Attributing Equipment: Difference between revisions

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(→‎Element Abilities: Move updates to the specific elements.)
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The estimated probability of yielding a certain el shard from solving an el shard (mystery) is:
The estimated probability of yielding a certain el shard from solving an el shard (mystery) is:


=== NA ===
{| class="wikitable"
|-
! Shard Element !! Probability of shard
|-
| Fire || 22.07%
|-
| Water || 14.78%
|-
| Wind || 21.87%
|-
| Nature || 14.68%
|-
| Dark || 13.20%
|-
| Light || 13.40%
|}
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=== KR ===
{| class="wikitable"
{| class="wikitable"
|-
|-
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Enchanting weapons grants the ability to inflict status effects and gives the weapon a corresponding glow, while enchanting Armor adds resistance to the element type. It is possible to hybrid certain elements, explained later on.<br/>
Enchanting weapons grants the ability to inflict status effects and gives the weapon a corresponding glow, while enchanting Armor adds resistance to the element type. It is possible to hybrid certain elements, explained later on.<br/>
The amount of possible enchants relies on the weapon's level. Typically it is two, but once weapons are level 40+, 3 elements become available.
The amount of possible enchants relies on the weapon's level. Typically it is two, once weapons are level 40+ or 70+, 3 or 4 elements become available.


Having element resistance decreases the chance of the element activating when you are hit by a matching elemental attack, and it also decreases the effects of said element on you(i.e. fire does less damage, dark drains less HP and MP, etc). The first armor enchantment grants 75 corresponding resistance, while the second bumps it up to 110, the third bumps it up to 135. The maximum resistance to a certain element is 500. With a resistance of 500, the element will have no effect on you whatsoever.
Having element resistance decreases the chance of the element activating when you are hit by a matching elemental attack, and it also decreases the effects of said element on you(i.e. fire does less damage, dark drains less HP and MP, etc). The first armor enchantment grants 75 corresponding resistance, while the second bumps it up to 110, the third bumps it up to 135. The maximum resistance to a certain element is 500. With a resistance of 500, the element will have no effect on you whatsoever.
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==== [[Image:FireELSTONE.png]]  Fire (Burning) ====
==== [[Image:FireELSTONE.png]]  Fire (Burning) ====
Fire drastically deals DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect and the potency of damage it deals. Fire is the perfect damage addition when up against enemies with massive amounts of health. Although deadly in PvP, this element has had a drastic increase in people who stack up against it since Veteran Commander was released. Fire works especially well with fast attacking characters and high base attack power, like [[Elsword|Elsword]], [[Veteran Commander|Veteran Commanders]], and [[Void Princess|Void Princesses]]. Ever since the Element Revamp, Fire can now kill.
Fire drastically deals DoT (damage over time) and burns MP. Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect and the potency of damage it deals. Fire is the perfect damage addition when up against enemies with massive amounts of health. Although deadly in PvP, this element has had a drastic increase in people who stack up against it since Veteran Commander was released. Fire works especially well with fast attacking characters and high base attack power, like [[Elsword|Elsword]], [[Veteran Commander|Veteran Commanders]], and [[Void Princess|Void Princesses]]. Ever since the Element Revamp, Fire can now kill.
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===== NA =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Fire}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's +0 attack power) !! rowspan=2 | Duration
|- style="background:{{ColorSel|Element|Fire}}"
! 1 Stack !! 2 Stacks !! 3 Stacks
|-
| Burning || 5% || 60% || 90% || 120% || rowspan=3 | 10 Seconds
|-
| Burning II || 8% || 120% || 180% || 240%
|-
| Burning III || 10% || 180% || 270% || 360%
|}
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===== KR =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Fire}}"
|- style="background:{{ColorSel|Element|Fire}}"
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==== [[Image:IceELSTONE.png]]  Water (Freezing) ====
==== [[Image:IceELSTONE.png]]  Water (Freezing) ====
Water drastically decreases movement speed and lowers the enemy's defense stats. This will also reduce the knockback distance that enemies will travel. Its effect can be stacked up to three times. Increasing its enchantment level highly raises its chance of effect and the amount of time the effects lasts for. Water makes it very difficult for opponents to run away in PvP. People tend to stack up against this the most because of this movement crippling effect. Water works especially well with characters that utilize trapping, such as [[Grand Archer|Grand Archers]], [[Night Watcher|Night Watchers]], and [[Elemental Master|Elemental Masters]]. It is also particularly useful for Luto Mode in Secret Dungeons, due to monsters having extremely high defenses.
Water drastically decreases attack speed and lowers the enemy's defense stats. This will also reduce the knockback distance that enemies will travel. Its effect can be stacked up to three times. Increasing its enchantment level highly raises its chance of effect and the amount of time the effects lasts for. Water makes it a good compromise for PvP. Water works especially well with characters that utilize trapping, such as [[Grand Archer|Grand Archers]], [[Night Watcher|Night Watchers]], and [[Elemental Master|Elemental Masters]]. It is also particularly useful for Luto Mode in Secret Dungeons, due to monsters having extremely high defenses.
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===== NA =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Water}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! colspan=3 | Movement Speed Reduction !! colspan=3 | Defense Reduction !! rowspan=2 | Duration
|- style="background:{{ColorSel|Element|Water}}"
! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
|-
| Freezing || 6% || rowspan=3 | 30% || rowspan=3 | 45% || rowspan=3 | 60% || rowspan=3 | 30% || rowspan=3 | 45% || rowspan=3 | 60% || 10 Seconds
|-
| Freezing II || 12% || 13 Seconds
|-
| Freezing III || 15% || 17 Seconds
|}
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===== KR =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Water}}"
|- style="background:{{ColorSel|Element|Water}}"
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==== [[Image:PoisonELSTONE.png]]  Nature (Poisoning) ====
==== [[Image:PoisonELSTONE.png]]  Nature (Poisoning) ====
Nature slightly decreases attack speed and deals slight DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect, and the potency of damage it deals. Although not as strong as Fire, the reduced attack speed makes it a good compromise for PvP. Many players have an absolute resistance to Nature because it nullifies the threat of getting poisoned after the time counter ends in the [[4-X|Transporting Tunnel: Contaminated Area]] and stops [[6-5|Magmanta]]'s poison. Nature works especially well with fast attacking characters with high base attack power or characters that can lock combos, such as [[Lord Knight|Lord Knights]] and [[Wind Sneaker|Wind Sneakers]]. [[Night Watcher]] also benefits from this greatly, as it helps her low damage output while gaining an advantage over high speed opponents such as [[Blade Master]] and [[Infinity Sword]]. Like Fire, Nature can also kill.<br>
Nature slightly decreases movement/jump speed and deals slight DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect, and the potency of damage it deals. Although not as strong as Fire, Nature makes it very difficult for opponents to run away in PvP. People tend to stack up against this the most because of this movement crippling effect. Many players have an absolute resistance to Nature because it nullifies the threat of getting poisoned after the time counter ends in the [[4-X|Transporting Tunnel: Contaminated Area]] and stops [[6-5|Magmanta]]'s poison. Nature works especially well with fast attacking characters with high base attack power or characters that can lock combos, such as [[Lord Knight|Lord Knights]] and [[Wind Sneaker|Wind Sneakers]]. [[Night Watcher]] also benefits from this greatly, as it helps her low damage output while gaining an advantage over high speed opponents such as [[Blade Master]] and [[Infinity Sword]]. Like Fire, Nature can also kill.<br>
Additionally, Nature Resistance will also increase player's resistance towards Slow.  
Additionally, Nature Resistance will also increase player's resistance towards Slow.  
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===== NA =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Nature}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's +0 attack power) !! colspan=3 | Attack Speed Reduction !! rowspan=2 | Duration
|- style="background:{{ColorSel|Element|Nature}}"
! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
|-
| Poisoning || 5% || 44% || 66% || 90% || rowspan=3 | 8% || rowspan=3 | 12% || rowspan=3 | 16% || rowspan=3 | 10 Seconds
|-
| Poisoning II || 8% || 90% || 134% || 180%
|-
| Poisoning III || 10% || 134% || 202% || 270%
|}
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===== KR =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Nature}}"
|- style="background:{{ColorSel|Element|Nature}}"
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===== NA =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Wind}}"
! Level !! Activation Chance !! Damage<br>(Based on weapon's +0 attack power)
|-
| Piercing || 6% || rowspan=3 | 40%*
|-
| Piercing II || 12%
|-
| Piercing III || 15%
|}
*Currently bugged, damage is 80% instead of 40%.
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===== KR =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Wind}}"
|- style="background:{{ColorSel|Element|Wind}}"
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===== NA =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Light}}"
! Level !! Activation Chance !! [[Status Effects|Petrified]] Duration
|-
| Petrifying || 5% || 2 Seconds
|-
| Petrifying II || 8% || 2.5 Seconds
|-
| Petrifying III || 10% || 3 Seconds
|}
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===== KR =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Light}}"
|- style="background:{{ColorSel|Element|Light}}"
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===== NA =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Dark}}"
! Level !! Activation Chance !! HP Drain<br>(Based on weapon's +0 attack power) !! MP Drain
|-
| Plagued || 5% || 40% || 10 MP
|-
| Plagued II || 8% || 80% || 20 MP
|-
| Plagued III || 10% || 120% || 30 MP
|}
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===== KR =====
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Dark}}"
|- style="background:{{ColorSel|Element|Dark}}"
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