Anonymous

Attributing Equipment: Difference between revisions

From Elwiki
Line 39: Line 39:
Here is a full list of the effects of each element. There are two groups of elements; stacking and instant effect. When dual enchanting a weapon, you can only hybrid one element from each group. For example, you can mix Fire and Light, but mixing Ice and Poison is impossible.
Here is a full list of the effects of each element. There are two groups of elements; stacking and instant effect. When dual enchanting a weapon, you can only hybrid one element from each group. For example, you can mix Fire and Light, but mixing Ice and Poison is impossible.


 
=== Stacking Elemental Effects ===
=== Stacking Effect Elements ===


These elements' effects can be stacked up to three times each, hence the name of their group.
These elements' effects can be stacked up to three times each, hence the name of their group.
Line 47: Line 46:


==== [[Image:FireELSTONE.png]]  Fire (Blaze) ====
==== [[Image:FireELSTONE.png]]  Fire (Blaze) ====
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, most players enchant their armour with Fire for resistance against it. Fire works especially well with fast attacking characters and high base attack power, like Elsword and Dark Magicians. Ever since the Element Revamp, Fire can now kill.
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, most players enchant their armour with Fire for resistance against it. Fire works especially well with fast attacking characters and high base attack power, like [[Elsword]] and [[Dark Mage|Dark Magicians]]. Ever since the Element Revamp, Fire can now kill.




Line 77: Line 76:


==== [[Image:IceELSTONE.png]]  Ice (Frozen) ====
==== [[Image:IceELSTONE.png]]  Ice (Frozen) ====
Ice drastically decreases movement speed, and lowers the enemy's defense stats. 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. Ice makes it impossible for opponents to escape in PvP, making cutting through the heaviest of armours like paper possible. Ice works especially well with characters that require trapping, like Sniping Rangers and High Magicians.
Ice drastically decreases movement speed, and lowers the enemy's defense stats. 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. Ice makes it impossible for opponents to escape in PvP, making cutting through the heaviest of armours like paper possible. Ice works especially well with characters that require trapping, like [[Sniping Ranger|Sniping Rangers]] and [[High Mage|High Magicians]].




Line 109: Line 108:


==== [[Image:PoisonELSTONE.png]]  Poison ====
==== [[Image:PoisonELSTONE.png]]  Poison ====
Poison 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. Unlike Fire, not all players have high resistance against Poison. Poison works especially well with fast attacking characters with high base attack power, like Elsword and Dark Magicians.
Poison 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. Unlike Fire, not all players have high resistance against Poison. Poison works especially well with fast attacking characters with high base attack power, like [[Elsword]] and [[Dark Mage|Dark Magicians]].




Line 145: Line 144:


==== [[Image:WindELSTONE.png]]  Wind (Piercing) ====
==== [[Image:WindELSTONE.png]]  Wind (Piercing) ====
Wind ignores the enemy's defense, and deals 40% more damage. This also applies when an enemy is knocked down. When an attack activates Wind, the [[Knockdown|knockdown value]] for that attack becomes 0. Increasing the enchantment level raises the chance of effect. This enchantment works well on characters with high damage multipliers like Elsword, Rena, and Raven. Combined with a high critical hit ratio, the raw power of Wind is a force to be reckoned with.
Wind ignores the enemy's defense, and deals 40% more damage. This also applies when an enemy is knocked down. When an attack activates Wind, the [[Knockdown|knockdown value]] for that attack becomes 0. Increasing the enchantment level raises the chance of effect. This enchantment works well on characters with high damage multipliers like [[Elsword]], [[Rena]], and [[Raven]]. Combined with a high critical hit ratio, the raw power of Wind is a force to be reckoned with.


Piercing (Lv1) 6% Chance of Effect
Piercing (Lv1) 6% Chance of Effect
Line 154: Line 153:


==== [[Image:LightELSTONE.png]]  Light (Shock) ====
==== [[Image:LightELSTONE.png]]  Light (Shock) ====
Light petrifies enemies, making them vulnerable to attacks for a short period of time. Increasing its level of enchantment raises its chance of effect, and the amount of time enemies are petrified. In dungeons, Shock's effect will reset monsters' hit counter after it wears off, allowing for longer combos before knocking them down. Being petrified is similar to having Super Armour. Light works especially well with high one-hit attackers like Sniping Rangers, High Magicians, and Code Exotics. Also good for Lord Knights. However, victims of petrification gain a 10% defense boost for the duration.(Both physical and magical defence apply)
Light petrifies enemies, making them vulnerable to attacks for a short period of time. Increasing its level of enchantment raises its chance of effect, and the amount of time enemies are petrified. In dungeons, Shock's effect will reset monsters' hit counter after it wears off, allowing for longer combos before knocking them down. Being petrified is similar to having Super Armour. Light works especially well with high one-hit attackers like [[Sniping Ranger|Sniping Rangers]], [[High Mage|High Magicians]], and [[Code Exotic|Code Exotics]]. Also good for [[Lord Knight|Lord Knights]]. However, victims of petrification gain a 10% defense boost for the duration. (Both Physical and Magical Defense apply)




Line 164: Line 163:


==== [[Image:DarkELSTONE.png]]  Dark (Drain) ====
==== [[Image:DarkELSTONE.png]]  Dark (Drain) ====
Dark drains a certain amount of HP and MP from enemies. Increasing its level of enchantment raises its chance of effect, and the amount of HP and MP it drains. Dark works especially well with characters that have multiple hit moves, like Magic Knights, Dark Magicians, and Code Architectures. Dark is also very useful for Sword Takers, as they need to maintain over 90% HP to dish out maximum damage.
Dark drains a certain amount of HP and MP from enemies. Increasing its level of enchantment raises its chance of effect, and the amount of HP and MP it drains. Dark works especially well with characters that have multiple hit moves, like [[Magic Knight|Magic Knights]], [[Dark Mage|Dark Magicians]], and [[Code Architecture|Code Architectures]]. Dark is also very useful for [[Sword Taker|Sword Takers]], as they need to maintain [[Victor of Confidence|over 90% HP]] to dish out maximum damage.




ElEditors
4,605

edits