Negative Statuses: Difference between revisions

From Edda Tales Wiki
Jump to navigation Jump to search
Chelmico (talk | contribs)
No edit summary
Chelmico (talk | contribs)
No edit summary
 
(5 intermediate revisions by the same user not shown)
Line 3: Line 3:
{| class="wikitable" style="text-align:left;"
{| class="wikitable" style="text-align:left;"
! Status
! Status
! Internal Status
! Effect
! Effect
|-
|-
| Blaze
| Stun
| SC_HANDICAPSTATE_CONFLAGRATION
| Hard crowd control. The target cannot act while stunned.
| Fire and Wind critical hits against the target deal 25% bonus damage. Blaze does not deal damage by itself.
|-
|-
| Lightning Strike
| Silence
| SC_HANDICAPSTATE_LIGHTNINGSTRIKE
| Prevents spellcasting and skill use that requires casting. Against boss/status-immune enemies, duration is reduced to 20% of normal.
| Deals 100 fixed damage every 2 seconds. Each tick has a 35% chance to interrupt spellcasting on players and regular monsters. Bosses are not interrupted by this effect.
|-
|-
| Crystallization
| Sleep
| SC_HANDICAPSTATE_CRYSTALLIZATION
| Hard crowd control. The target cannot act while asleep. Against boss/status-immune enemies, duration is reduced to 20% of normal.
| Target receives 5% more magic damage. If a non-boss target dies while affected, it explodes, dealing 10% of its Max HP as damage in a 5x5 area around itself.
|-
| Frostbite
| SC_HANDICAPSTATE_FROSTBITE
| Stacking movement slow. Each stack reduces movement speed by 10%, up to 5 stacks / 50%. Reapplying Frostbite refreshes the status using the duration of the skill that applied it. If the target already has 5 stacks, new applications try to Freeze for 15 seconds at 50% chance. If that Freeze fails, non-bosses are Frozen for 3 seconds, ignoring Freeze resistance.
|-
| Cold
| SC_FREEZING
| Reduces movement speed by 45%. Against boss/status-immune enemies, the slow is reduced to one third of its normal value.
|-
|-
| Freeze
| Freeze
| SC_FREEZE
| Hard crowd control. The target is frozen solid and cannot act. Against boss/status-immune enemies, duration is reduced to 20% of normal.
| Hard crowd control. The target is frozen solid and cannot act. Against boss/status-immune enemies, duration is reduced to 20% of normal.
|-
|-
| Stone Curse
| Stone Curse
| SC_STONEWAIT / SC_STONE
| Hard crowd control. The target is affected by Stone Curse and becomes petrified. Against boss/status-immune enemies, duration is reduced to 20% of normal.
| Hard crowd control. The target is affected by Stone Curse and becomes petrified. Against boss/status-immune enemies, duration is reduced to 20% of normal.
|-
|-
| Curse
| Curse
| SC_CURSE
| Sets LUK to 0, reduces base ATK and weapon ATK by 25%, and heavily slows movement. Against boss/status-immune enemies, duration is reduced to 20% of normal.
| Sets LUK to 0, reduces base ATK and weapon ATK by 25%, and heavily slows movement. Against boss/status-immune enemies, duration is reduced to 20% of normal.
|-
| Stun
| SC_STUN
| Hard crowd control. The target cannot act while stunned.
|-
|-
| Blind
| Blind
| SC_BLIND
| Reduces Hit by 25% and Flee by 50%.
| Reduces Hit by 25% and Flee by 50%.
|-
| Silence
| SC_SILENCE
| Prevents spellcasting and skill use that requires casting. Against boss/status-immune enemies, duration is reduced to 20% of normal.
|-
| Sleep
| SC_SLEEP
| Hard crowd control. The target cannot act while asleep. Against boss/status-immune enemies, duration is reduced to 20% of normal.
|-
|-
| Fear
| Fear
| SC_FEAR
| Reduces Hit and Flee by 20%.
| Reduces Hit and Flee by 20%.
|-
|-
| Mini Stun
| Mini Stun
| SC_MINISTUN
| Very short stun effect, usually 0.5 seconds. Boss/status-immune enemies have the duration reduced to 20% and receive 50% resistance against the application.
| Very short stun effect, usually 0.5 seconds. Boss/status-immune enemies have the duration reduced to 20% and receive 50% resistance against the application.
|-
| Binding
| Prevents movement while active.
|-
| Cold
| Reduces movement speed by 45%. Against boss/status-immune enemies, the slow is reduced to one third of its normal value.
|-
| Frostbite
| Stacking movement slow. Each stack reduces movement speed by 10%, up to 5 stacks / 50%. Reapplying Frostbite refreshes the status using the duration of the skill that applied it. If the target already has 5 stacks, new applications try to Freeze for 15 seconds at 50% chance. If that Freeze fails and target is also affected by Cold, non-bosses are Frozen for 3 seconds, ignoring Freeze resistance, but reducing stacks back to 1.
|-
| Blaze
| Fire and Wind critical hits against the target deal 25% bonus damage. Blaze does not deal damage by itself.
|-
| Lightning Strike
| Deals 100 fixed damage every 2 seconds. Each tick has a 35% chance to interrupt spellcasting on players and regular monsters. Bosses are not interrupted by this effect.
|-
| Crystallization
| Target receives 5% more magic damage. If a non-boss target dies while affected, it explodes, dealing 10% of its Max HP as damage in a 5x5 area around itself.
|-
|-
| Burning
| Burning
| SC_BURNING / SC_BURNING2 / SC_BURNING3
| Damage over time. Burning stores a damage pool, then deals that damage over rapid 0.1 second ticks.
| Damage over time. Burning stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Burning damage is added into the remaining damage pool.
|-
|-
| Poison
| Poison
| SC_POISON / SC_POISON2 / SC_POISON3
| Damage over time. Poison stores a damage pool, then deals that damage over rapid 0.1 second ticks.
| Damage over time. Poison stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Poison damage is added into the remaining damage pool.
|-
|-
| Bleeding
| Bleeding
| SC_BLEEDING / SC_BLEEDING2 / SC_BLEEDING3
| Damage over time. Bleeding stores a damage pool, then deals that damage over rapid 0.1 second ticks.
| Damage over time. Bleeding stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Bleeding damage is added into the remaining damage pool.
|-
| Binding
| SC_VACUUM_EXTREME
| Pulling bind effect. The target is affected by Vacuum Extreme and can be pulled to the center of the effect. The pull only moves targets that are standing still, and only if they are within the Vacuum Extreme area. After the effect ends, the target receives a short post-delay that prevents the same vacuum from immediately affecting them again.
|}
|}


Line 85: Line 66:
Each buildup stack gives 50% resistance to that same status. The resistance stacks up to 2 times.
Each buildup stack gives 50% resistance to that same status. The resistance stacks up to 2 times.


That means:
Against boss/status-immune enemies, buildup resistance durations are 3 times longer.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
Line 103: Line 84:
{| class="wikitable" style="text-align:left;"
{| class="wikitable" style="text-align:left;"
! Status
! Status
! Resistance Status
! Resistance Duration
! Normal Resistance Duration
! Boss/Status-Immune Resistance Duration
! Notes
|-
|-
| Stun
| Stun
| SC_STUNCD
| 5 seconds
| 5 seconds
| 15 seconds
| Each stack gives 50% Stun resistance.
|-
|-
| Silence
| Silence
| SC_SILENCECD
| 5 seconds
| 5 seconds
| 15 seconds
|-
| Each stack gives 50% Silence resistance.
| Blind
| 5 seconds
|-
|-
| Sleep
| Sleep
| SC_SLEEPCD
| 10 seconds
| 10 seconds
| 30 seconds
| Each stack gives 50% Sleep resistance.
|-
|-
| Stone Curse
| Stone Curse
| SC_STONECD
| 10 seconds
| 10 seconds
| 30 seconds
| Each stack gives 50% Stone Curse resistance.
|-
|-
| Curse
| Curse
| SC_CURSECD
| 10 seconds
| 10 seconds
| 30 seconds
| Each stack gives 50% Curse resistance.
|-
| Blind
| SC_BLINDCD
| 5 seconds
| 15 seconds
| Each stack gives 50% Blind resistance.
|-
|-
| Fear
| Fear
| SC_FEARCD
| 10 seconds
| 10 seconds
| 30 seconds
| Each stack gives 50% Fear resistance.
|-
|-
| Freeze
| Freeze
| SC_FREEZECD
| 10 seconds
| 10 seconds
| 30 seconds
| Each stack gives 50% Freeze resistance.
|}
|}


Mini Stun does not use the normal stacking buildup table. Instead, it applies SC_MINISTUNCD for 0.5 seconds when triggered, preventing immediate repeated Mini Stun procs.
Mini Stun does not use the normal stacking buildup table. Instead, it has a 0.5 second cooldown when triggered, preventing immediate repeated Mini Stun procs.


Forced status applications can ignore buildup resistance if they are applied with no-avoid, no-rate-resist, and no-duration-resist flags.
Forced status applications can ignore buildup resistance if they are designed to do so.

Latest revision as of 08:46, 30 June 2026

Common Status Effects

Status Effect
Stun Hard crowd control. The target cannot act while stunned.
Silence Prevents spellcasting and skill use that requires casting. Against boss/status-immune enemies, duration is reduced to 20% of normal.
Sleep Hard crowd control. The target cannot act while asleep. Against boss/status-immune enemies, duration is reduced to 20% of normal.
Freeze Hard crowd control. The target is frozen solid and cannot act. Against boss/status-immune enemies, duration is reduced to 20% of normal.
Stone Curse Hard crowd control. The target is affected by Stone Curse and becomes petrified. Against boss/status-immune enemies, duration is reduced to 20% of normal.
Curse Sets LUK to 0, reduces base ATK and weapon ATK by 25%, and heavily slows movement. Against boss/status-immune enemies, duration is reduced to 20% of normal.
Blind Reduces Hit by 25% and Flee by 50%.
Fear Reduces Hit and Flee by 20%.
Mini Stun Very short stun effect, usually 0.5 seconds. Boss/status-immune enemies have the duration reduced to 20% and receive 50% resistance against the application.
Binding Prevents movement while active.
Cold Reduces movement speed by 45%. Against boss/status-immune enemies, the slow is reduced to one third of its normal value.
Frostbite Stacking movement slow. Each stack reduces movement speed by 10%, up to 5 stacks / 50%. Reapplying Frostbite refreshes the status using the duration of the skill that applied it. If the target already has 5 stacks, new applications try to Freeze for 15 seconds at 50% chance. If that Freeze fails and target is also affected by Cold, non-bosses are Frozen for 3 seconds, ignoring Freeze resistance, but reducing stacks back to 1.
Blaze Fire and Wind critical hits against the target deal 25% bonus damage. Blaze does not deal damage by itself.
Lightning Strike Deals 100 fixed damage every 2 seconds. Each tick has a 35% chance to interrupt spellcasting on players and regular monsters. Bosses are not interrupted by this effect.
Crystallization Target receives 5% more magic damage. If a non-boss target dies while affected, it explodes, dealing 10% of its Max HP as damage in a 5x5 area around itself.
Burning Damage over time. Burning stores a damage pool, then deals that damage over rapid 0.1 second ticks.
Poison Damage over time. Poison stores a damage pool, then deals that damage over rapid 0.1 second ticks.
Bleeding Damage over time. Bleeding stores a damage pool, then deals that damage over rapid 0.1 second ticks.

Buildup Resistance

Some control effects apply a temporary resistance after they end. This is the buildup resistance system.

Each buildup stack gives 50% resistance to that same status. The resistance stacks up to 2 times.

Against boss/status-immune enemies, buildup resistance durations are 3 times longer.

Stacks Resistance
0 0%
1 50%
2 100%
Status Resistance Duration
Stun 5 seconds
Silence 5 seconds
Blind 5 seconds
Sleep 10 seconds
Stone Curse 10 seconds
Curse 10 seconds
Fear 10 seconds
Freeze 10 seconds

Mini Stun does not use the normal stacking buildup table. Instead, it has a 0.5 second cooldown when triggered, preventing immediate repeated Mini Stun procs.

Forced status applications can ignore buildup resistance if they are designed to do so.