—Critical damage critical hits the target, which is the most common situation.
— A lot of things such as talent/equipment/auxiliary gem/fire anti-curse etc. will provide an additional chance to light, giving your fire damage a chance to ignite, even if it does not crit. In addition, skills such as Fire Arrows have a natural chance to light.
— The dark gold helmet “Three Dragons Warrior” will make your ice injury ignite instead of a fire injury.
— Ignition is a dot that lasts 4 seconds, dealing 20% of the original damage to the target every second, for a total of 80% – but this is without considering any bonuses.
For example, if your fireball crit caused 1000 damage, then the target will receive 200 damage per second for 4 seconds.
—Impulse effects do not stack, taking the highest damage effect.
— Percent increase damage, Percent increase spell damage, Percent increase elemental damage, Percentage increase fire damage, and Percentage increase the effect of servant damage, will give fire damage two bonuses: Add first to the initial damage, then to The subsequent dot is added again.
—2, shock (shock)
— The crit of a lightning strike exerts a galvanic effect on the target, which is the most common situation.
— A lot of things will provide an extra chance of electrocution, such as reactance curse and static blow talent, so that your lightning damage can also cause a sense of shock.
— The dark gold helmet “Three Dragons War Discipline” will make your fire injury cause electric shock instead of electric injury.
— Sensitive state will increase all damage taken by the target by 50% (it is increment instead of more, addition, not multiplication, and other increase effect calculations), can be stacked 3 layers.
— The length of the induction time depends on the damage caused by the induction and the maximum health of the target. The formula is as follows:
Duration = [Injury/(Hits/100)]*276ms
* When the damage exceeds 1/3 of the target’s health, it is calculated as equal to 1/3, so the sensible duration lasts 9.2 seconds without calculating additional corrections.
* The final result is to re-calculate some effects that will extend/shorten the effect of the sensation time.
If the calculated duration is less than 300ms, the current sense will be ignored and no actual effect will be achieved.
— Critical damage from Frost damage will freeze the target, which is the most common situation.
— Frozen targets can’t move, attack and cast spells, but they can take drugs.
— Ice anti-curse and other things will provide an additional chance of freezing, frozen mines, frozen traps, Frost hammer and other skills have a natural chance of freezing.
— The length of the freeze time depends on the damage caused and the maximum health of the target. The formula is as follows:
Duration = [injury/(hits/100)]*100ms
* When the damage exceeds 1/3 of the target’s health, it is calculated as equal to 1/3, so the maximum freeze time is 3.3 seconds without calculating additional corrections.
If the calculated duration is less than 300ms, this freeze will be ignored and no actual effect will result.