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<span class="Fire Neutral">Fire</span>: Deal 25%* damage to up to 2 nearby foes. The initial target also burns for 40%* damage over three seconds.<br> | <span class="Fire Neutral">Fire</span>: Deal 25%* damage to up to 2 nearby foes. The initial target also burns for 40%* damage over three seconds.<br> | ||
<span class="Ice Neutral">Ice</span>: Apply "Frozen" for 6* seconds, slowing the target for the duration. "Frozen" | <span class="Ice Neutral">Ice</span>: Apply one stack of "Frozen" for 6* seconds, slowing the target for the duration. "Frozen" increases the target's damage taken by 30% at one stack, 45% at two stacks, and 60% at three stacks. Additionally, monsters will explode and deal 5% of its max HP per "Frozen" stack to 2 nearby monsters.<br> | ||
<span class="Ghost Neutral">Ghost</span>: Inflicts "Haunted" on enemy, causing 115%* damage over 2.5s and pulling other enemies to it. | <span class="Ghost Neutral">Ghost</span>: Inflicts "Haunted" on enemy, causing 115%* damage over 2.5s and pulling other enemies to it. You can have two "Haunted" effects active at once, spreading to one other monster if triggered again on the same monster. When a monster dies, all of the damage per tick is transferred as well. The damage can stack infinitely on normal enemies, but resets every 6 seconds on bosses.<br> | ||
<span class="Metal Neutral">Metal</span>: Lower the target's DEF while gaining a stacking buff that increases your own damage reduction. Maximum damage reduction of 40%*. <br> | <span class="Metal Neutral">Metal</span>: Lower the target's DEF while gaining a stacking buff that increases your own damage reduction. Maximum damage reduction of 40%*. <br> | ||
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<span class="Lightning Neutral">Lightning</span>: Deal damage to up to 4 nearby enemies, 75%* damage to the first and reducing that amount by 40% with each bounce (e.g. 500 -> 300 -> 180 -> 102). This effect does nothing to the initial target.<br> | <span class="Lightning Neutral">Lightning</span>: Deal damage to up to 4 nearby enemies, 75%* damage to the first and reducing that amount by 40% with each bounce (e.g. 500 -> 300 -> 180 -> 102). This effect does nothing to the initial target.<br> | ||
<span class="Water Neutral">Water</span>: Slow the target slightly, and create a healing orb for 5s that any single player can absorb in order to immediately recover | <span class="Water Neutral">Water</span>: Slow the target slightly, and create a green healing orb for 5s that any single player can absorb in order to immediately recover HP and MP*.<br> | ||
==Type Chart== | ==Type Chart== | ||