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Combat Mechanics

Sleys edited this page Jul 29, 2026 · 5 revisions

Damage Types

Direct Damage

  • Causes knockback
  • Scales heavily with weapon damage
  • Used in infusions and burst reactions

Tick Damage (DoT)

  • Ignores 100% armor
  • No knockback
  • Scales with diminishing returns
  • Behaves like "true damage"

ICD — Internal Cooldown Dealer

Limits how often elements are applied from basic attacks. Skills always bypass this restriction.

When a weapon is infused with an element, it can only apply/transfer that element once every ~2.5s or 3–4 consecutive hits. This restriction only applies to normal attacks, special abilities always apply their element.

ICD behavior depends on:

  • The source entity's characteristics
  • The weapon's properties
  • Whether the interaction is a basic attack or a skill

Elemental Transfer: when an element transfers via ICD, extra metadata passes from source to target entity to determine reaction damage scaling (based on the source's weapon stats and base damage). Reaction damage falls into two categories internally.


ERCS — Entity Reaction Cooldown System

Prevents elemental reactions from being triggered too frequently on the same entity.

  • Each reaction has its own independent cooldown (not shared)
  • Direct and Reverse combinations are treated separately (when applicable)
  • Static reactions behave identically regardless of order
  • Cooldowns are in milliseconds, applied per entity per reaction
  • If a reaction isn't registered, it defaults to 100 ms
  • Works alongside ICD and ERGCS

Base Reactions

Reaction Direct (ms) Reverse (ms) Static (ms)
Melt 850 925
Overload 420
Vaporized 580 605
Frozen 1200
Electrocharged 300
Cold 315 380
Burning 315 335
Conductor 335
Superconductor 530
Rooted 335

Aero Reactions (all Static)

Reaction Cooldown (ms)
Firestorm 450
Whirlpool 450
Duststorm 450
Blizzard 450
Stormcall 450
Resplendence 450
Obscurity 450

Lumen Reactions

Reaction Cooldown (ms)
Flare 400
Purify 500
Crystallize 600
Hyperconductor 550
Lumishock 550
Eclipse 650

Umbra Reactions

Reaction Cooldown (ms)
Shrivelled 500
Drowning 550
Decay 450
Shadowfrost 550
Corruption 670

Notes

  • Frozen (1200 ms) has the highest cooldown due to its Max HP scaling
  • Corruption (670 ms) is limited due to scaling DoT + execution potential
  • Crystallize (600 ms) prevents defensive stacking abuse
  • Aero reactions (450 ms) are balanced for propagation without spam

ERGCS — Entity Reaction Global Cooldown System

A global protection layer that prevents an entity from being overwhelmed by continuous reactions — especially relevant for bosses / high-HP entities.

  • Each reaction adds intensity to a global meter
  • When the meter reaches 205, all reactions are blocked (normal damage still applies)
  • Decays: -1 intensity per hit received, and -1 intensity every 2 ticks (passive decay)
  • Once below the threshold, reactions can trigger again

Reaction Intensity Table

Reaction Direct Reverse Static
Melt 13 17
Overload 8
Vaporized 10 12
Frozen 25
Electrocharged 3
Cold 4 6
Burning 4 5
Conductor 6
Superconductor 10
Rooted 6

Aero Reactions

Reaction Intensity
Firestorm 9
Whirlpool 9
Duststorm 9
Blizzard 9
Stormcall 9
Resplendence 9
Obscurity 9

Lumen Reactions

Reaction Intensity
Flare 7
Purify 11
Crystallize 15
Hyperconductor 13
Lumishock 13
Eclipse 16

Umbra Reactions

Reaction Intensity
Shrivelled 11
Drowning 13
Decay 9
Shadowfrost 13
Corruption 17

Intensity Rules

  • Direct → lower intensity, allows chaining
  • Reverse → higher intensity, more burst-oriented
  • Static → same value regardless of order

See also: Elemental Reactions · API

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