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| =Status Types=
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| Most statuses have a status type of either Buff or Debuff.
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| ==Buff==
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| Buffs are statuses that make their target stronger, like [[Cleric]]'s Divine Strike.<br>
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| [[File:{{Status_Data|objects|Buff|Class|Divine Strike Hit|Icon}}.png|link=|x90px]]
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| | |-|{{TabNameTest}}= |
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| | </tabber> |
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| Some buffs also have a downside, like [[Warlock]]'s Phantomize which causes you to not be able to attack.
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| <br>
| | {{TabToggle|1|Tab1}} |
| Not all buffs have a blue icon, however, such as [[Fighter]]'s Combo Attack.<br>
| | {{TabToggle|2|Tab2}} |
| [[File:{{Status_Data|objects|Buff|Class|Combo Attack|Icon}}.png|link={{#var:current_status}}|x70px]]
| | {{TabToggle|3|{{TabNameTest}}}} |
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| ''If a Buff has a Duration, then this duration is affected by [[Stats#Buff_Duration|Buff Duration Bonus]].''
| | <div class="1-data All-data" style="display:none;"> |
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| ==Debuff==
| | <div class="2-data All-data" style="display:none;"> |
| Debuffs are statuses that make their target weaker or make them receive damage, like [[Wizard]]'s Fireball.<br>
| | content2</div> |
| | | <div class="3-data All-data" style="display:none;"> |
| [[File:{{Status_Data|objects|Debuff|Class|Fireball Remain|Icon}}.png|link=|x70px]].
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| Some debuffs also have an upside, like [[Warlock]]'s Power of Sacrifice which grants [[Stats#Strength|Strength]] and [[Stats#Vigor|Vigor]].
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| <br>
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| All debuffs have a red icon. | |
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| ''If a Debuff has a Duration, then this duration is affected by [[Stats#Debuff_Duration|Debuff Duration Bonus]].''
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| ==Other==
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| Other statuses include ones that are not designated as a Buff nor Debuff, meaning it is not affected by [[Stats#Buff_Duration|Buff Duration Bonus]] nor [[Stats#Debuff_Duration|Debuff Duration Bonus]].
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| This also includes Race statuses, like the [[Cosmetics|Elf]] skin.<br>
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| [[File:{{Status_Data|objects|Other|Other|Character Skin Elf|Icon}}.png|link=|x70px]]
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| =Source Types=
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| A statuses' source is what applies the status.
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| ==Class==
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| The status comes from a [[Classes|Class]] like [[Fighter]], [[Wizard]], etc. One example of this is [[Rogue]]'s Hide.
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| [[File:{{Status_Data|objects|Buff|Class|Hide|Icon}}.png|link=|x70px]]
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| ==Item==
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| The status comes from an Item, like [[Weapons]], [[Armors]], or [[Utilities]]. One example of this is the [[Potion of Healing]].<br>
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| [[File:{{Status_Data|objects|Buff|Item|Healing Potion Consume Heal Poor|Icon}}.png|link=|x70px]]
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| ==Monster==
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| The status comes from a [[Monsters|Monster]], like [[Skeleton Mage]]'s Fireball burn.<br>
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| [[File:{{Status_Data|objects|Debuff|Monster|Skeleton Mage Attack Damage Aoe Elite|Icon}}.png|link=|x70px]]
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| ==Other==
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| The statuses' source is not yet designated. This includes statuses like Goblin Cave's Cave Collapse.<br>
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| [[File:{{Status_Data|objects|Debuff|Other|Cave Collapse 01|Icon}}.png|link=|x70px]]
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| <br> | |
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| =Policies= | |
| (Note that these descriptions are Work in Progress and are still being researched)<br>
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| <br><b>Unless otherwise specified, status effects have the following properties</b>:
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| * <b>Unremovable</b>
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| * <b>Infinite duration</b> while a condition is met (i.e. Cave Troll Regeneration is unconditional so it lasts forever, Skeleton Mage Fire pools are conditional on standing in them)
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| * <b>Max Stacks</b> of 1
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| * <b>Tick interval</b> of 1 second (see below for definition)
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| * <b>Duration</b> is only refreshed if at max stacks of 1 when receiving a new stack
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| On the [[Monsters]] page, status policies are abbreviated, like Removable to (Rmv), and must be hovered to see the properties.
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| <br><b>Policies</b>:
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| * <b>Removable</b> (Rmv): Can be removed (via [[Cleric]]'s Cleanse / [[Warlock]]'s Spell Predation) - Note that Cleanse seems to be bugged in that it still can't remove Lich curses or Ghost Eating
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| * <b>Stacking Type</b>: Stacks are aggregated by target (AgT) or by source (AgS)
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| * <b>Maximum Stacks</b> (1x,2x,3x,etc): Maximum stacks the status can go to
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| * <b>Expiration</b> (Exp): Upon expiring, instead of losing all stacks, it removes a single stack and refreshes the duration
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| * <b>Tick Interval</b> (0.1, 0.2, 0.5, etc): The tick interval in seconds. For example 20 damage over 2s with 1s interval results in actually receiving 10 damage every 1s (+ scaling comes in here). With a .1s interval length, this will instead be 1 damage every .1s. Similarly, if this were for a Zombie Poison Cloud, the player would take damage every .1s of remaining inside the cloud. The total damage remains the same but is dealt in often quicker increments and lower amounts.
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| * <b>Refresh</b> (Ref): When getting more stacks, the duration is refreshed
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| * <b>bExecutePeriodicEffectOnApplication</b> (Tmp): Unknown effect; name and abbreviation are placeholders. In the majority of cases, this causes the status to do much more damage than it normally would
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| * <b>Duration</b>: Duration lasts infinitely (Inf) until some other condition is met, or for a set duration
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| =Statuses=
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| {{GenerateStatusTables}}
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