Equipment Procs: Difference between revisions

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This is a list of the various [[equipment]] procs in the [[HentaiVerse]].
This is a list of the various [[Equipment Basics|equipment]] procs in the [[HentaiVerse]]. They may also be applied through [[Skills#Weapon Skills|weapon skills]].


All weapons are generated with a status effect that can proc on successfully hitting an enemy. The chance of it being applied is determined by the specific piece of equipment with a maximum chance of 25% for all weapons except the mace which has a maximum of 30%. The specific proc is determined by the type of weapon. In addition, landing a critical strike will always proc your weapon's status effect (while Dual Wielding, only the mainhand proc is guaranteed).
All [[Weapons|weapons]] are generated with a status effect that can proc on successfully hitting an enemy. The chance of it being applied is determined by the specific type of weapon and the average [[The Armory#Ranges|Base Stat Roll]] of the weapon, with a maximum chance of 25% for all weapons except the staff which has a maximum of 40%. The specific proc is determined by the type of weapon.


The three procs are:
Landing a critical strike will always proc your weapon's status effect.


'''Piercing Weapons''' (i.e. Rapiers and Estocs):
The four procs are:
*http://g.ehgt.org/hv043/img/e/wpn_ap.png '''Penetrated Armor''': The armor of this target has been breached, reducing its defenses.  
{| class="wikitable"
**Duration capped at 7 turns.
|-
 
! width="15%" | Sources
'''Slashing Weapons''' (i.e. Daggers, Axes, Shortswords, Longswords, Katanas, Wakizashis, Scythes):  
! Proc !! Description
*http://g.ehgt.org/hv043/img/e/wpn_bleed.png '''Bleeding Wound''': A gushing wound is making this target take damage over time.
|-
**Duration capped at 7 turns.
| <small>One-Hand: Rapier<br>Two-Hand: Estoc<br>Skills: Rending Blow, Skyward Sword</small>
**Bleeding Wound damage is consistent -- it is not affected by difficulty, monster type, etc.
! [[Image:wpn_ap.png]]<br>Penetrated Armor
**The listed damage for Bleeding Wound is actually ''base damage''. The amount of damage dealt in combat is affected by the relevant Weapon [[Proficiencies|proficiency]] and can be calculated using the formula
| ''The armor of this target has been breached, reducing its defenses.''
  Combat Damage = Base Damage x (1 + Proficiency/100)
* Monster's physical mitigation is reduced by 25% per stack, with maximum of 3 stacks (mitigation reduced to 25%.)
 
** Penetrated Armor is a multiplier applied to the monster's physical resistance (ie 3 stacks on a monster with 80% = 80%*25% = 20%).
'''Crushing Weapons''' (i.e. Clubs and Maces):
**This multiplier is layered with Imperil. This means that a monster with 80% physical mitigation will have 40% after imperil, and then 10% after 3 stacks of PA.
*http://g.ehgt.org/hv043/img/e/wpn_stun.png '''Stunned''': A powerful blow has temporarily stunned this target.
* The hit applying the effect bypasses the monster's Physical Mitigation.
**Duration capped at 4 turns.
* The effect is permanent.
**Striking a stunned monster physically deals 50% increased damage.
|-
| <small>One-Hand: Axe, Dagger, Shortsword, Wakizashi<br>Two-Hand: Longsword, Katana, Scythe, Swordchucks<br>Skills: Vital Strike, Skyward Sword</small>
! [[Image:wpn_bleed.png]]<br>Bleeding Wound
| ''A gushing wound is making this target take damage over time.''
* 200 stacks at maximum.
** Weapons will inflict 50 stacks on an non-bleeding target or add 40 stacks to an existing bleed.
** Skills will inflict 100 stacks on an non-bleeding target or add 90 stacks to an existing bleed.
** Stacks decay by 20% per tick.
* Damage done = ADB * Stack count / 100
** Other damage bonuses are applied each as separate multipliers (ie, Bleed Damage * Heartseeker (1.25) * Overwhelming Strikes (1.15) * Daemonic Duality (1.1 to 1.5) * Title Bonus (1.0 to 1.1)... etc)
** ADB is as seen on the character sheet (not the weapon's ADB).
* Bleed damage is consistent and untyped; it is not affected by the monster's mitigations or any other stats.
* Bleed damage is only recalculated when a new stack is applied, and the damage will not be lowered if reapplied by a weaker attack.
* Bleeding Wound is applied before Overwhelming Strikes, and as such, on turns where a player gains Overwhelming Strikes (and it was not already active) it is not factored into the damage until the next time the stack is refreshed.
* Bleeding Wound does not initiate a timer starting from its application; damage is simply applied at exact intervals of one game tick.
** This also means that it does not benefit from attack speed - in fact, higher attack speed means more turns will be taken between damage applications.
|-
| <small>One-Hand: Club<br>Two-Hand: Mace<br>Skills: Shield Bash, Shatter Strike, Concussive Strike, FUS RO DAH</small>
! [[Image:wpn_stun.png]]<br>Stunned
| ''A powerful blow has temporarily stunned this target.''
* Stunned monsters cannot take any offensive action and cannot evade or parry.
* The resist of stunned monsters is additionally reduced by 25%.
* Monsters will attack the turn after a stun expires on them.
* Stuns cannot be overwritten regardless of source or duration.
** For example, a critical hit with a club against a stunned target will not refresh a stun, nor will using Shield Bash.
|-
| <small>All Staffs</small>
! [[Image:ether_tap.png]]<br>Ether Tap
| ''You are absorbing magicks from shattering the Coalesced Mana surrounding a target.''
* The target must be affected by [[Fighting Styles#Staff|Coalesced Mana]] for the effect to proc.
* The effect is applied to the player, not the monster.
* Restores mana equal to 2% of the player's base MP per turn.
** The restoration effect can be stacked once for double amount of MP restored.
* Duration of 5 ticks.
* This removes the effects of Coalesced Mana from the target.
* A killing blow to a target that has Coalesced Mana with Arcane Blow will always trigger Ether Tap.
|}


==See also==
==See also==
*[[Equipment]]
*[[Equipment Basics]]
*[[Detailed Equip Characteristics]]
*[[Fighting Styles]]
*[[Fighting Styles]]


[[Category:HentaiVerse]]
==References==
* [https://www.mediafire.com/file/3tu19zxbq1ffb15/BW_test.xlsx/file| Decondelite's Bleeding Wound research log]
 
{{HVnav}}

Latest revision as of 17:19, 11 September 2026

This is a list of the various equipment procs in the HentaiVerse. They may also be applied through weapon skills.

All weapons are generated with a status effect that can proc on successfully hitting an enemy. The chance of it being applied is determined by the specific type of weapon and the average Base Stat Roll of the weapon, with a maximum chance of 25% for all weapons except the staff which has a maximum of 40%. The specific proc is determined by the type of weapon.

Landing a critical strike will always proc your weapon's status effect.

The four procs are:

Sources Proc Description
One-Hand: Rapier
Two-Hand: Estoc
Skills: Rending Blow, Skyward Sword

Penetrated Armor
The armor of this target has been breached, reducing its defenses.
  • Monster's physical mitigation is reduced by 25% per stack, with maximum of 3 stacks (mitigation reduced to 25%.)
    • Penetrated Armor is a multiplier applied to the monster's physical resistance (ie 3 stacks on a monster with 80% = 80%*25% = 20%).
    • This multiplier is layered with Imperil. This means that a monster with 80% physical mitigation will have 40% after imperil, and then 10% after 3 stacks of PA.
  • The hit applying the effect bypasses the monster's Physical Mitigation.
  • The effect is permanent.
One-Hand: Axe, Dagger, Shortsword, Wakizashi
Two-Hand: Longsword, Katana, Scythe, Swordchucks
Skills: Vital Strike, Skyward Sword

Bleeding Wound
A gushing wound is making this target take damage over time.
  • 200 stacks at maximum.
    • Weapons will inflict 50 stacks on an non-bleeding target or add 40 stacks to an existing bleed.
    • Skills will inflict 100 stacks on an non-bleeding target or add 90 stacks to an existing bleed.
    • Stacks decay by 20% per tick.
  • Damage done = ADB * Stack count / 100
    • Other damage bonuses are applied each as separate multipliers (ie, Bleed Damage * Heartseeker (1.25) * Overwhelming Strikes (1.15) * Daemonic Duality (1.1 to 1.5) * Title Bonus (1.0 to 1.1)... etc)
    • ADB is as seen on the character sheet (not the weapon's ADB).
  • Bleed damage is consistent and untyped; it is not affected by the monster's mitigations or any other stats.
  • Bleed damage is only recalculated when a new stack is applied, and the damage will not be lowered if reapplied by a weaker attack.
  • Bleeding Wound is applied before Overwhelming Strikes, and as such, on turns where a player gains Overwhelming Strikes (and it was not already active) it is not factored into the damage until the next time the stack is refreshed.
  • Bleeding Wound does not initiate a timer starting from its application; damage is simply applied at exact intervals of one game tick.
    • This also means that it does not benefit from attack speed - in fact, higher attack speed means more turns will be taken between damage applications.
One-Hand: Club
Two-Hand: Mace
Skills: Shield Bash, Shatter Strike, Concussive Strike, FUS RO DAH

Stunned
A powerful blow has temporarily stunned this target.
  • Stunned monsters cannot take any offensive action and cannot evade or parry.
  • The resist of stunned monsters is additionally reduced by 25%.
  • Monsters will attack the turn after a stun expires on them.
  • Stuns cannot be overwritten regardless of source or duration.
    • For example, a critical hit with a club against a stunned target will not refresh a stun, nor will using Shield Bash.
All Staffs
Ether Tap
You are absorbing magicks from shattering the Coalesced Mana surrounding a target.
  • The target must be affected by Coalesced Mana for the effect to proc.
  • The effect is applied to the player, not the monster.
  • Restores mana equal to 2% of the player's base MP per turn.
    • The restoration effect can be stacked once for double amount of MP restored.
  • Duration of 5 ticks.
  • This removes the effects of Coalesced Mana from the target.
  • A killing blow to a target that has Coalesced Mana with Arcane Blow will always trigger Ether Tap.

See also

References

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