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|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.
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 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.


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


The three procs are:
The three procs are:
{| class="wikitable"
{| class="wikitable"
|-
|-
! width="10%" | Weapon type
! width="15%" | Sources
! Proc !! Description
! Proc !! Description
|-
|-
| '''Piercing'''<br><small>Rapier, Estoc</small>
| <small>One-Hand: Rapier<br>Two-Hand: Estoc<br>Skills: Rending Blow, Skyward Sword</small>
! [[Image:wpn_ap.png]]<br>Penetrated Armor
! [[Image:wpn_ap.png]]<br>Penetrated Armor
| The armor of this target has been breached, reducing its defenses.
| ''The armor of this target has been breached, reducing its defenses.''
* ''Duration capped at 7 turns.''
* Monster's physical mitigation is reduced by 25% per stack, with maximum of 3 stacks (mitigation reduced to 25%.)
* ''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.
* Penetrating Armor is applied ''after'' the damage for the attack is dealt. This means the player will not benefit from it until the following turn.
|-
|-
| '''Slashing'''<br><small>Axe, Shortsword, Longsword, Katana, Wakizashi</small>
| <small>One-Hand: Axe, Shortsword, Wakizashi<br>Two-Hand: Longsword, Katana<br>Skills: Vital Strike, Skyward Sword</small>
! [[Image:wpn_bleed.png]]<br>Bleeding Wound
! [[Image:wpn_bleed.png]]<br>Bleeding Wound
| A gushing wound is making this target take damage over time.
| ''A gushing wound is making this target take damage over time.''
* ''Duration capped at 7 turns.''
** 5 stacks at maximum
* ''Bleed damage is consistent; it is not affected by difficulty, monster type, etc.''
* Damage done = ADB * DOT% * 0.4 * Stack count
* ''Damage done = Bleeding % * base damage * Stack * 0.4''
** 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)
** ''5 stacks at maximum''
** ADB is as seen on the character sheet (not the weapon's ADB), and the DOT% is either from the weapon (eg 20% on a shortsword, 30% on a longsword) or specific to the skill (50% for Vital Strike, 20% for Skyward Sword).
** ''Any changes to base damage (e.g. Heartseeker [[spell]], [[Spirit Stance]], etc.) also increase bleeding damage.''
* 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; the damage will not change when a buff expires unless the player reapplies Bleeding Wound.
* 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.
|-
|-
| '''Crushing'''<br><small>Club, Mace</small>
| <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
! [[Image:wpn_stun.png]]<br>Stunned
| A powerful blow has temporarily stunned this target.
| ''A powerful blow has temporarily stunned this target.''
* ''Duration capped at 4 turns.''
* Stunned monsters cannot take any offensive action and cannot evade or parry.
* ''Stunned monsters cannot take any offensive action and cannot evade or parry.''
* Monsters receive a free action when a stun expires on them.
* ''Monsters receive a free action when 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.
|}
|}


The following is the table for maximum proc chance, duration and damage. Please note that the maximum proc duration and actual damage depends on player's current level.
The following is the table for the maximum proc chance, duration and damage from weapon sources. Proc chance and duration scale with weapon level; bleed damage is the same at any level.


{|class="wikitable" style="text-align: center"  
{|class="wikitable" style="text-align: center"  
Line 54: Line 61:
| Rapier || Penetrated Armor || 25% || 7 ||
| Rapier || Penetrated Armor || 25% || 7 ||
|-
|-
| Shortsword || Bleeding Wound || 25% || 7 || 12
| Shortsword || Bleeding Wound || 25% || 7 || 20
|-  
|-  
| Wakizashi || Bleeding Wound || 25% || 7 || 12
| Wakizashi || Bleeding Wound || 25% || 7 || 20
|}
 
==Proc Effect Duration==
For Penetrated Armor and bleeding wound only
 
{| class="wikitable" style="text-align: center"
|+ Proc Duration by Level
| rowspan="2" colspan="2" background= |
! colspan="7" | Debuff's Actual Duration
|-
! width="20" | 1
! 2
! 3
! 4
! 5
! 6
! 7
|-
! rowspan="8" width="1" | [[File:losernyeo_basedur.png|link=]]
! width="30" | 0.5
| 0 || 400 || 800 || - || - || - || -
|-
! 1.0
| 0 || 100 || 300 || 500 || 700 || 900 || -
|-
! 1.5
| - || 0 || 134 || 267 || 400 || 534 || 667
|-
! 2.0
| - || 0 || 50 || 150 || 250 || 350 || 450
|-
! 2.5
| - || - || 0 || 80 || 160 || 240 || 320
|-
! 3.0
| - ||  - || 0 || 34 || 100 || 167 || 234
|-
! 3.5
| - || - || - || 0 || 58 || 115 || 172
|-
! 4.0
| - || - || - || 0 || 25 || 75 || 125
|}
|}


==See also==
==See also==
*[[Equipment]]
*[[Equipment Basics]]
*[[Detailed Equip Characteristics]]
*[[Fighting Styles]]
*[[Fighting Styles]]
*[[Level Scaling]]
*[[Level Scaling]]
==References==
* [https://www.mediafire.com/file/3tu19zxbq1ffb15/BW_test.xlsx/file| Decondelite's Bleeding Wound research log]


{{HVnav}}
{{HVnav}}

Latest revision as of 22:11, 18 June 2021

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 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.

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

The three 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.
  • Penetrating Armor is applied after the damage for the attack is dealt. This means the player will not benefit from it until the following turn.
One-Hand: Axe, Shortsword, Wakizashi
Two-Hand: Longsword, Katana
Skills: Vital Strike, Skyward Sword

Bleeding Wound
A gushing wound is making this target take damage over time.
    • 5 stacks at maximum
  • Damage done = ADB * DOT% * 0.4 * Stack count
    • 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), and the DOT% is either from the weapon (eg 20% on a shortsword, 30% on a longsword) or specific to the skill (50% for Vital Strike, 20% for Skyward Sword).
  • 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; the damage will not change when a buff expires unless the player reapplies Bleeding Wound.
  • 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.
  • Monsters receive a free action when 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.

The following is the table for the maximum proc chance, duration and damage from weapon sources. Proc chance and duration scale with weapon level; bleed damage is the same at any level.

Weapon type Proc Chance Duration Bleeding %
Estoc Penetrated Armor 25% 7
Longsword Bleeding Wound 25% 7 30
Mace Stun 30% 4
Katana Bleeding Wound 25% 7 30
Axe Bleeding Wound 25% 7 20
Club Stun 25% 4
Rapier Penetrated Armor 25% 7
Shortsword Bleeding Wound 25% 7 20
Wakizashi Bleeding Wound 25% 7 20

See also

References

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