Elemental Ailment Threshold
원소 상태 이상 한계치
A higher Elemental Ailment Threshold makes it less likely that being HitHit DamageAny damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. by Elemental DamageElemental Damage TypesThe three Elemental damage types are Fire, Cold, and Lightning. will apply the relevant AilmentElemental AilmentsElemental Ailments are Ignite, Chill, Freeze, Shock, and Electrocute., as well as lowering the amount of FreezeFreezeFreeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen. and ElectrocuteElectrocutionElectrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution. buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of FreezeFreezeFreeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen. and ElectrocuteElectrocutionElectrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution. recieved. By default a player's Ailment Threshold is equal to half their Life.
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