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Combat Mechanics
- Causes knockback
- Scales heavily with weapon damage
- Used in infusions and burst reactions
- Ignores 100% armor
- No knockback
- Scales with diminishing returns
- Behaves like "true damage"
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.
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
| 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 |
| Reaction | Cooldown (ms) |
|---|---|
| Firestorm | 450 |
| Whirlpool | 450 |
| Duststorm | 450 |
| Blizzard | 450 |
| Stormcall | 450 |
| Resplendence | 450 |
| Obscurity | 450 |
| Reaction | Cooldown (ms) |
|---|---|
| Flare | 400 |
| Purify | 500 |
| Crystallize | 600 |
| Hyperconductor | 550 |
| Lumishock | 550 |
| Eclipse | 650 |
| 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
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 | 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 |
| Reaction | Intensity |
|---|---|
| Firestorm | 9 |
| Whirlpool | 9 |
| Duststorm | 9 |
| Blizzard | 9 |
| Stormcall | 9 |
| Resplendence | 9 |
| Obscurity | 9 |
| Reaction | Intensity |
|---|---|
| Flare | 7 |
| Purify | 11 |
| Crystallize | 15 |
| Hyperconductor | 13 |
| Lumishock | 13 |
| Eclipse | 16 |
| 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
SLM: Elements
External