Combat Debuff: Difference between revisions

From Melvor Idle
(Add mitigation sub-sections)
(Add Shock (slightly budget as the automated tables don't support passive abilities currently))
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===Sources===
===Sources===
{{PlayerSpecialAttackTable|Item,Spell,Familiar|effect=Affliction}}{{MonsterSpecialAttackTable|effect=Affliction}}
{{PlayerSpecialAttackTable|Item,Spell,Familiar|effect=Affliction}}{{MonsterSpecialAttackTable|effect=Affliction}}
=== Mitigation ===
While there is nothing which provides a chance to ignore affliction, reducing the enemy's hit chance is a useful method of minimizing the amount of affliction stacks applied. For this the protection prayers ({{PrayerIcon|Protect from Magic}}, {{PrayerIcon|Protect from Ranged}}, and {{PrayerIcon|Protect from Melee}}) are particularly useful.
==Bleed==
==Bleed==
Bleed is a Damage Over Time effect that deals damage over 10 seconds. Bleed damage depends on the weapon inflicting the bleed. Bleeds cannot be refreshed or overwritten until the existing bleed expires.
Bleed is a Damage Over Time effect that deals damage over 10 seconds. Bleed damage depends on the weapon inflicting the bleed. Bleeds cannot be refreshed or overwritten until the existing bleed expires.
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{{ModifierTable|burnImmunity|Burn Immunity|false|displayOtherMods=true}}
{{ModifierTable|burnImmunity|Burn Immunity|false|displayOtherMods=true}}
==Freeze==
==Freeze==
Freeze is an effect that prevents the target from attacking. Hits against the target cannot miss and deal 30% increased damage. One stack of freeze is removed after the target completes an attack turn.
Freeze is an effect that prevents the target from attacking. While the target is frozen, hits against the target cannot miss and deal 30% increased damage. One stack of freeze is removed after the target completes an attack turn.
===Sources===
===Sources===
{{PlayerSpecialAttackTable|Item,Spell,Familiar|effect=Freeze}}{{MonsterSpecialAttackTable|effect=Freeze}}
{{PlayerSpecialAttackTable|Item,Spell,Familiar|effect=Freeze}}{{MonsterSpecialAttackTable|effect=Freeze}}
=== Mitigation ===
=== Mitigation ===
Similar to [[#Stun|Stuns]], the chance to ignore freeze is a separate roll from the chance to be frozen.
{{ModifierTable|freezeImmunity,stunImmunity|Freeze Immunity|false|displayOtherMods=true}}
{{ModifierTable|freezeImmunity,stunImmunity|Freeze Immunity|false|displayOtherMods=true}}
==Frostburn==
==Frostburn==
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{{ModifierTable|frostBurnImmunity|Frostburn Immunity|false|displayOtherMods=true}}
{{ModifierTable|frostBurnImmunity|Frostburn Immunity|false|displayOtherMods=true}}
==Poison==
==Poison==
Poison is a Damage Over Time effect that deals 10% of the target's Max HP over 10 seconds.
Poison is a Damage Over Time effect that comes in two flavours:
* '''Poison''', which deals 10% of the target's maximum {{Skill|Hitpoints|HP|nolink=true}} over 10 seconds.
* '''Deadly Poison''', which deals 25% of the target's maximum {{Skill|Hitpoints|HP|nolink=true}} over 10 seconds.
 
Despite the name, deadly poison isn't an effect that has a realistic chance of killing the player, provided they have sufficient [[Food]] and have purchased {{UpgradeIcon|Auto Eat}}.
===Sources===
===Sources===
====Poison====
{{PlayerSpecialAttackTable|Item,Spell,Familiar|effect=Poison}}{{MonsterSpecialAttackTable|effect=Poison}}
{{PlayerSpecialAttackTable|Item,Spell,Familiar|effect=Poison}}{{MonsterSpecialAttackTable|effect=Poison}}
====Deadly Poison====
In addition to the below [[Monsters]], any monster within {{ZoneIcon|Jungle Labyrinth}} may inflict deadly poison if the [[Slayer Areas#Area Effects|Area Effect]] is active.
{{PlayerSpecialAttackTable|Item,Spell,Familiar|effect=Deadly Poison}}{{MonsterSpecialAttackTable|effect=Deadly Poison}}
=== Mitigation ===
=== Mitigation ===
{{ModifierTable|poisonImmunity,decreasedPoisonDOTDamage,decreasedDeadlyPoisonDOTDamage|Poison Immunity|false|displayOtherMods=true}}
{{ModifierTable|poisonImmunity,decreasedPoisonDOTDamage,decreasedDeadlyPoisonDOTDamage|Poison Immunity|false|displayOtherMods=true}}
==Shock==
Shock is an effect which reduces the [[Damage Reduction]] (DR) of the target by a flat 2% each time they are hit. The attack can stack up to 10 times, resulting in up to a 20% reduction of the target's DR.
===Sources===
The effect can be inflicted by any of the monsters within the {{ZoneIcon|Lightning Region}} dungeon:
* {{MonsterIcon|Lightning Spirit}}
* {{MonsterIcon|Lightning Monkey}}
* {{MonsterIcon|Lightning Golem}}
* {{MonsterIcon|RaZu, Lord of the Skies}}
=== Mitigation ===
As with [[#Mitigation|Affliction]], the only way to reduce the chance of being shocked is to reduce the enemy's chance to hit as much as possible.
==Sleep==
==Sleep==
Sleep is an effect that prevents the target from attacking. Hits against the target cannot miss and deal 20% increased damage. One stack of sleep is removed after the target completes an attack turn.
Sleep is an effect that prevents the target from attacking. While the target is asleep, hits against the target cannot miss and deal 20% increased damage. One stack of sleep is removed after the target completes an attack turn.
===Sources===
===Sources===
{{PlayerSpecialAttackTable|Item,Spell,Familiar|effect=Sleep}}{{MonsterSpecialAttackTable|effect=Sleep}}
{{PlayerSpecialAttackTable|Item,Spell,Familiar|effect=Sleep}}{{MonsterSpecialAttackTable|effect=Sleep}}
=== Mitigation ===
=== Mitigation ===
Similar to [[#Stun|Stuns]], the chance to ignore sleep is a separate roll from the chance to fall asleep.
{{ModifierTable|sleepImmunity,increasedChanceToAvoidSleep,decreasedDamageTakenWhenAsleep,increasedHealWhenSleep|Sleep Immunity|false|displayOtherMods=true}}
{{ModifierTable|sleepImmunity,increasedChanceToAvoidSleep,decreasedDamageTakenWhenAsleep,increasedHealWhenSleep|Sleep Immunity|false|displayOtherMods=true}}
==Slow==
Slow is an effect which increases the amount of time taken between the target's attacks.
===Sources===
{{PlayerSpecialAttackTable|Item,Spell,Familiar|effect=Slow}}{{MonsterSpecialAttackTable|effect=Slow}}
=== Mitigation ===
{{ModifierTable|slowImmunity|Slow Immunity|false|displayOtherMods=true}}
==Stun==
==Stun==
Stun is an effect that prevents the target from attacking. Hits against the target cannot miss and deal 30% increased damage. One stack of stun is removed after the target completes an attack turn.
Stun is an effect that prevents the target from attacking. While the target is stunned, hits against the target cannot miss and deal 30% increased damage. One stack of stun is removed after the target completes an attack turn.
===Sources===
===Sources===
{{PlayerSpecialAttackTable|Item,Spell,Familiar|effect=Stun}}{{MonsterSpecialAttackTable|effect=Stun}}
{{PlayerSpecialAttackTable|Item,Spell,Familiar|effect=Stun}}{{MonsterSpecialAttackTable|effect=Stun}}
=== Mitigation ===
=== Mitigation ===
The chance to ignore stuns is a separate roll from the chance to be stunned (as opposed to being a flat reduction to the stun chance). Considering the chance to ignore stuns, the effective chance to be stunned is <math>\frac{\text{Stun Chance}}{100} \times \left (1 - \frac{\text{Chance to Ignore Stuns}}{100} \right ) \times 100\%</math>.
{{ModifierTable|stunImmunity,increasedChanceToAvoidStun,decreasedDamageTakenWhenStunned,HealWhenStunned|Stun Immunity|false|displayOtherMods=true}}
{{ModifierTable|stunImmunity,increasedChanceToAvoidStun,decreasedDamageTakenWhenStunned,HealWhenStunned|Stun Immunity|false|displayOtherMods=true}}


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Revision as of 23:40, 18 March 2023

This page is up to date (v1.2.2).

Affliction

Affliction is a stacking debuff that reduces your Maximum Hitpoints by 1% per stack and has a maximum stack size of 50.

Sources

Mitigation

While there is nothing which provides a chance to ignore affliction, reducing the enemy's hit chance is a useful method of minimizing the amount of affliction stacks applied. For this the protection prayers ( Protect from Magic, Protect from Ranged, and Protect from Melee) are particularly useful.

Bleed

Bleed is a Damage Over Time effect that deals damage over 10 seconds. Bleed damage depends on the weapon inflicting the bleed. Bleeds cannot be refreshed or overwritten until the existing bleed expires.

Sources

Mitigation

Burn

Burn is a Damage Over Time effect that deals 15% of the target's Current HP over 2.5 seconds.

Sources

Mitigation

In addition to the below sources of burn immunity, the Dragon and Yak Summoning synergy prevents the player from taking damage from burning.

Freeze

Freeze is an effect that prevents the target from attacking. While the target is frozen, hits against the target cannot miss and deal 30% increased damage. One stack of freeze is removed after the target completes an attack turn.

Sources

Mitigation

Similar to Stuns, the chance to ignore freeze is a separate roll from the chance to be frozen.

Frostburn

Frostburn is an effect that slows the target by 10% for 3 turns and causes the target to take 3% of Current HP per attack.

Sources

Mitigation

Poison

Poison is a Damage Over Time effect that comes in two flavours:

  • Poison, which deals 10% of the target's maximum HP over 10 seconds.
  • Deadly Poison, which deals 25% of the target's maximum HP over 10 seconds.

Despite the name, deadly poison isn't an effect that has a realistic chance of killing the player, provided they have sufficient Food and have purchased Auto Eat.

Sources

Poison

Deadly Poison

In addition to the below Monsters, any monster within Jungle Labyrinth may inflict deadly poison if the Area Effect is active.

Mitigation

Shock

Shock is an effect which reduces the Damage Reduction (DR) of the target by a flat 2% each time they are hit. The attack can stack up to 10 times, resulting in up to a 20% reduction of the target's DR.

Sources

The effect can be inflicted by any of the monsters within the Lightning Region dungeon:

Mitigation

As with Affliction, the only way to reduce the chance of being shocked is to reduce the enemy's chance to hit as much as possible.

Sleep

Sleep is an effect that prevents the target from attacking. While the target is asleep, hits against the target cannot miss and deal 20% increased damage. One stack of sleep is removed after the target completes an attack turn.

Sources

Mitigation

Similar to Stuns, the chance to ignore sleep is a separate roll from the chance to fall asleep.

Slow

Slow is an effect which increases the amount of time taken between the target's attacks.

Sources

Mitigation

Stun

Stun is an effect that prevents the target from attacking. While the target is stunned, hits against the target cannot miss and deal 30% increased damage. One stack of stun is removed after the target completes an attack turn.

Sources

Mitigation

The chance to ignore stuns is a separate roll from the chance to be stunned (as opposed to being a flat reduction to the stun chance). Considering the chance to ignore stuns, the effective chance to be stunned is [math]\displaystyle{ \frac{\text{Stun Chance}}{100} \times \left (1 - \frac{\text{Chance to Ignore Stuns}}{100} \right ) \times 100\% }[/math].