Difference between revisions of "Damage"

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Another type of damage is [[Bodypart Damage]]. It represents the damage you deal to a given bodypart of an enemy when you hit them with any attack. Bodypart Damage isn't visible in the Combat Log, but when you deal enough Bodypart Damage to an arm, leg, torso or the head, the target receives an [[Injuries|Injury]] for the specific bodypart. Receiving an injury is visible in the Combat Log. Injuries do not deal direct damage to enemy HP, but instead reduce their combat effectiveness.
Another type of damage is [[Bodypart Damage]]. It represents the damage you deal to a given bodypart of an enemy when you hit them with any attack. Bodypart Damage isn't visible in the Combat Log, but when you deal enough Bodypart Damage to an arm, leg, torso or the head, the target receives an [[Injuries|Injury]] for the specific bodypart. Receiving an injury is visible in the Combat Log. Injuries do not deal direct damage to enemy HP, but instead reduce their combat effectiveness.


Finally, damage over time effects (DoTs) are direct damage types that deal damage every turn until removed. DoTs are always associated with certain [[Conditions]] (Bleeding, {{Fire|Burning}}, {{Poison|Poisoned}}, ..) that usually last for several turns and might dissipate on their own. Using Physical attacks can inflict [[Bleeding]] depending on your Bleed Chance stat. Attacking injured bodyparts can also cause Bleeding regardless of your Bleed Chance. Using Pyromancies can ignite enemies, and getting hit by the [[Forest Snake]] or eating the [[Death Cap]] makes you [[Poisoned]].
Finally, damage over time effects (DoTs) are direct damage types that deal damage every turn until removed. DoTs are always associated with certain [[Conditions]] (Bleeding, {{Fire|Burning}}, {{Poison|Poisoned}}, ..) that usually last for several turns and might dissipate on their own. Using Physical attacks can inflict [[Bleeding]] depending on your Bleed Chance stat. Attacking injured bodyparts can also cause Bleeding regardless of your Bleed Chance. Using Pyromancies can ignite enemies, and getting hit by the [[Forest Viper|Forest Snake]] or eating the [[Death Cap]] makes you [[Poisoned]].




[[Category:Stoneshard]]
[[Category:Stoneshard]]

Revision as of 08:31, 8 June 2020

Damage represents the amount of harm your Weapons and Skills deal to your enemies. Direct damage is dealt directly to an enemy's HP, this is always visible in the Combat Log. Physical damage is dependent on your equipped weapon's damage and your damage stats: Weapon Damage, Main Hand Damage, Off-Hand Damage and Crit Efficiency. Certain active and passive skills also increase your damage, like Blade Maintenance.

Skills from the sorcery trees (for example Pyromancy) do not rely on your equipped weapon, and instead always have their damage listed in the skill itself. Damage of sorceries is increased by your Magic Power, the respective sorcery power (for example, Pyromantic Power) and also your Crit Efficiency.

Physical damage can be reduced by using items with Protection. Additionally, Physical, Magical and Nature damage can be further reduced by having the appropriate Resistances. The damage types are as follows:


Physical Nature Magic No type
Slashing Crushing Piercing Rending Template:Fire Template:Frost Template:Sacred Template:Sacred Pure
Side effect: Bleeding Template:Fire Template:Frost Template:Sacred Poisoned ? Geomancy ? ? ? ?


A special type of damage is Returned damage. Returned damage has no damage type and ignores Protection (need confirmation!). Returned damage is only dealt to you when you hit a target that has the Damage Reflection attribute.

Another type of damage is Bodypart Damage. It represents the damage you deal to a given bodypart of an enemy when you hit them with any attack. Bodypart Damage isn't visible in the Combat Log, but when you deal enough Bodypart Damage to an arm, leg, torso or the head, the target receives an Injury for the specific bodypart. Receiving an injury is visible in the Combat Log. Injuries do not deal direct damage to enemy HP, but instead reduce their combat effectiveness.

Finally, damage over time effects (DoTs) are direct damage types that deal damage every turn until removed. DoTs are always associated with certain Conditions (Bleeding, Template:Fire, Poisoned, ..) that usually last for several turns and might dissipate on their own. Using Physical attacks can inflict Bleeding depending on your Bleed Chance stat. Attacking injured bodyparts can also cause Bleeding regardless of your Bleed Chance. Using Pyromancies can ignite enemies, and getting hit by the Forest Snake or eating the Death Cap makes you Poisoned.