Mechanics/Catalogue

New mechanics page. Catalog project.

This page is under construction and might be incomplete

# Damage

**Damage** is a system that determines the damage done to a certain target by a given attacker. Damage results are modified by several mechanics – damage type modifiers (main content of this article), armor, critical hit bonuses, stealth bonuses, and other sources of damage reduction – which are discussed below and on their respective pages.

## Damage Display

Damage indicators are color-coded using the following system:

* physical damage = red ◼
* air damage = light blue
* electric damage = light yellow ◼
* fire damage = dark orange
* earth damage = dark green
* water damage = dark blue
* defensive and offensive modifiers = yellow ◼
* enrage = orange ◼
* healing = green ◼
* shielding = pink ◼
* curse = grey ◼

## Damage Types

**Normal damage** triggers defensive modifiers and status effects. For example, normal attacks can be deflected or trigger a pet's status effect.

**Pure damage** ignores defensive modifiers and status effects. For example, pure attacks cannot be deflected or trigger a pet's status effect.

## Damage Modifiers

Damage increases or decreases by the offensive or defensive modifiers. Offensive modifiers increase the damage done. Defensive modifiers decrease the damage taken. A player can obtain modifiers via Gear, Accessories, Mounts, Enchants, and Runes. Familiars can only obtain modifiers via Augments.

### Defense modifiers

* **Health** represents how much health the player/familiar has. A health bonus is applied in-combat.
* **Evade** negates damage from incoming hits. The base evade chance for players and familiars is 2.5%.
* **Block** halves incoming damage. Block Critical is a block proc on an enemy's critical hit.
* **Deflect** lets the player/familiar avoid damage, as well as return the evaded damage to the enemy. Deflected hits can be blocked, evaded, deflected again, redirected, etc. There is no limit on the number of times damage can be deflected.
* **Redirect** causes an attack directed at another player/familiar to redirect to the player. The redirect proc is calculated prior to other defensive modifiers (e.g. deflect/evade), and damage can be redirected multiple times if multiple players in a party have a chance to redirect damage in their direction. There is no limit on the number of times damage can be redirected.
* **Shield** creates an additional health bar over the player's existing health. Shielding is capped at 50% of the player's base HP.
* **Absorb** transforms all of the damage received into shielding. Absorb is calculated prior to damage reduction.
* **Damage Reduction** reduces all damage received by a given percentage. Damage reduction can be any of the 6 Elements.
* **Damage Enrage** stores a percentage of damage received as a bonus, up to 25% of the player/familiar's HP. On use, the bonus 'enrages' the next ability, increasing its potency at a one-for-one point value.
* **Team Enrage** works like *Damage Enrage* with the bonus collected for each team member as they are hit. The bonus is collected for only you, not your team.

### Offense modifiers

* **Damage** represents how much weapon damage/healing the player/familiar can deal. The damage bonus is applied in-combat. Bonus damage can be any of the 6 Elements.
* **Speed** represents how many turns the player/familiar can have relative to their enemies. A speed bonus is applied in-combat, directly on your Turn Rate, not on your agility score.
* **Critical Chance** represents how often the player can cause a critical hit. The base critical chance for players and familiars is 10%.
* **Critical Damage** represents the damage multiplier when a player deals a critical hit. The base critical damage multiplier for players and familiars is +50%.
* **Life Steal** heals the player/familiar for a set percent of the damage the player/familiar deals.
* **Dual Strike** automatically recasts the same skill the player/familiar last chose. If the skill is a target enemy skill the target with the lowest hp will receive the second hit. If the skill last chosen is a backline attack, and the backline enemy dies from the first hit, the new backline enemy will be targeted.
* **Empower Chance** doubles the damage or healing of a skill.
* **Quad Strike** cast the same skill an additional 4 times.
* **Ricochet Chance** (not listed in player info) allows an attack to jump between existing enemies, dealing the same damage (prior to damage reduction) to another random enemy that is hit. Ricocheted hits can be blocked, evaded, deflected, redirected, ricocheted again, etc. There is no limit on the number of times the damage can ricocheted.

### Amplifiers

NOT a fan this amplifiers section need to be merged with offensive and defensive modifiers

With the release of tier 13, several new mechanics/keywords (referred to as amplifiers) were introduced. Amplifiers can be seen as flexible or non-static modifiers.

* **Shock** applies a stack on the target with each hit. Upon receiving the third stack, they trigger an E.M.P., dealing damage to all enemies equal to the amount of damage stacked.
* **Combustion** applies a stack on the target with each hit. Upon receiving the third stack, the target explodes and receives damage equal to the amount of damage stacked.
* **Sap** drains 25% of the target's current SP whenever you hit an enemy.
* **Oxidize** removes 50% of the target’s current shield before dealing damage.
* **Vampirism** gives an X% chance to apply a drain on the target that hit you. This damage is equal to a Drain Target skill (45%).
* **Patience** increases Damage Reduction by X% for each SP you have.
* **Adrenaline** provides X amount of Damage on each turn. Once it reaches X\*4 it resets back.
* **Revitalize** spreads heal for X% of your Power whenever you hit an enemy.
* **Bolster** spreads shield for X% of your Power whenever you hit an enemy.
* **Purification** grants an X% chance to regain 1SP after spending SP.
* **Freeze** applies a stack on the target. Upon receiving the fourth stack, they are frozen. When an enemy is FROZEN, their next turn is skipped and they gain immunity to FREEZE until they take at least one action normally.
* **Barrier** gives an X% chance to end the attacker's turn whenever you get hit. Stopping any additional Dual/Quad strikes and prevents the attacker's proc of any Pet/Set triggers.
* **Expender** When you spend (X) amount of SP gain (Y) bonus.
* **Cleanse** Remove all stacks from the target (friendly, non-enemy unit). Currently removes negative effects and elemental debuffs.
* **Extort** At the start of battle, deal damage (100%) to the closest enemy and gain that amount as a shield.
* **Bleed** Applies a stack of bleed (max 4 stacks) on the target. At the start of the target's turn bleed does damage to the target. Each stack of bleed has an independent duration of 4 turns.
* **Root** Applies a stack of root (max 4 stacks) on the target. Root reduces the damage from the affected target. Each stack of root has an independent duration of 4 turns.
* **Curse** Your enemies gain X% chance to cast 0sp Skills only.
* **Weaken** Reduce the enemy team SP by X%.
* **Braveheart** X% Chance to ignore the Enemies Defenses.
* **Fury** Increase the target's damage of the next ability by X% of your Power.
* **Corrupt** Reduce the highest resistance of an enemy by 5%, stacks up to 3 times.

## Status Effects

Equipment and (mostly) Pets have status effects (a.k.a. procs). A status effect can be divided into three parts:

1. **Chance**: The percentage or chance that the effect activates
2. **Type**: The method or way the effect gets triggered
3. **Effect**: The actual effect that is activated by the chance and type

For example, a pet with "50% chance to spread heal for 20-40% when you get hit". Within this sentence:

* **Chance** = "50% chance to"
* **Type** = "when you get hit"
* **Effect** = "spread heal for 20-40% ()"

The type determines how the effect can be triggered. For gear the trigger type is fixed, however, for several pets the type can be changed through reforging. There are five different status types:

1. **When you get hit** : If you get hit, the status effect activates regardless if it activates a defensive modifier (e.g. evade/block)
2. **When you hit** : If you hit an enemy, the status effect activates. However, when a defensive modifier activates, the trigger effect does not activate (e.g. evade/deflect/absorb). In other words, if you hit and deal damage the effect activates (otherwise not)
3. **Per turn** : At the beginning of your turn, the status effect activates
4. **When you get hit, When you hit, and Per turn** : A combination of all the three status types mentioned above
5. **Upon death** : Whenever you die the status effect activates (only applies to Guild Shop pets)

The amount of a status effect is based on a % of the player's power (). There is a wide variety of defensive and offensive status effects. Below the most common ones:

1. **Spread mechanic**: Spread between the team members who need it; starting with the member who needs it the most
2. **Team mechanic**: Equally apply the effect to every member of the team
3. **Self mechanic**: Only apply the effect to the player

## Damage Calculation

Below a mixed example to explain all DR

* Ken has 4% Fire dr, 4% earth dr, 12% air dr, 12% electric dr, 80% water dr and 20% physical dr.
* Elle has 8% Fire dmg, 8% earth dmg, 16% air dmg, 16% electric dmg, 4% water dmg and 4% physical dmg.
* Elle attacks Ken with an  **air attack**

Ken's DR exceeds 75%, so it is capped at 75%. Elle has 43% damage bonus

 **Ken receives Elle's attack with 75-43 = 32% reduced damage**

## Healing

healing explained
healing power how it works
healing from drain?

## Elemental Damage

Elemental Gear and Familiars were added to the game in Zone 10/Tier 11. Their effects come in the form of *elemental resist, bonus elemental damage,* and *special effects.*

At this time the individual elemental relationships are: **matching** to one type of element, **strong*(er)*** *to one type of element, **weak** to one type of element, and **neutral** to all others. Matching the type of element is 100% effective, Strong or Neutral is 75% effective, Weak is 0% effective.*

The previous generic damage type found in the game is now referred to as **Physical** damage. Any gear that does not specify an element is now a Physical item. Additionally, any ability that does not specify elemental damage or resistance now deals/resists Physical damage and is neutral to all other elements. *e.g. The previous bonus of Damage Resist (DR) is matching against Physical damage (100% effective) and is Neutral (75% effective) to all other elements damage.*

    *An element is "matching" to itself.*
* **Fire (F):** weak to Water, stronger to Earth
* **Earth (E):** weak to Fire, stronger to Air
* **Air (A):** weak to Earth, stronger to Electric
* **Electric (Z):** weak to Air, stronger to Water
* **Water (W):**  weak to Electric,stronger to Fire

**Gear can have elemental damage, resist, or both.**

*Examples:*

* The Kiluhwot body piece can deal Electric Damage.
* The Voltpico mount can deal special Electric Damage, and it also provides Water Resistance.

## Notes

1. ↑ As of 3/8/2019, damage enrage cap increased from 10% to 25% of total health.
2. ↑ As of 6/8/2018, Quad Strike now **adds 4 additional attacks**, up from 3.
3. ↑ It is your turn whenever you can use a skill
4. ↑ Elements that are neither strong nor weak to another are neutral.