Difference between revisions of "Damage"
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*[[Crushing]], caused by hammers, staffs, or unarmed weapons as well as the [[Druid]] spell 'Earthquake' and the [[Fury]] spell 'Fury of Wind' | *[[Crushing]], caused by hammers, staffs, or unarmed weapons as well as the [[Druid]] spell 'Earthquake' and the [[Fury]] spell 'Fury of Wind' | ||
*[[Piercing]], caused by spears, bows, crossbows, daggers, and some types of axe weapons as well as the [[Druid]] spells 'Grasp of Thorns' and 'Hedge of Thorns' and the [[Ranger]] spell 'Grasp of Thorns' | *[[Piercing]], caused by spears, bows, crossbows, daggers, and some types of axe weapons as well as the [[Druid]] spells 'Grasp of Thorns' and 'Hedge of Thorns' and the [[Ranger]] spell 'Grasp of Thorns' | ||
− | *[[Slashing]], caused by swords, pole arms, or most axes as well as the [[ | + | *[[Slashing]], caused by swords, pole arms, or most axes as well as the [[Berserker]] spell 'Fury of the Northmen', the [[Blademaster]] spell 'Whirlwind Attack', and the [[Blade Weaver]] spell 'Blade Dance' |
=== Power Damage === | === Power Damage === | ||
Power damage is caused mostly by spells cast by the player. With the widest range of varying types, aside from the Mage's Defensive stance, players will have a difficult time being resistant to all of them at once. Like physical damage types, the cap for resistance to spells is 75%, but there is no limit to how far in the negative a player may become exposed. The following are the power damage types. | Power damage is caused mostly by spells cast by the player. With the widest range of varying types, aside from the Mage's Defensive stance, players will have a difficult time being resistant to all of them at once. Like physical damage types, the cap for resistance to spells is 75%, but there is no limit to how far in the negative a player may become exposed. The following are the power damage types. |
Revision as of 19:09, 8 October 2008
Damage refers to a negative modification to a player's health, stamina, or mana. Damage to health is represented in real time, following the event of taking damage by overhead floating red digits for personal damage, orange digits for damage to a group member, and yellow digits for damage to any other party. Damage to stamina and mana will only be indicated via system channels.
Damage Types
Direct Damage
Direct damage is damage that bypasses fortitudes and will do the same amount of damage whether the player is sitting or not. All drains and procs are direct damage.
Physical Damage
Combat using physical damage is often referred to as mêlée combat since all weapons inflict one of these three types of damage; however, a few spells may use these also. Physical damage is the most resisted type of damage because all armor except cloth will offer some resistance to it and all mages can choose to train Shielding, which offers protection from 10.25 to 30 percent of physical damage. Also, some classes receive a damage absorber, which will cap off physical resistances for a short period of time. There are three physical damage types:
- Crushing, caused by hammers, staffs, or unarmed weapons as well as the Druid spell 'Earthquake' and the Fury spell 'Fury of Wind'
- Piercing, caused by spears, bows, crossbows, daggers, and some types of axe weapons as well as the Druid spells 'Grasp of Thorns' and 'Hedge of Thorns' and the Ranger spell 'Grasp of Thorns'
- Slashing, caused by swords, pole arms, or most axes as well as the Berserker spell 'Fury of the Northmen', the Blademaster spell 'Whirlwind Attack', and the Blade Weaver spell 'Blade Dance'
Power Damage
Power damage is caused mostly by spells cast by the player. With the widest range of varying types, aside from the Mage's Defensive stance, players will have a difficult time being resistant to all of them at once. Like physical damage types, the cap for resistance to spells is 75%, but there is no limit to how far in the negative a player may become exposed. The following are the power damage types.
- Bleeding is a low-damage DoT caused by weapon powers. This resistance is not displayed in the resistances window. The third tier bleeding proc is "of Cuts".
- Cold damage may be caused by Shadow Bolt, Hoarfrost, Ice Bolt, Blizzard, Fury of Ice, or the Chill of the Grave. The third tier cold damage proc is "of the Frykka".
- Fire damage is caused by Blood Boil, Ignite, Incendiary Blast, Fire Bolt, Uvoriel's Judgment, Brand the Wicked, Saint Malorn's Wrath, and Cleansing Flame. The third tier fire proc is "of Fire".
- Healing resistance determines the amount you are healed. This resistance is not displayed in the resistances window.
- Holy damage is caused by Censure, Darius' Fist, Fling Holy Water, Put to the Torch, Smite the Dead, Saint Lorne's Ire, Divine Word of Binding, and Righteous Word of Binding. The third tier holy proc is "of Truth".
- Lightning damage is caused by Electrocute, Lightning Bolt, Call Lightning (Channeler), Call Lightning (Druid), Call the Sky's Fury, and Call Storm. The third tier lightning proc is "of Thunderbolts".
- Magic damage is caused by Mage Bolt, Lesser Mage Bolt, Dread Dissonance, Pallando's Pernicious Puns, Mystic Bolt, and Sign of Sorthoth. The third tier proc for magic damage is "of the Fey".
- Mental damage is caused by Mind Strike and Psychic Shout. The third tier mental proc is "of the Mentalist".
- Poison damage is caused by Steal Breath, Purgation, Blight, and Inflict Poison. The third tier poison proc is "of the Fang".
- Unholy damage is caused by Unholy Blast and Unholy Storm. The third tier unholy proc is "of Oblivion".
Siege Damage
Siege damage is a type of damage that may only effect buildings and other structures. The Battle Magus power Demolishing Spell is the only player spell that uses siege damage, however, players may also inflict siege damage by the use of a siege engine such as a trebuchet or in the medium of weapons using a siege hammer, bow, or staff. All pets automatically inflict siege damage when attacking bane stones, but may not damage other structures.