Void Fog

**Void Fog** is the rapidly-ticking damage dealt by areas in the Void. These areas are accompanied by one or more bubbles in which the effect is cleared.

The  and  debuffs given to the player are purely visual and only serve as indicators to the player, as the damage dealt is by a controller on the stage. The debuffs persist for 4 and 5 seconds respectively after leaving the damage areas, but damage stops applying the moment the player leaves the area.

The damage dealt bypasses armor, so it bypasses:

* Hidden Invincibility
	+ 's initial spawn
	+ 's skills that give invincibility (, , and )
	+ Spawning into the stage
	+ 's transformation into its  form
	+ ()
* Any type of Armor:
	+ Armor
	+ Adaptive Armor
* Any type of blocking:

## Mechanics

Every `tickPeriodSeconds` that the player is outside of the safe zone, they take damage according to a formula and gain 1 fog stack. Once the player goes back into the safe zone, the stacks are reset to zero. The safe area is inverted in **Void Seed**s, which means the player is safe outside of them but takes damage inside of them. The damage formula is

`damagePerTick = healthFractionPerSecond * (1 + fogStacks * healthFractionRampCoefficientPerSecond * tickPeriodSeconds) * tickPeriodSeconds * maxCombinedHealth`

where `maxCombinedHealth = maxHealth + maxShield`.

The values for each Void Fog damage source are summarised in the table below. Note that since the Void Fog in the  has a ramp-up coefficient of 0, the damage taken does not increase with time and it is possible to constantly outheal it with  or .

For example, something with 600 health in the **Simulacrum** would take 6, 6.12, 6.24, 6.36, 6.48 in 5 ticks or 31.2 damage within a second. More generally, any entity takes at least

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{\displaystyle baseDamage=maxCombinedHealth\times healthFractionPerSecond\times tickPeriodSeconds}

damage per tick, which is increased by

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{\displaystyle rampDamage=baseDamage\times healthFractionRampCoefficientPerSecond\times tickPeriodSeconds}

for each fog stack. If the player is to stay in the danger zone for 5 ticks, this would contribute 0, 1, 2, 3, and then 4 fog stacks, which can be generalised as an arithmetic sum with

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{\displaystyle ticks\times (ticks-1)/2}

. Therefore, the accumulated damage one is expected to receive over a period of time is:

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{\displaystyle totalDamage=baseDamage\times ticks+rampDamage\times ticks\times (ticks-1)/2}

Continuing the example for **Simulacrum**, substituing all the relevant constants in and solving the quadratic equation

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{\displaystyle totalDamage=maxCombinedHealth}

with respect to *ticks*, we conclude that any entity can take damage for 62 tick periods, or 12.4 seconds, before dying. This assumes the entity enters the danger zone at full health and does not receive any healing for its duration.

## Notes

* If the player is within the overlap of multiple sources of Void Fod damage, e.g., two Void Seeds, each source will tick and keep track of the fog stack count independently from the rest.
	+ However, this is not the case for , where there is one global fog controller which manages multiple safe zones. This means that if there are multiple Deep Void Signals active, the player will not take any damage as long as they are inside any of the safe zones.
* While the  can greatly extend the time a player can survive inside the Void Fog, the  has the opposite effect, since it cannot be regenerated while taking damage and it also amplifies the incoming damage since it contributes towards the character max health.