deals 25% of the target's maximum HP over 10 seconds.

Despite the name, deadly poison isn't an effect that has a realistic chance of killing the player, provided they have sufficient Food and have purchased Auto Eat.

Shock

- Main article: Shock

Shock is an effect which reduces the Damage Reduction (DR) of the target by a flat 2% each time they are hit. The attack can stack up to 10 times, resulting in up to a 20% reduction of the target's DR.

As with #Affliction, the only way to reduce the chance of being shocked is to reduce the enemy's chance to hit as much as possible.

Sources

The effect can be inflicted by any of the monsters within the Lightning Region dungeon:

Sleep

- Main article: 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.


Slow

- Main article: Slow

Slow is an effect which increases the amount of time taken between the target's attacks.


Stun

- Main article: 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.

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].

Toxin

- Main article: Toxin


Eldritch Curse

- Main article: Eldritch Curse


Ablaze

- Main article: Ablaze


Voidburst

- Main article: Voidburst


Fear

- Main article: Fear


Laceration

- Main article: Laceration


Blight

- Main article: Blight


Silence

- Main article: Silence


Wither

- Main article: Wither