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m (status policies)
m (→‎Policies: tick interval phrasing)
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* <b>Maximum Stacks</b> (1x,2x,3x,etc): Maximum stacks the status can go to
* <b>Maximum Stacks</b> (1x,2x,3x,etc): Maximum stacks the status can go to
* <b>Expiration</b> (Exp): Upon expiring, instead of losing all stacks, it removes a single stack and refreshes the duration
* <b>Expiration</b> (Exp): Upon expiring, instead of losing all stacks, it removes a single stack and refreshes the duration
* <b>Tick Interval</b> (0.1, 0.2, 0.5, etc): The tick interval in seconds. For example 20 damage over 2s results in 10 damage every 1s (+ scaling comes in here), with a .1s interval length, this will become 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.
* <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.
* <b>Refresh</b> (Ref): When getting more stacks, the duration is refreshed
* <b>Refresh</b> (Ref): When getting more stacks, the duration is refreshed
* <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
* <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
* <b>Duration</b> (Inf): Duration lasts infinitely until some other condition is met
* <b>Duration</b> (Inf): Duration lasts infinitely until some other condition is met


=Statuses=
=Statuses=
{{GenerateStatusTables}}
{{GenerateStatusTables}}

Revision as of 00:43, 24 July 2024

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.
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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.
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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.

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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.

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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.

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Item

The status comes from an Item, like Weapons, Armors, or Utilities. One example of this is the Potion of Healing.

File:.png

Monster

The status comes from a Monster, like Skeleton Mage's Fireball burn.

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Other

The statuses' source is not yet designated. This includes statuses like Goblin Cave's Cave Collapse.

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Policies

(Note that these descriptions are Work in Progress and are still being researched)



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.


Policies:

  • Removable (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
  • Stacking Type (AgT): Stack count is aggregated by target
  • Maximum Stacks (1x,2x,3x,etc): Maximum stacks the status can go to
  • Expiration (Exp): Upon expiring, instead of losing all stacks, it removes a single stack and refreshes the duration
  • Tick Interval (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.
  • Refresh (Ref): When getting more stacks, the duration is refreshed
  • bExecutePeriodicEffectOnApplication (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
  • Duration (Inf): Duration lasts infinitely until some other condition is met

Statuses

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