tags
Tags
Undecember Tags
- TagAttackAttack is mainly a tag of a skill that applies physical force. All skills tagged with "attack" will calculate primary damage based on the weapon's "attack damage" or "attack and spell damage". Skills tagged "attack" change the number of attacks per second of the skill based on "attack speed".
- TagAttack EnhanceIt is a type of reinforcement skill, meaning a skill that strengthens oneself. The "Attack Enhancement" skill increases attack-related stats for a certain period of time, and when the effect expires, the cooldown is processed and the cooldown is shared.
- TagMeleeUsually, it means the form of attacking right in front of you.
- TagColdOne of six damage attributes along with Physical, Fire, Lightning, Poison, and Chaos. "Frost" is included in the elemental attribute, and can cause status abnormalities: "chills" and "freeze".
- TagDaggerA skill that uses a dagger.
- TagPoisonOne of six damage attributes along with physical, fire, cold, lightning, and chaos. "Poison" is included in the elemental attribute, and can cause status abnormalities: "Poison" and "Blindness".
- TagWeapon RangeIt refers to a skill that sets the range using the weapon's range.
- TagSealThis is a personal enhancement skill that can be activated/deactivated.
- TagPhysicalOne of six damage attributes along with Fire, Frost, Lightning, Poison, and Chaos. It is mainly used as the main attribute of “attack” skills that involve physical power, but some “spell” skills can also use physical attributes. When dealing "physical" damage, it can cause status abnormalities: "bleed" and "stun".
- TagRepeat DoTIt is a continuous damage skill with no cooldown.
- TagProjectileAn independent element that moves a certain distance without any dependency on the caster.
- TagCannot penetrate projectilesA skill that cannot add a number of penetrations to a projectile.
- TagNo projectile speedA skill that cannot change the speed of a projectile.
- TagDefense EnhanceIt is a type of reinforcement skill, meaning a skill that strengthens oneself. The "Defense Enhancement" skill increases defense-related stats for a certain period of time, and when the effect expires, the cooldown is processed and the cooldown is shared.
- TagLightningOne of six damage attributes along with physical, fire, cold, poison, and chaos. "Lightning" is included in the elemental attribute, and can cause status abnormalities: "Electric Shock" and "Shackle".
- TagSentryIt means a crossbow (summon) skill that uses projectiles.
- TagCannot ChainIt means a projectile skill that cannot be chained.
- TagFriendly auraAura that affects allies.
- TagMoveIt means movement skills. "Move" refers to skills that change a character's position, such as teleport, roll, and leap attacks.
- TagHostile auraAn aura that affects enemies.
- TagSpellSpells are tags for skills that apply power through casting. All skills tagged with "Spells" calculate primary damage based on the weapon's "Spell Damage" or "Attack and Spell Damage". Skills tagged with "Spell" will have their casts per second changed based on their "Cast Speed".
- TagDurationA skill that has a duration.
- TagDoT"Damage over time" is one of the types of damage, meaning that it deals damage every time interval for a certain amount of time through an intangible action. "Damage over Time" cannot be blocked or dodged, but does not critically strike. "Damage over time" can only inflict main damage.
- TagChannelA form of skill that repeatedly generates an effect while holding down the input.
- TagChaosIt is one of six damage attributes along with physical, fire, cold, lightning, and poison. "Chaos" is an independent damage type that doesn't belong to either physical or elemental.
- TagStrike"Strike damage" is a type of damage that deals instantaneous damage through direct physical force. "Strike damage" has the concepts of hit, block, and critical strike. "Strike damage" basically inflicts damage corresponding to the skill's main attribute, but additional elemental damage can inflict multiple attribute damage.
- TagToggleIt means a skill that cycles through activation and deactivation whenever the skill is pressed. Toggle skill amplifies the resource consumption of all skills when activated.
- TagSentryCan be linked to skills that summon totems "Totem" has no offensive ability, but grants a debuff to an enemy or a buff to an ally.
- TagParty auraThis is an aura-type skill that can be activated/deactivated.
- TagMinionCan be linked to skills that summon minions. Minions are pets that follow the caster, such as "Abyss" and "Rune Knight".
- TagMinion EnhancementThis is a keyword that is connected to the minion skill and strengthens the minion.
- TagShoutIt means a skill that uses a shout. "Cry" shouts a debuff to an enemy, or grants a buff to yourself.
- TagFireOne of six damage attributes along with Physical, Cold, Lightning, Poison, and Chaos. "Fire" is included in the elemental attribute, and can cause status abnormalities: "Ignition", "Recovery Damage".
- TagBowA skill that uses a bow.
- TagNumber of usesSkill type with number of uses
- TagMultiple shot
- TagAttack Damage +This is a constant that is treated as "main attribute" damage for skills with the tag "attack", and is the basis of the damage.
- TagSpell Damage +This is a constant treated as "main attribute" damage for skills with the tag "spell", and this is the number that is the basis of the damage.
- TagAttack and Spell Damage +This is a constant where the tag is treated as "primary" damage for both "attack" and "spell" skills.
- TagMain attributeSkill runes that inflict damage have the concept of "main attribute". By default, it deals "main property" damage, and you can also deal multiple property damage through stats such as "additional [attribute] damage when hitting".
- TagConverts damage to main attribute by %[Attributes other than primary attributes] Converts damage to primary attributes by %. Damage conversion rate cannot exceed 100%. When converting damage, the damage increase, amplification, and attenuation of that attribute in the damage calculation of that attribute are calculated along with the bonus of the main attribute.
- TagDamage formulaBase Damage * (1 + Elemental Damage +% * 0.01) * (1 + Elemental Damage % Amplified * 0.01) * (1 - Elemental Damage % Reduced * 0.01)
- TagBasic Damage Calculation Formula(Main property damage + corresponding property damage) * Strike damage multiplier
- TagDamage +%Damage increase stats are stats that are calculated together. Ex) Physical damage +20% and physical damage +20% are +40% physical damage. The damage increase stat multiplies the base damage in the damage calculation. Ex) Base damage 100, physical damage +40% -> 100 * 1.4 = 140
- TagDamage % amplificationDamage amplification stats are multiplicative stats. Ex) 20% physical damage amplification, 20% physical damage amplification is 44% physical damage amplification. Damage amplification stats multiply base damage in damage calculations. Ex) Base damage 100, physical damage 20% amplification, physical damage 20% amplification = 100 * 1.44 = 144
- TagDamage reduced by %Damage reduction stats are multiplied by each other, but their efficiency gradually decreases. Ex) 20% physical damage reduction, 20% physical damage reduction is 36% physical damage reduction. Damage Reduction stats multiply base damage in damage calculations. Example) 100 base damage, 20% physical damage reduction, 20% physical damage reduction = 100 * 0.64 = 64
- TagBleedingMay bleed when dealing Physical Strike damage. Bleeding deals physical damage over its duration. Bleeding ignores enemy shields and armor.
- TagIgnitionIgnite can occur when dealing Fire Strike damage. Ignite deals Fire damage over its duration. Ignite ignores enemy shields and fire resistance.
- TagChillsMay cause chills when dealing Frost Strike damage. Chill reduces the enemy's attack, cast, and movement speed for the duration.
- TagElectric shockLightning Strike damage can cause an electric shock. Shock increases the damage taken by enemies for the duration.
- TagAddictionPoisoning can occur when dealing poison strike damage. Poison deals poison damage over its duration. Poison can be stacked, and the damage increases as it stacks.
- TagFaintPhysical Strike damage can cause a stun. All actions are impossible while stunned.
- TagRecovery damageHealing damage can occur when dealing Fire Strike damage. Healing damage reduces the target's healing effect for the duration.
- TagFreezeFrost Strike damage can cause Freeze. All actions are impossible while frozen.
- TagRestraintLightning Strike damage can cause shackles. You cannot move while shackled.
- TagReal namePoison Strike damage can cause blindness. While blinded, your vision is limited and your hit rating is reduced.