From Dark and Darker Wiki
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Most statuses have a status type of either Buff or Debuff. | Most statuses have a status type of either Buff or Debuff. | ||
==Buff== | ==Buff== | ||
Buffs are statuses that make their target stronger, like [[Cleric]]'s Divine Strike.<br> | [[Buffs]] are statuses that make their target stronger, like [[Cleric]]'s Divine Strike.<br> | ||
[[File:{{Status_Data|Buff|Class|Divine Strike Hit|Icon}}.png|link=|x90px]] | [[File:{{Status_Data|Buff|Class|Divine Strike Hit|Icon}}.png|link=|x90px]] | ||
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==Debuff== | ==Debuff== | ||
Debuffs are statuses that make their target weaker or make them receive damage, like [[Wizard]]'s Fireball's burn.<br> | [[Debuffs]] are statuses that make their target weaker or make them receive damage, like [[Wizard]]'s Fireball's burn.<br> | ||
[[File:{{Status_Data|Debuff|Class|Fireball Remain|Icon}}.png|link=|x70px]]. | [[File:{{Status_Data|Debuff|Class|Fireball Remain|Icon}}.png|link=|x70px]]. |
Revision as of 20:40, 1 August 2024
Statuses
Buffs | Debuffs | Other Statuses |
To see a list of all statuses, view the respective page from the bar above.
Status Types
Most statuses have a status type of either Buff or Debuff.
Buff
Buffs are statuses that make their target stronger, like Cleric's Divine Strike.
Some buffs also have a downside, like Warlock's Phantomize which causes you to not be able to attack.
Not all buffs have a blue icon, however, such as Fighter's Combo Attack.
If a Buff has a Duration, then this duration is affected by Buff Duration Bonus.
Debuff
Debuffs are statuses that make their target weaker or make them receive damage, like Wizard's Fireball's burn.
.
Some debuffs also have an upside, like Warlock's Power of Sacrifice which grants Strength and Vigor.
All debuffs have a red icon.
If a Debuff has a Duration, then this duration is affected by Debuff Duration Bonus.
Other
Other statuses include ones that are not designated as a Buff nor Debuff, meaning it is not affected by Buff Duration Bonus nor Debuff Duration Bonus.
This also includes Race statuses, like the Elf skin.
Source Types
A statuses' source is what applies the status.
Class
The status comes from a Class like Fighter, Wizard, etc. One example of this is Rogue's Hide.
Item
The status comes from an Item, like Weapons, Armors, or Utilities. One example of this is the Potion of Healing.
Monster
The status comes from a Monster, like Skeleton Mage's Fireball burn.
Other
The statuses' source is not yet designated. This includes statuses Resting, old statuses that are no longer used, new statuses that are not yet used, and more.
For example, Fighter's Weapon Mastery perk was recently (as of writing this) adjusted to not have any penalty. Therefore, this penalty is temporarily a "Other" status as it is no longer a penalty that the perk actually applies.
Policies
All statuses have policies that determine how they function.
(Note that these descriptions are Work in Progress and are still being researched)
Default Policies
Unless otherwise specified, status effects have the following properties:
- Unremovable
- Infinite duration 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)
- Max Stacks of 1
- Tick interval of 1 second (see below for definition)
- Duration is only refreshed if at max stacks of 1 when receiving a new stack
On the Monsters page, status policies are abbreviated, like Removable to (Rmv), and must be hovered to see the properties.
Removable
Can be removed (Rmv).
Some abilities that can remove statuses are:
Note that Cleanse for some reason still can't remove Lich curses or Ghost Eating, though it is intended by IronMace.
Stacking Type
Stacks are aggregated by target (AgT) or by source (AgS)
Maximum Stacks
Maximum stacks the status can go to (1x,2x,3x,etc)
Expiration
Upon expiring (Exp), instead of losing all stacks, it removes a single stack and refreshes the duration
Tick Interval
The tick interval in seconds (0.1, 0.2, 0.5, etc).
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.
Refresh
When getting more stacks, the duration is refreshed (Ref)
Duration
Duration lasts infinitely (Inf) until some other condition is met, or for a set duration (1s, 5s, 10s, etc.)
bExecutePeriodicEffectOnApplication
Unknown effect (Tmp); name and abbreviation are placeholders.
In the majority of cases, this causes the status to do much more damage than it normally would.
This is present on nearly all damage over time pools such as Giant Centipede's acid, Skeleton Mage's remaining fireball, Warlock's Flamewalker, and many others.