![]() After entering battle, there is a 100% base chance to Freeze a random enemy for 1 turn(s). While Frozen, the enemy cannot take action and will take Additional Ice DMG equal to 30%–66% of Gepard's ATK at the beginning of each turn. Then, Luka gains 1 additional stack of Fighting Will.ĭeals Ice DMG equal to 100%–220% of Gepard's ATK to a single enemy, with a 65% base chance to Freeze the enemy for 1 turn(s). Upon entering battle, Luka deals Physical DMG equal to 50% of his ATK to a random single enemy with a 100% base chance to inflict his Skill's Bleed effect on the target. When afflicted with Burn, enemies will take Fire DoT equal to 50% of Hook's ATK at the beginning of each turn. In addition, there is a 100% base chance to inflict Burn on every enemy for 3 turn(s). Upon entering battle, Hook deals Fire DMG equal to 50% of her ATK to a random enemy. Takes Wind DoT at the beginning of turn(s).ĭelays action Unable to take action while Entangled Takes Quantum DMG at the beginning of turn(s).ĭelays action Decreases SPD Unable to take action while Imprisoned.ġ4 abilities can apply elemental debuffs to enemies:Īck! Look at This Mess! Ack! Look at This Mess! Takes Lightning DoT at the beginning of turn(s). Unable to take action while Frozen Upon unfreezing, takes Ice DMG, skips the current turn but advances the next turn forward by 50%. Takes Fire DoT at the beginning of turn(s). Takes Physical DoT at the beginning of turn(s). They have a 150% base chance to be applied to enemies when they suffer a Weakness Break of the corresponding element, but can also be applied by certain character or enemy abilities, albeit with varying scalings and base chances. The following debuffs are associated with a specific element. Slow: Debuffs that decrease a victim's Speed.Note that Frozen and Entanglement are not DoT debuffs, as the DMG they deal are not considered DoT.This includes Bleed, Burn, Shock, and Wind Shear.DoT: Debuffs that cause a victim to take DoT (Damage Over Time) at the start of their turns.This includes Frozen, Entanglement, Imprisonment, Dominated, and Outrage.Crowd Control: Debuffs that prevent a victim from taking extra actions.Real Chance = Base Chance × ( 1 + Effect Hit Rate Attacker ) × ( 1 − Effect RES Target ) × ( 1 − Debuff RES Target ) Types Ĭertain debuffs may fall under the following groups: ![]() However, the real probability of applying the debuff is affected by the attacker's Effect Hit Rate as well as the target's Effect RES and Debuff RES: Typically, debuffs have a certain base chance of being applied. Debuffs applied to characters can be removed by certain abilities, unless otherwise stated. This effect can only trigger 1 time per attack.ĭebuffs are negative status effects that can be applied to characters or enemies. After a CRIT Hit, there is a 16~ 32% fixed chance to dispel 1 buff on the target enemy. Increases the wearer's CRIT Rate by 12~ 24%. Removes 1 buff(s) and deals Ice DMG equal to 105%–231% of Pela's ATK as to a single enemy.ġ Light Cones can remove buffs from enemies: Removes 1 buff(s) from all enemies and deals Imaginary DMG equal to 120%–240% of Luocha's ATK to all enemies. P-Protect You stacks are shared across the team.Ģ abilities can remove buffs from enemies: Each stack of P-Protect You can nullify all DMG received from 1 incoming hit except for DoT. ![]()
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