Elemental damage won't be affected by damage buff or damage reduction, but can be negated by element immunity or blocked by spirit armor, magical blood shield or bone shield. They and their corresponding statuses inflict raw damage which also ignores damage resist/absorb.
Ignores damage resist/absorb. raw damage from trap or enemy won't trigger relic effects that ativated by being hurt.
Hitting target with 1x fire dmg apply a 10 secBurning status that inflicts 0.1x raw dmg/s, burning target hurts other character for 1x raw dmg on contact (won't affect attacker or their allies, burning pets won't affect player character). New fire dmg hits on a burning target reset the duration and update the DoT if the newly applied fire dmg is higher.
Hitting target with 1x frost dmg apply a 10 secFrostbite status that slows target's movement spd by 12, animation spd by 1 and stamina regeneration by 5/s, halves target’s dodge distance and deals 1x raw dmg. New frost dmg hits on a frostbitten target still do 1x raw dmg, and will reset the Frostbite duration. Slow effects from different type of sources can stack, reduce target‘s speed by 1-2/(1+e^(-stacknum*0.15)), approximately 7.5% per stack.
Hitting target with 1x lightning dmg apply a 10 secCharged status, storing 1*lightning dmg on the target. Additional lightning dmg received will be added to the stored value and reset the duration. It does a 50% RNG check every 2 sec, failing it will trigger the effect, which deals all the currently stored raw damage, removes the status and has a 50% chance to stuns the target for 2 sec.
Hitting target with 1x poison dmg apply a 20 secPoisoned status that inflicts 0.1x raw dmg/2s and reduces target's physical dmg by 30% of base dmg. New poison dmg hits on a poisoned target reset the status duration and update the DoT if the newly applied poison dmg is higher.
Hitting target with 1x bleed dmg apply a 10 secBleeding status that checks every second whether the target’s position has changed. If so, it inflicts 0.1x raw dmg for that check. A target can have up to 4 bleeding status procs at a time. Each proc works independently, checking based on their own timers.
This page was last edited on 4 November 2020, at 03:31.
Content is available under CC BY-NC-SA 3.0 unless otherwise noted. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. All rights reserved.
This site is a part of Fandom, Inc. and is not affiliated with the game publisher.