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Difference between revisions of "Status Effects"
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Some skills like {{IconLink|Quick Rebound}} also give the user Invincibility for a little while. | Some skills like {{IconLink|Quick Rebound}} also give the user Invincibility for a little while. | ||
− | == | + | == Damage Effects == |
− | + | Damage-type status effects will distribute their damage dealt as damage over time, and may have some additional properties as well. Total damage dealt and the duration of its effects can be increased by using equipment with special effects. | |
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===[[Image:Bleeding (Status).png]] Bleeding=== | ===[[Image:Bleeding (Status).png]] Bleeding=== | ||
− | + | When inflicting '''Bleed''' damage, all of the damage dealt is evenly distributed across 3 seconds and inflicts damage every 0.5 seconds. In addition, bleeding can also stack, with each stack increasing Bleeding damage dealt by 1%, but no more than 10%. | |
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===[[Image:Burn (Status).png]] Burn=== | ===[[Image:Burn (Status).png]] Burn=== | ||
+ | When inflicting '''Burn''' damage, all of the damage dealt is evenly distributed across 5 seconds and inflicts damage every 0.5 seconds. In addition, burned targets will spread 10% of their burn damage onto others within a 150 pixel range around them. Burn can also be countered by {{IconLink|Freeze}}, and will inflict its remaining damage, plus an additional 5%, on afflicted targets immediately. | ||
− | + | ===[[Image:Electrocution (Status).png]] Shock === | |
+ | When inflicting '''Shock''' damage, 20% of the damage dealt is evenly distributed across 10 seconds and inflicts 10% of that damage of it every second. 10% of the remaining 80% damage dealt is inflicted whenever the afflicted target receives damage within the next 10 seconds, but this effect can only activate once every second. | ||
===[[Image:Poison (Status).png]] Poison=== | ===[[Image:Poison (Status).png]] Poison=== | ||
+ | When inflicting '''Poison''' damage, all of the damage dealt is evenly distributed across 5 seconds and deals damage every 0.5 seconds. | ||
− | + | == Other Effects == | |
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===[[Image:Blind (Status).png]] Blind=== | ===[[Image:Blind (Status).png]] Blind=== | ||
Revision as of 08:13, 23 June 2023
Status Effects affect both players and monsters alike. They are applied by skills, gear, monster attacks, or environmental effects. All effects have a finite duration and expire when their time is up. Negative effects can also be removed by skills or consumables. Positive effects can only be removed by skills. Certain status effects are able to stack with themselves for additional damage. Stacking does not increase the duration of the effect.
Abnormal Status Tolerance
Abnormal Status Tolerance refers to the the amount of resistance to negative status effects. Found on equipment but some skills also boost tolerance to negative status effects.
- Bleed Tolerance
- Frozen Tolerance
- Poison Tolerance
- Blind Tolerance
- Curse Tolerance
- Confusion Tolerance
- Slow Down Tolerance
- Stun Tolerance
- Sleep Tolerance
- Stone Curse Tolerance
- Burn Tolerance
- All Abnormal Status Tolerance
Positive Effects
Super Armor
The player is covered by a red and yellow outline. You cannot be knocked back, knocked down, or launched into the air. Grabs like Smasher and Suplex ignore Super Armor and preform their animations if the target isn't immune. There are some skills or casting motions that automatically trigger full or momentary duration of Super Armor. For example:
Several types of Super Armor exist and to not have to have the border effect. There are three main types of Super Armor:
- Full Super Armor: Lasts until the duration has expired should there be one.
- Breakable Super Armor: This Super Armor will be disabled once the gauge above its benefactor has been depleted after taking damage. Tends to be indefinite in duration until depleted.
- Half Super Armor: Super Armor effect will only be applied against ranged attacks. Attacks elsewise will not proc the effect of Super Armor. Can be seen on numerous monsters.
Haste
Increases the Movement Speed and Attack Speed of the player.
Blessing
Increases Strength and Intelligence
Invincibility
The player becomes intangible and transparent. You cannot be hit and will not take damage from attacks, but still suffer from other status ailments that were in effect before.
Some skills like Quick Rebound also give the user Invincibility for a little while.
Damage Effects
Damage-type status effects will distribute their damage dealt as damage over time, and may have some additional properties as well. Total damage dealt and the duration of its effects can be increased by using equipment with special effects.
Bleeding
When inflicting Bleed damage, all of the damage dealt is evenly distributed across 3 seconds and inflicts damage every 0.5 seconds. In addition, bleeding can also stack, with each stack increasing Bleeding damage dealt by 1%, but no more than 10%.
Burn
When inflicting Burn damage, all of the damage dealt is evenly distributed across 5 seconds and inflicts damage every 0.5 seconds. In addition, burned targets will spread 10% of their burn damage onto others within a 150 pixel range around them. Burn can also be countered by Freeze, and will inflict its remaining damage, plus an additional 5%, on afflicted targets immediately.
Shock
When inflicting Shock damage, 20% of the damage dealt is evenly distributed across 10 seconds and inflicts 10% of that damage of it every second. 10% of the remaining 80% damage dealt is inflicted whenever the afflicted target receives damage within the next 10 seconds, but this effect can only activate once every second.
Poison
When inflicting Poison damage, all of the damage dealt is evenly distributed across 5 seconds and deals damage every 0.5 seconds.
Other Effects
Blind
Limits the visual range of the player for a certain period. Hit rate is reduced while blinded.
Stun
The target is unable to do anything for a certain period. Should the player get stunned while midair or downed, the effect is shown after the player stands up. The effect is removed early if the stunned target is thrown.
Petrification
The target is encased in stone and incapacitated. They cannot be downed, launched, nor thrown in this status. Petrification decreases incoming damage by 10% for player characters for its duration. 1% of it's incoming damage reduction rate is removed each second.
Freeze
The target is frozen solid and incapacitated. They cannot be downed, launched, nor thrown in this status. Applying Burn to a Frozen target will deal 105% of it's Atk. and cancels out the status.
Sleep
The target sleeps on the ground and is unable to do anything. It counts as a downed status. Player characters under Sleep will recover 1% of HP every second for it's duration. Receiving damage will immediately nullify this effect at 150% extra damage. Unlike stun, petrify, and freeze, keystrokes will not end this status early.
Confusion
"!?" sign appears over the target's head. Up, down, left, and right directional keys are reversed. Player character's attacks can hurt their allies and monster's movement is paused if afflicted with Confusion.
Bind
The target is bound in place. They are able to attack, but unable to move or jump.
Slow Down
Decreases the target's movement and attack speed. Speed decrease varies with the level of the slow effect.
Curse
Randomly apply a non-damage dealing status effect.
Mind Control
The player loses control of their character. A consumable can be used to cure it.
Armor Destroy
The player's defense stat becomes 0. Only occurs with certain equipment in certain situations.
Weapon Destruction
The player's attack stat becomes 0. Only occurs with certain equipment in certain situations.