They include bleeding, poison, and ignite. Non-damaging ailments include chill, freeze, shock, scorch, brittle, and sap. AilmentAssociated damage typeEffectElementalDamaging Bleeding Physical Bleeding can only be inflicted by physical damage from attacks. Bleeding enemies take physical damage over time...
Added a new notable - Pyromaniac: Grants Immunity to Shock, Immunity to Ignite, 1% Life Regenerated per second for each of your Mines Detonated Recently, up to 20%, 1% Life Regenerated per second for each of your Traps Triggered Recently, up to 20%, and 25% reduced Mana Cost of Skills ...
This is one way to determine whether or not an effect is a buff – if it does not show an icon, it is not a buff that is attached to the player. #Name(ID)IconDescriptionStats 1 Ignited(ignited) You're on fire base_ignite_damage_taken_per_minute 2 Chilled(chilled) You are slowed...
no longer provides Quality. This is to keep the top end at about the same while bringing lower investment Energy Shield up. Instead, it now grants up to 25% chance to Avoid Ignite, Freeze, or Shock, depending on the Attribute, also providing another way to allow characters to solve their...
10% chance to Ignite(50-70)% increased Damage while IgnitedTake 100 Fire Damage when you Ignite an Enemy2% of Fire Damage Leeched as Life while Ignited Eyes of the GreatwolfLevel 52 Two random talisman implicit modifiersImplicit Modifier magnitudes are doubledCorrupted Eyes of the Greatwolf...
A rule of thumb with the new Armour formula is that if you want to get 50% mitigation against a physical damage hit, you need 5 times the damage as Armour where previously it required 10 times the damage. As an example, if you want to mitigate a 5,000 hit down to 2,500, you use...
(5-10)% chance to Freeze, Shock and Ignite Elemental Damage you Deal with Hits is Resisted by lowest Elemental Resistance instead The Druggery Cloth Belt Requires Level 48 Belt (15-25)% increased Stun and Block Recovery +(20-30) to all Attributes (15-25)% increased Flask Charges gained...