Ailment: Difference between revisions
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Elemental proliferation makes status ailments spread corresponding [[debuff]]s to all enemies in a certain [[area of effect]], which is a circular area centered around the enemy suffering from the effect. The proliferation effect itself will not also be proliferated. Only a target that has received a status ailment as a result of being [[hit]] will proliferate status ailments. There can be more than one proliferation effect on the same target at the same time. | Elemental proliferation makes status ailments spread corresponding [[debuff]]s to all enemies in a certain [[area of effect]], which is a circular area centered around the enemy suffering from the effect. The proliferation effect itself will not also be proliferated. Only a target that has received a status ailment as a result of being [[hit]] will proliferate status ailments. There can be more than one proliferation effect on the same target at the same time. | ||
Status ailments will continue to proliferate even after the affected target is dead, so long as it leaves a corpse. If a corpse is destroyed (e.g. shattered due to being [[Freeze|frozen]], [[Detonate Dead|detonated]] or [[Raise Zombie|raised]]) it will stop the proliferation | Status ailments will continue to proliferate even after the affected target is dead, so long as it leaves a corpse. If a corpse is destroyed (e.g. shattered due to being [[Freeze|frozen]], [[Detonate Dead|detonated]] or [[Raise Zombie|raised]]) it will stop the proliferation. | ||
[[Ground effect]]s such as [[Burning ground|burning]] or [[chilling ground]] do not count as status ailments and therefore will not be proliferated. | [[Ground effect]]s such as [[Burning ground|burning]] or [[chilling ground]] do not count as status ailments and therefore will not be proliferated. |
Revision as of 20:47, 21 June 2016
Status ailments (also referred to as elemental status ailments) encompass a variety of detrimental effects that are associated with elemental damage. Status ailments are in some ways similar to debuffs and curses, but they are categorically different. There is no inherent limit on the number of different status ailments a target can have at any given time.
List of status ailments
Icon | Description |
---|---|
File:Burning.png | Ignite is associated with fire and causes the affected target to burn, taking fire damage over time. |
File:Chilled.png | Chill is inherent to cold and applies a slow effect to the character, affecting the animation speed at which the character plays. |
File:Frozen.png | Freeze is also associated with cold and prevents the affected target from taking actions. |
File:Shocked.png | Shock is associated with lightning and causes the affected target to take increased damage from all sources. |
Mechanics
Any hit of cold damage has the potential to chill the target, as long the chill duration would result in lasting at least 300ms.
Ignite, freeze, and shock can be inflicted by critical strikes of their corresponding element. Certain effects and passives add a chance to apply a status ailment, which can be applied on non-critical strikes.
Elemental ground effects also apply elemental status ailments on units over them.
Alter the default behaviour
There are few ways to change the default mechanics:
- The unique Module Error: No results found for item using search term "item_name = Three Dragons" changes which element can apply a particular status ailment.
- Elemental Conflux makes all hits apply chill, shock and ignite based on damage dealt from all combined damage types.
Proliferation
Elemental proliferation makes status ailments spread corresponding debuffs to all enemies in a certain area of effect, which is a circular area centered around the enemy suffering from the effect. The proliferation effect itself will not also be proliferated. Only a target that has received a status ailment as a result of being hit will proliferate status ailments. There can be more than one proliferation effect on the same target at the same time.
Status ailments will continue to proliferate even after the affected target is dead, so long as it leaves a corpse. If a corpse is destroyed (e.g. shattered due to being frozen, detonated or raised) it will stop the proliferation.
Ground effects such as burning or chilling ground do not count as status ailments and therefore will not be proliferated.
Effects which modify area of effect radius and damage will apply to the proliferation effect.
Sources of elemental proliferation:
- Module Error: No skills found with q_where = skill.active_skill_name="Elemental Proliferation Support"
- Doryani's CatalystDoryani's Catalyst
Vaal SceptreSceptre
Physical Damage: (102-122) to (170-230)
Critical Strike Chance: 6.00%
Attacks per Second: (1.55-1.61)
Weapon Range: 1.1 metresRequires Level 75, 113 Str, 113 Int32% increased Elemental DamageSocketed Gems are Supported by Level 20 Elemental Proliferation
Adds (65-85) to (100-160) Physical Damage
(11-15)% increased Attack Speed
(6-10)% increased Cast Speed
(30-40)% increased Global Critical Strike Chance
0.2% of Elemental Damage Leeched as Life
(80-100)% increased Elemental DamageThe result of the catalytic reaction would be either immortality for all,
or death for all. It was a risk Doryani was willing to take. - Thousand RibbonsThousand Ribbons
Simple RobeEvasion: (30-60)
Energy Shield: (44-80)
Movement Speed: -3%Requires 17 IntSocketed Gems are Supported by Level 5 Elemental Proliferation
Adds (2-4) to (5-9) Fire Damage to Spells and Attacks
Adds (2-4) to (5-9) Cold Damage to Spells and Attacks
Adds 1 to (4-12) Lightning Damage to Spells and Attacks
+(30-60) to Evasion Rating
+(30-60) to maximum Energy Shield
+(25-50) to maximum Life
+(25-50) to maximum Mana
+(15-30)% to Fire Resistance
+(15-30)% to Cold Resistance
+(15-30)% to Lightning ResistanceThe night of a thousand ribbons
To remember the day of a thousand flames
When Sarn burned
And was born again
- Doryani's CatalystDoryani's Catalyst
- Elementalist's passive Beacon of Ruin
Achievements
Name | Description |
---|---|
Elemental Trinity |
Slay an enemy that is simultaneously Ignited, Shocked, and Frozen. |