Combat Mechanics FAQ
- 1 General Combat
- 2 Effects and States
- 3 Active Abilities
- 3.1 What are active abilities?
- 3.2 Can active abilities be interrupted?
- 3.3 Do you need the appropriate weapon to use an active ability from some weapon tree?
- 3.4 What are resources?
- 3.5 Is it better to use as many consumers as possible, with few resources, or to use few consumers each powered by maximum resources?
- 3.6 When I hit an enemy with a Ranged weapon area attack, do I generate resources on every enemy that I hit?
- 3.7 Do I generate multiple resources on myself, for Magic and Melee weapons, for multiple hits?
- 3.8 Do attacks that glance, miss, or are blocked generate resources?
- 3.9 Do they apply status effects and/or states?
- 3.10 Are extra hits different from the primary hit of the attack?
- 4 Passive Abilities
- 4.1 What is a passive ability?
- 4.2 Do you need to equip a particular weapon in order to use a passive from that weapon's tree?
- 4.3 What if my attack has multiple hits, or hits multiple enemies. Do all these hits gain the benefit of a particular passive?
- 4.4 Can the effects of passives trigger other passives?
- 4.5 Are passives triggered in any particular order?
- 4.6 When a passive provides additional hits, what type are these hits considered to be?
- 5 Gear
What factors influence damage?
There are many factors that influence damage. work in progress
What does Penetrated mean?
Penetrating hits ignore some of the target's protection (generally, a random amount). Any hit, including extra hits derived from passives, can penetrate. Penetrating hits tend to deal a large amount of damage.
Many effects are triggered only when a hit penetrates, including many passives.
What does Critical mean?
Critical hits are random hits that deal more damage. They are a random occurrence, and its chance is determined by critical rating and critical chance attributes. The additional damage dealt is determined by the attacker's critical damage attribute. This tends to be expressed in percentage of bonus damage. Any hit, including extra hits derived from passives, can be a critical.
Many effects are triggered only when a hit is a critical, including many passives.
Effects and States
What is a Status Effect?
Status Effects are (often temporary) effects which alter character statistics, such as hit chance, penetration chance, and so forth, whether negatively or positively. They tend to be associated with State, but they aren't states. Some status effects have a common name, such as debilitated. Other times, abilities impose status effects named as they are.
Status effects with the same name share the same effect and duration.
What is State?
Targets can be put into states that make them more vulnerable to certain skills. States are temporary effects that are directly associated with Status Effects, and last as long as their associated Status Effect does. States tend to be associated with a large amount of different Status Effects. Note that states themselves do not cause penalties or bonuses; their only function is to be exploited by attacks. In descriptions, states usually appear underlined and capitalized. Examples of states are, Weakened, Impaired, and Hindered.
How do multiple applications of the same status effect work?
By default, multiple applications of the same status effect overlap; that is, the duration of the effect is reset. However, many status effects stack a limited number of times, as written in their description. Each application of a status effect is called a stack, and the net benefit of all stacks equals the sum of their effects.
When you apply a stack of a status effect, the duration of the status effect is reset as well. When the duration expires, the target loses a single stack of the effect, and the duration is reset again. In this way, the number of stacks determines both the duration, and the magnitude of the status effect.
What are the visual cues of states?
Do effects that fire when you apply a State work even if the target already has that state?
What are active abilities?
Active abilities are actions or attacks linked to a particular weapon. They need to be explicitly activated, and some may have a casting time. You can have up to seven active abilities at a time.
Can active abilities be interrupted?
Active abilities can be interrupted by the player if they take a different action, such as dodging, cancelling, or using a different ability. The Impaired state and related status effects tend to interrupt active abilities as well.
Do you need the appropriate weapon to use an active ability from some weapon tree?
Yes. All active abilities require the relevant weapon equipped in order to be used.
What are resources?
Resources indicate your focus on a particular target, your readiness to perform an attack, or some other measure of power. You generate resources by using active abilities that are generators. You consume resources by using consumers. Not all abilities consume or generate resources. Read the description of each ability.
Is it better to use as many consumers as possible, with few resources, or to use few consumers each powered by maximum resources?
It's better to fill your resources before firing a consumer, as this can increase damage by a substantial amount. In addition, remember that generators generate resources for both weapons, whereas consumers do not generate any resources. However, if your enemy is close to death, it may be more desirable to use a consumer as quickly as possible.
When I hit an enemy with a Ranged weapon area attack, do I generate resources on every enemy that I hit?
Unless the description says otherwise, you generate resources on all enemies hit by the attack, but not related effects, such as the explosion from Hit & Run.
Do I generate multiple resources on myself, for Magic and Melee weapons, for multiple hits?
A single Magic or Melee attack generates a single resource, unless specified otherwise.
Do attacks that glance, miss, or are blocked generate resources?
Yes, unless specified otherwise.
Do they apply status effects and/or states?
Attacks that are evaded or glance do not apply status effects or states.
Are extra hits different from the primary hit of the attack?
All hits are generally the same, in that all hits can be critical hits, or penetrate. They can also glance, be blocked, be evaded, etc.
What is a passive ability?
A passive ability is an ability you do not need to activate. It's always considered running.
Do you need to equip a particular weapon in order to use a passive from that weapon's tree?
No. You can use all passives without relevance to the weapon you have equipped. However, some passives indirectly rely on active abilities, or other characteristics which are only available to wielders to a particular weapon.
What if my attack has multiple hits, or hits multiple enemies. Do all these hits gain the benefit of a particular passive?
Many passives have a complex cool down or safeguard against being abused. In general, all actors can only gain the effect of a passive once per attack. For example, if you use an AoE to hit four targets at once, and all these hits are eligible for a particular passive, then all of these hits gain its benefit. However, after affecting an enemy once, the passive is in a cooldown for the enemy, and cannot affect him again for that attack.
The same is true for allies, and yourself. You cannot gain a bonus of any sort from a passive more than once per attack. For example, Dark Prophecy grants you a status effect every time you apply Afflicted. You can only get a single stack of this effect per attack, no matter how many times you apply Afflicted in that attack.
Similarly, if you use Sudden Return against a particular enemy with a burst attack that hits three times, only the first hit that penetrates will trigger the passive. Successive penetrating hits will never do so. However, since you attack more than once, you have a higher chance of penetrating, and thus a higher chance of triggering the passive.
Passives with a chance to fire have this chance whenever it happens. For example, a passive that has a 10% chance whenever you hit will have a 10% to fire every hit on a burst attack.
Note that status effects gained from passives aren't passives, so they apply on all hits, against all targets, all the time.
Can the effects of passives trigger other passives?
Yes, but under the restrictions above. For example, Hit & Run can cause other enemies to die, which will also explode, causing a chain reaction. Another example, is that a passive such as 12 Gauge can trigger a passive such as Gunsmoke. In addition, extra hits gained from passives can trigger other passives just like any other hit.
Are passives triggered in any particular order?
In case of passives that trigger one another, there is a definite order among them. For example, a passive that triggers when you apply Weakened will activate after the passive that applied Weakened in the first place. Other than that, passives will trigger in the order they are selected.
When a passive provides additional hits, what type are these hits considered to be?
This question is in the context of passives such as Eagle Eye, that provide a bonus to specific types of attacks. Additional hits will not have an attack category unless specified otherwise, and are considered to come from the weapon from whose tree the passive was taken. For example, the damage done by Sudden Return will be considered to have come from a Blade.