Difference between revisions of "Damage"

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old>Realpsojed
(Updated damage types)
old>Rilandas71309
m (Seens "DoT effect" is very narrow, let's expand this.)
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| DoT types:
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| colspan="4" | Bleeding
| colspan="4" | Bleeding
| Burning
| Burning

Revision as of 17:23, 24 February 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 Log. Physical damage is dependent on your equipped weapon's damage and your damage stats: Weapon damage, Mainhand damage, Offhand damage and Crit efficiency. Certain active and passive skills also increase your damage, like Sword 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 Fire Frost Shock Poison Caustic Arcane Sacred Unholy Psionic Pure
Side effect: Bleeding Burning Frozen Shocked Poisoned ? ? ? ? ? ?


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 returned.

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 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 Log. Injuries do not deal 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 a certain debuff (Bleeding, Ignited, Poisoned, ..) that usually lasts for several turns and will dissipate on their own. These debuffs can also be healed by using Consumables. Using Physical attacks can inflict Bleeding, using Pyromancies can ignite enemies, causing them to burn, and getting hit by the Forest Snake makes you poisoned.