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Attributing Equipment: Difference between revisions

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Text replacement - "Approx 03/27/2024 " to "03/27/2024 "
(→‎File:IceELSTONE.png Water (Freezing): for some reason i wanted to do this a long time ago, maybe because i love this element, so i tested it, i got a subboss or any enemy with defense and water resis in training mode, i used mi VP, with no weapon)
m (Text replacement - "Approx 03/27/2024 " to "03/27/2024 ")
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{{Languages|Attributing Equipment}}
{{Languages|Attributing Equipment}}{{Development}}__FORCETOC__
== Attribute Enchantment Overview ==
== Attribute Enchantment Overview ==
[[File:HQ Shop Item 130047.png|thumb|El Shard (Mystery)]]
The Elemental Attributing System allows you to apply powerful attributes to your weapons to make them stronger, as well as add resistances to your armor. Attributing is done by using El Shards, which come in seven types: Fire, Water, Nature, Wind, Light, Dark, and Mystery. In dungeons, certain enemies can also be enchanted with elemental attributes.  
The Elemental Attributing System, allows you to apply powerful attributes to your weapons to make them stronger, as well as add resistances to your armor. Attributing is done by using El Shards, which come in seven types: Fire, Water, Nature, Wind, Light, Dark, and Mystery.
 
Mystery El Shards can be found in all maps as a rare drop, and appears as a black crystal on the floor. Mystery El Shards can be used to apply a random element to your equipment, or you can refine them into elemental El Shards at random by right clicking on them for a cost of 2000 ED each.
 
The estimated probability of yielding a certain el shard from solving an el shard (mystery) is:


{| class="wikitable"
Attributing weapons grants the ability to inflict [[Status Effects]] while attributing armor adds resistance to the element type.  
|-
! Shard Element !! Probability of shard
|-
| [[File:Fire Icon.png]] Fire || 16.67%
|-
| [[File:Water Icon.png]] Water || 16.67%
|-
| [[File:Wind Icon.png]] Wind || 16.67%
|-
| [[File:Nature Icon.png]] Nature || 16.67%
|-
| [[File:Dark Icon.png]] Dark || 16.67%
|-
| [[File:Light Icon.png]] Light || 16.67%
|}
<br>


Attributing weapons grants the ability to inflict status effects and gives the weapon a corresponding glow, while attributing 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, once weapons are level 40+ or 70+, 3 or 4 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.


Element resistances decrease the chance of the resisted elements activating when attacked by a weapon or mob using that element. It also decreases the effects of said elements 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 only a 20% effect on you.<br>
Elemental resistances decreases the chance of receiving the corresponding element's effect as well as reducing its effectiveness. 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, where the element will only have a 20% effect in PvP and no effect in PvE.


== How to Attribute  ==
== How to Attribute  ==
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#Select the element you wish to enchant with.  
#Select the element you wish to enchant with.  
<br>
<br>
The number of El Shards required depend on the level of the equipment. Armor attributing is rather low in comparison to weapons.


The first enchantment on a weapon requires as many El Shards as half the weapon's level. The second enchantment on a weapon requires as many El Shards as 1.5 times the weapon's level. The third enchantment on a weapon requires as many El Shards as 3 times the weapon's level. Weapons of unique rarity add 2 levels to the formula.  
If you ever wish to remove an element, you can do so by opening the attribute window via an alchemist by having one El Shard of any type in your inventory, select attribute equipment, and click Remove Attribute. Note: no El Shards will be regained through the process.


For example if you were to enchant a Lv40 weapon with Fire for the first time, then it would require 20 Fire El Shards. If it was a unique Lv40 it would require 21 El Shards instead. For a second Enchantment, it would require 60 more El Shards.
When removing enchantments for different attributes, be sure to remove ALL at once if re-attributing to III enchantment. Failing to do so will result in the use of excessive El Shards.


If you ever wish to remove an element, you can do so by opening the attribute window via an alchemist by having one El Shard of any type in your inventory, select attribute equipment, and click Remove Attribute. Note: no El Shards will be regained through the process.
<br>
=== El Shard Requirements ===
[[File:HQ Shop Item 130047.png|thumb|El Shard (Mystery)]]
To add attributes to equipment, you must have a certain number of El Shards of a particular element in your inventory. El Shards can be found in various methods, such as trading with other players, event rewards, [[Ice Burners]], or identified from Mystery El Shards.  


<br>
Mystery El Shards can be used to apply a random element to your equipment, or you can refine them into elemental El Shards at random by right-clicking on them for a cost of 2000 ED each. All elements have an equal chance of being identified from a Mystery El Shard.
=== Formula ===
Depends on the grade of equip: Normal, Rare, Elite, or Unique.


{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
The number of El Shards required depends on the equipment's level, type, rarity, and number of existing attributes.
{| cellpadding="5" border="1" style="border-collapse: collapse;"
|-  
|-  
! Rarity !! Level Modifier
! Attribute !! Weapon !! Armor !! Variable List
|-
|-
| style="color:{{ColorSel|ItemRarity|Normal}}" class="textfloat" | '''Common''' || [Equipment Level] -4
|-
|-
| style="color:{{ColorSel|ItemRarity|Rare}}" class="textfloat" | '''Rare''' || [Equipment Level] -2
! 1st Attribute
| (EL + ER) × 0.5
| (EL + ER) × 0.125
| rowspan=4 |  
*''EL'' = Equipment's Level Requirement
*''ER'' = Equipment's Rarity
**{{ItemName|Old|Old}}/{{ItemName|Normal|Normal}} = -4
**{{ItemName|Rare|Rare}} = -2
**{{ItemName|Elite|Elite}} = 0
**{{ItemName|Unique|Unique}} = 2
**{{ItemName|Legend|Legend}} = 3
|-
|-
| style="color:{{ColorSel|ItemRarity|Elite}}" class="textfloat" | '''Elite''' || [Equipment Level] +0
! 2nd Attribute
| (EL + ER) × 1.5
| (EL + ER) × 0.375
|-
|-
| style="color:{{ColorSel|ItemRarity|Unique}}" class="textfloat" | '''Unique''' || [Equipment Level] +2
! 3rd Attribute
| (EL + ER) × 3
| (EL + ER) × 0.75
|-
|-
| style="color:{{ColorSel|ItemRarity|Legend}}" class="textfloat" | '''Legend''' || [Equipment Level] +4
! 4th Attribute
| (EL + ER) × 6
| N/A
<!--
|-
| colspan=4 | During the calculation, the result should be rounded (down/up?) to the nearest whole number.
-->
|}
|}
<br>
==== Weapon ====
1st enchantment [Level Modifier ÷ 2]
2nd enchantment [Level Modifier × 1.5]
3rd enchantment [Level Modifier × 3]
4th enchantment [Level Modifier × 6]
<br>
==== Armor ====
1st enchantment [Level Modifier ÷ 8]
2nd enchantment [Level Modifier × (3/8)]
3rd enchantment [Level Modifier × (3/4)]
<br>
==== NOTE! ====
When removing enchantments for different attributes, be sure to remove ALL at once if re-attributing to III enchantment. Failing to do so will result in the use of excessive El Shards.
<br>


== Element Abilities ==
== Element Abilities ==
Here is a full list of the effects of each element. There are two groups of elements; stacking and instant effect. When dual attributing a weapon, you can only hybrid one element from each group. For example, you can mix Fire and Light, but mixing Water and Nature 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 attributing equipment, you can only combine one element from each group. For example, you can mix Fire and Light, but mixing Water and Nature is impossible.
*Mobs can randomly spawn with 1 (Up to Hard Mode and any Secret Dungeon modes except Luto Mode where a few mob appear with 1 elemental enchants) or 2 (Very Hard or in Secret Dungeon : Luto Mode) elemental enchants and they have a much higher chance of activating it. They can also gain magical or physical defenses.
** On harder difficulties, depends of number of party members, they spawn more frequently.


'''Weapon Attack = (Magic Attack + Physical Attack) ÷ 2'''
=== Stacking Elemental Effects ===
*This includes enhancements, so Burning will do much more damage with a +9 weapon than a +4 weapon. The only element that takes the +0 weapon value is Dark.
These elements' effects can be stacked up to three times each, hence the name of their group. This is indicated by the number over the debuff icon.


Each element upgrade will change it looks.
When a weapon is enchanted with a stackable attribute, the weapon will be enveloped in a small cloud of the element's color. When the attribute reaches level III or IV, the weapon outline of your character's commands will change to that same color. This will not affect [[Lu/Ciel|Lu]], [[Rose]], [[Ain]], or [[Laby]]. For Rena, [[Rena#Arrows_Graphical_Effects|the color of her arrows will change]] instead of her weapon outline.
*For '''Fire, Water''' and '''Poison''' attributes, a small flame of the attributes' color will form and envelop the weapon(Lv1), then to a bigger flame(Lv2) and lastly same as Lv2 but will change attack outline of each characters(Lv3).
*For '''Wind, Light''' and '''Dark''' attributes, their forms from a little light(Lv1), then to a brighter light(Lv2) and lastly a orb of swirling energy around the hand(Lv3).
<br>
<br>


=== Stacking Elemental Effects ===
==== [[File:Fire Icon.png]] Fire (Burning) ====
These elements' effects can be stacked up to three times each, hence the name of their group. The afflicted will have a tiny exclamation marks on top of the status effect bubble which indicate how strong the infliction; for example, if a weapon has 4 fire slots and inflicts thrice successfully within each infliction's time-frame, there will be 3 tiny exclamation marks on the bubble and the burn deals 960% of the weapon's attack power over 5 seconds.
[[File:FireELSTONE.png|thumb|El Shard (Fire)]]
<br>
Fire inflicts {{se|102|Burning||ed|icon=no}}, which drastically deals damage and MP burn over time. 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]], [[Nova Imperator]], and [[Oz Sorcerer]]. It is possible for the burn to kill enemies.  


==== [[File:FireELSTONE.png]]  Fire (Burning) ====
Additionally, Fire Resistance will also increase the player's resistance towards {{se||Burn|tt=no}}.  
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.
<br>
<br>


{| 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}}"
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's attack power) !! rowspan=2 | MP Burn Per Second !! rowspan=2 | Duration
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's average attack power) !! rowspan=2 | MP Burn Per Second !! rowspan=2 | Duration
|- style="background:{{ColorSel|Element|Fire}}"
|- style="background:{{ColorSel|Element|Fire}}"
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
Line 133: Line 98:


===== Updates =====
===== Updates =====
*11/03/2016 KR
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
**MP Burn effect added.
|- style="background:{{ColorSel|Element|Fire}}"
**Duration decreased.
! colspan=2 | Date !! rowspan=2 | Changes
**Damage increased.
|- style="background:{{ColorSel|Element|Fire}}"
**Based on weapon's attack power.
! KR !! NA
**Activation Chance Increase when stacking effect added.
|-
*12/01/2016 KR
| 11/03/2016 || 11/23/2016 || align="left" |
**Based on the weapon attack as if it was +0 in Free Channel.
*{{buff|MP Burn effect added.}}
*08/24/2017 (KR) / 09/13/2017 (NA)
*{{buff|'''Damage''' increased.}}
**Damage decreased.
*{{buff|Based on weapon's attack power.}}
*{{buff|Activation Chance Increase when stacking effect added.}}
*{{nerf|Duration decreased.}}
|-
| 12/01/2016 || 01/11/2017 || align="left" |
*Based on the weapon attack as if it was +0 in Free Channel.
|-
| 08/24/2017 || 09/13/2017 || align="left" |
*{{nerf|'''Damage''' decreased.}}
|-
| 02/29/2024 || 03/27/2024 || colspan=2 align="left" | 
*{{nerf|{{se|071|Fire Field||ed}} is not affected by target’s fire attribute resistance.}}
|}
<br>
<br>


==== [[File:IceELSTONE.png]]   Water (Freezing) ====
==== [[File:Water Icon.png]] Water (Freezing) ====
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 will raise its chance of effect. 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.
[[File:IceELSTONE.png|thumb|El Shard (Water)]]
Water inflicts {{se|104|Freezing||ed|icon=no}}, which drastically decreases Action Speed and lowers the enemy's defense stats. This will also reduce the knockback distance that enemies will travel. Increasing its enchantment level highly will raise its chance of effect. Water makes it a good compromise for PvP. Water works especially well with characters that utilize trapping, such as [[Daybreaker]], [[Twilight]], and [[Aether Sage]]. It is also particularly useful for dungeons where enemies have high defenses.
 
Additionally, Water Resistance will also increase the player's resistance towards {{se||Extreme Coldness|tt=no}}, {{se||Freeze|tt=no||label=no}}{{se|562|Freeze||ed|tt=no}}, {{se|097|Bubble Aura||ed|tt=no}}, and {{se|520|Weak Icerite||ed|tt=no}}.  
<br>
<br>


{| 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}}"
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Attack Speed Reduction !! colspan=3 | Defense Reduction !! rowspan=2 | Duration
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Action Speed Reduction !! colspan=3 | Defense Pierce !! rowspan=2 | Duration
|- style="background:{{ColorSel|Element|Water}}"
|- style="background:{{ColorSel|Element|Water}}"
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
Line 163: Line 143:
| Freezing IV || 18% || 36% || 54% || 72%
| Freezing IV || 18% || 36% || 54% || 72%
|}
|}
*Defense reduction trigered by this element is not affected by elemental resistance.
**This means, if a enemy have 250 water resistance but it get 3 stacks, the attacks will ignore the 30% of the defense, until the element is over.


===== Updates =====
===== Updates =====
*11/03/2016 KR
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
**Changed from Movement Speed Decrease to Attack Speed Decrease.
|- style="background:{{ColorSel|Element|Water}}"
**Activation Chance Increase when stacking effect added.
! colspan=2 | Date !! rowspan=2 | Changes
*12/01/2016 KR
|- style="background:{{ColorSel|Element|Water}}"
**Fixed issue where Defense Reduction amount is not affected by Water Resistant.
! KR !! NA
**Defense Reduction decreased.
|-
*04/27/2017 KR
| 11/03/2016 || 11/23/2016 || align="left" |
**Duration fixed at 10 seconds.
*{{buff|Activation Chance Increase when stacking effect added.}}
**Defense Reduction decreased.
*Changed from Movement Speed Decrease to Action Speed Decrease.
|-
| 12/01/2016 || 01/11/2017 || align="left" |
*{{nerf|Defense Reduction decreased.}}
*Fixed issue where Defense Reduction amount is not affected by Water Resistant.
|-
| 08/24/2017 || 09/13/2017 || align="left" |
*{{nerf|Duration fixed at 10 seconds.}}
*{{nerf|Defense Reduction decreased.}}
|-
| ??/??/2023 || ??/??/2023 || colspan=2 align="left" | 
*{{nerf|{{se|355|Penetrating Will||ed}} is not affected by target’s water attribute resistance.}}
|}
<br>
<br>


==== [[File:PoisonELSTONE.png]]   Nature (Poisoning) ====
==== [[File:Nature Icon.png]] Nature (Poisoning) ====
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 [[Transporting Tunnel: Contaminated Area|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>
[[File:PoisonELSTONE.png|thumb|El Shard (Nature)]]
Additionally, Nature Resistance will also increase player's resistance towards Slow.  
Nature inflicts {{se|103|Poisoning||ed|icon=no}}, which slightly decreases Movement/Jump Speed and deals slight damage over time. 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. Nature works especially well with fast attacking characters with high base attack power or characters that can lock combos, such as [[Knight Emperor]] and [[Anemos]]. [[Twilight]] also benefits from this greatly, as it helps her low damage output while gaining an advantage over high-speed opponents such as [[Furious Blade]] and [[Immortal]]. Like Fire, Nature can also kill.
 
Additionally, Nature Resistance will also increase the player's resistance towards {{se||Poison|tt=no}}, {{se||Move Slowdown|tt=no|label=no}}{{se|352|Move Slowdown||ed|tt=no}}, {{se|096|Tied Down||ed|tt=no}}, {{se|107|Dryad's Fury||ed|tt=no}}, and {{se|115|Toxic||ed|tt=no}}.  
<br>
<br>


{| 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}}"
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's attack power) !! colspan=3 | Movement Speed Reduction !! rowspan=2 | Duration
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's average attack power) !! colspan=3 | Movement Speed Reduction !! rowspan=2 | Duration
|- style="background:{{ColorSel|Element|Nature}}"
|- style="background:{{ColorSel|Element|Nature}}"
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
Line 200: Line 191:


===== Updates =====
===== Updates =====
*06/30/2016 KR
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
**Nature Resistance will also increase player's resistance towards Slow.
|- style="background:{{ColorSel|Element|Nature}}"
*11/03/2016 KR
! colspan=2 | Date !! rowspan=2 | Changes
**Changed from Attack Speed Decrease to Movement/Jump Speed Decrease.
|- style="background:{{ColorSel|Element|Nature}}"
**Duration increased. Damage increased.
! KR !! NA
**Based on weapon's attack power.
|-
**Activation Chance Increase when stacking effect added.
| 06/30/2016 || 07/13/2016 || align="left" |
*12/01/2016 KR
*{{buff|Nature Resistance will also increase player's resistance towards {{se||Move Slowdown}}.}}
**Based on the weapon attack as if it was +0 in Free Channel.
|-
*04/27/2017 KR
| 11/03/2016 || 11/23/2016 || align="left" |
**Jump Speed Reduction removed.
*{{buff|Duration increased.}}
**Movement Speed Reduction decreased.
*{{buff|'''Damage''' increased.}}
*08/24/2017 (KR) / 09/13/2017 (NA)
*{{buff|Based on weapon's attack power.}}
**Damage decreased.
*{{buff|Activation Chance Increase when stacking effect added.}}
*Changed from Action Speed Decrease to Movement/Jump Speed Decrease.
|-
| 12/01/2016 || 01/11/2017 || align="left" |
*Based on the weapon attack as if it was +0 in Free Channel.
|-
| 04/27/2017 || 09/13/2017 || align="left" |
*{{nerf|Jump Speed Reduction removed.}}
*{{nerf|Movement Speed Reduction decreased.}}
|-
| 08/24/2017 || 09/13/2017 || align="left" |
*{{nerf|'''Damage''' decreased.}}
|}
<br>
<br>


=== Instant Effect Elements ===
=== Instant Effect Elements ===
These elements' effects only work once each time they occur and do not stack, hence the name of their group.
These elements' effects only work once each time they occur and do not stack, hence the name of their group.
When a weapon is enchanted with an attribute with an instant effect, a light will appear on your character's hand. As the level of enchantment increases, the light will increase in size until it forms an orb.
<br>
<br>


==== [[File:WindELSTONE.png]]   Wind (Piercing) ====
==== [[File:Wind Icon.png]] Wind (Piercing) ====
Wind ignores the enemy's defense and guard and adds 40% more damage from the weapon's attack power. When an attack activates Wind, the attack reduces [[Knockdown|knockdown]] by -10 (will take the lower value if the attack reduces [[Knockdown|knockdown]] as well). Increasing the enchantment level raises the chance of effect. This is not stacked very much on most of the servers, although there are people who heavily stack against this due to player preference. This enchantment works well on characters with high damage multipliers like [[Lord Knight|Lord Knights]],  [[Rena]], and [[Raven]] as well as multi-hitter specialists like [[Infinity Sword|Infinity Swords]], [[Code Nemesis|Code Nemesis]], and [[Crimson Avenger| Crimson Avenger]]. Combined with a high critical hit ratio, the raw power of Wind is a force to be reckoned with.<br>
[[File:WindELSTONE.png|thumb|El Shard (Wind)]]
Additionally, Wind Resistance will also increase player's resistance towards Bleeding.
Wind ignores the enemy's defense and guard and adds 40% more damage from the weapon's attack power. When an attack activates Wind, the attack reduces Knockdown by -10 (will take the lower value if the attack reduces Knockdown as well). Increasing the enchantment level raises the chance of effect. This is not stacked very much on most of the servers, although there are people who heavily stack against this due to player preference. This enchantment works well on characters with high damage multipliers like [[Knight Emperor]],  [[Rena]], and [[Raven]] as well as multi-hitter specialists like [[Immortal]], [[Code: Ultimate]], and [[Bloody Queen]]. Combined with a high critical hit ratio, the raw power of Wind is a force to be reckoned with.
 
Additionally, Wind Resistance will also increase the player's resistance towards {{se||Bleed|tt=no}}.
<br>
<br>


{| 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}}"
! Level !! Activation Chance !! Damage<br>(Based on weapon's attack power)
! Level !! Activation Chance !! Damage<br>(Based on weapon's average attack power)
|-
|-
| Piercing I || 6% || rowspan=4 | 40%
| Piercing I || 6% || rowspan=4 | 40%
Line 239: Line 246:


===== Updates =====
===== Updates =====
*04/21/2016 KR
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
**Wind Resistance will also increase player's resistance towards Bleed.  
|- style="background:{{ColorSel|Element|Wind}}"
*11/03/2016 KR
! colspan=2 | Date !! rowspan=2 | Changes
**Based on weapon's attack power.
|- style="background:{{ColorSel|Element|Wind}}"
**Fixed issue where damage becomes 2x.
! KR !! NA
*12/01/2016 KR
|-
**Based on the weapon attack as if it was +0 in Free Channel.
| 04/21/2016 || 05/18/2016 || align="left" |
*{{buff|Wind Resistance will also increase player's resistance towards {{se||Bleed}}.}}
|-
| 11/03/2016 || 11/23/2016 || align="left" |
*{{buff|Based on weapon's attack power.}}
*Fixed issue where damage becomes 2x.
|-
| 12/01/2016 || 01/11/2017 || align="left" |
*Based on the weapon attack as if it was +0 in Free Channel.
|-
| ??/??/2023 || ??/??/2023 || align="left" |
*{{buff|Wind Resistance will also increase player's resistance towards {{se|355|Penetrating Will||ed}}.}}
|-
| 01/18/2024 || 01/31/2024 || colspan=2 align="left" | 
*{{nerf|{{se|355|Penetrating Will||ed}} is not affected by target’s wind attribute resistance.}}
|}
<br>
<br>


==== [[File:LightELSTONE.png]]   Light (Petrifying) ====
==== [[File:Light Icon.png]] Light (Petrifying) ====
Light petrifies enemies, stopping them mid animation leaving them open 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 Armor. Light works especially well with strong one-hit attackers or fast multi-hit attackers such as like [[Blade Master|Blade Masters]], [[Elemental Master|Elemental Masters]], and [[Add]]. However, this element can be disruptive and can cause early knockdowns in PvP due to bad timing, lag, or resistance.. Unfortunately, it does not take a high amount of light resistance to cause this effect. Light Element has most use in dungeons, where it can completely stop an enemy or boss from moving.<br>
[[File:LightELSTONE.png|thumb|El Shard (Light)]]
Additionally, Light Resistance will also increase player's resistance towards Stun, and Blind in [[Photon Flare]].
Light inflicts {{se|105|Petrifying||ed|icon=no}}, which petrifies enemies, stopping them mid-animation and leaving them open to attacks for a short period of time. Increasing its level of enchantment raises its chance of effect and the petrification duration. In dungeons, Petrifying'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 Armor. Light works especially well with strong one-hit attackers or fast multi-hit attackers such as [[Furious Blade]], [[Aether Sage]], and [[Add]]. However, this element can be disruptive and can cause early knockdowns in PvP due to bad timing, lag, or resistance. Unfortunately, it does not take a high amount of light resistance to cause this effect. Light Element has most use in dungeons, where it can completely stop an enemy or boss from moving.
 
Additionally, Light Resistance will also increase the player's resistance towards {{se||Faint|tt=no}}, {{se|101|Blind||ed|icon=no|tt=no}} from [[Photon Flare]], and {{se|194|Electrocution||ed|tt=no}}.
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{| 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}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! rowspan=2 | [[Status Effects|Petrified]] Duration !! colspan=2 | [[Status Effects|Stiff Body]]
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! rowspan=2 | {{se|105|Petrifying||ed|icon=no}} Duration !! colspan=2 | {{se|342|Stiff Body||ed}}
|- style="background:{{ColorSel|Element|Light}}"
|- style="background:{{ColorSel|Element|Light}}"
! Attack Decrease !! Duration
! Attack Decrease !! Duration
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===== Updates =====
===== Updates =====
*??/??/201? KR
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
**Defense Increase effect removed.
|- style="background:{{ColorSel|Element|Light}}"
*06/30/2016 KR
! colspan=2 | Date !! rowspan=2 | Changes
**Light Resistance will also increase player's resistance towards Stun.
|- style="background:{{ColorSel|Element|Light}}"
*11/03/2016 KR
! KR !! NA
**Attack Decrease when [[Status Effects|Petrifying]] is ended effect added.
|-
**Duration increased.
| - || - || align="left" |
*12/15/2016 KR
*{{buff|Defense Increase effect removed.}}
**Fixed issue where Attack Decrease not work for monsters.
|-
| 06/30/2016 || 07/13/2016 || align="left" |
*{{buff|Light Resistance will also increase player's resistance towards Stun.}}
|-
| 11/03/2016 || 11/23/2016 || align="left" |
*{{buff|Attack Decrease when {{se|105|Petrifying||ed|icon=no}} is ended effect added.}}
*{{buff|Duration increased.}}
|-
| 12/15/2016 || - || align="left" |
*Fixed issue where Attack Decrease not work for monsters.
|}
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<br>


==== [[File:DarkELSTONE.png]]   Dark (Plagued) ====
==== [[File:Dark Icon.png]] Dark (Plagued) ====
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 well with all characters, but works especially well with characters that have multiple-hit moves ([[Blade Master]], [[Infinity Sword]], [[Optimus]] etc.) or have long-ranged attacks that hit multiple enemies (moves such as [[Armageddon Blade]], passives such as [[Vibe Shot]], etc.).
[[File:DarkELSTONE.png|thumb|El Shard (Dark)]]
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 well with all characters but works especially well with characters that have multiple-hit moves, such as [[Furious Blade]], [[Immortal]], and [[Prime Operator]], or have long-ranged attacks that hit multiple enemies, such as [[Armageddon Blade]] or passives such as [[Vibe Shot]].
 
Usually, resistance against this element is not invested by players for PvE. However, it is still a very common thing to stack up against it for PvP. Draining the exact amount of HP/MP is nearly impossible since most players and monsters have resistance towards all elements, although gaining even a small amount of its maximum value might make a huge difference for both PvP and PvE.


Usually, resistance against this element is not invested by players for PvE, however it is still a very common thing to stack up against it for PvP. Gaining the exact Snatch amount (x HP, 18 MP in Triple Master Snatch intensity) is nearly impossible since most players and monsters have resistance towards all elements, although gaining even a small amount of its maximum value might make a huge difference for both PvP and PvE. <br>
Additionally, Dark Resistance will also increase the player's resistance towards {{se|078|Aging|tt=no}} and {{se||Curse|tt=no}}.
Additionally, Dark Resistance will also increase player's resistance towards Senile and Curse.
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{| 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}}"
! Level !! Activation Chance !! HP Drain<br>(Based on weapon's +0 attack power) !! MP Drain
! Level !! Activation Chance !! HP Drain<br>(Based on weapon's base average attack power) !! MP Drain
|-
|-
| Plagued I || 5% || 40% || 4 MP
| Plagued I || 5% || 40% || 4 MP
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===== Updates =====
===== Updates =====
*11/03/2016 KR
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
**MP Drain decreased.
|- style="background:{{ColorSel|Element|Dark}}"
*04/27/2017 KR
! colspan=2 | Date !! rowspan=2 | Changes
**MP Drain decreased.
|- style="background:{{ColorSel|Element|Dark}}"
! KR !! NA
|-
| 11/03/2016 || 11/23/2016 || align="left" |
*{{nerf|MP Drain decreased.}}
|-
| 04/27/2017 || 05/10/2017 || align="left" |
*{{nerf|MP Drain decreased.}}
|}
<br>
 
== How to calculate an elemental effect's value or duration ==
<math>E \times \left(1 - F\times \frac{ER - RD}{500}\right)</math>
 
* ''E'' - The value or the duration of the effect.
* ''F'' - Factor of effectiveness. 1 in Dungeons, 0.8 in PvP.
* ''ER'' - Elemental Resistance of the enemy. Set individually per monster, between 0 and 500.
* ''RD'' - Elemental Resistance Decrease from gear, skills, etc.
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==  Gallery ==
==  Gallery ==
<gallery widths=150px heights=150px>
<gallery widths="150px" heights="150px">
File:FireElement.png|A weapon with Burning IV
File:FireElement.png|A weapon with Burning IV
File:WaterElement.png|A weapon with Freezing IV
File:WaterElement.png|A weapon with Freezing IV
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File:LightElement.png|A weapon with Petrifying IV
File:LightElement.png|A weapon with Petrifying IV
File:DarkElement.png|A weapon with Plagued IV
File:DarkElement.png|A weapon with Plagued IV
</Gallery>
File:Ara's visual freezing.png|Ara's level 3 Freezing commands visual effect
File:Add's visual freezing.png|Add's level 3 Freezing commands visual effect
File:Elesis's visual freezing.png|Elesis's level 3 Freezing commands visual effect
File:Status 102.png|Unused '''Burn (Burning)''' debuff icon.
File:Status 104.png|Unused '''Freeze (Freezing)''' debuff icon.
File:Status 103.png|Unused '''Poison (Poisoning)''' debuff icon.
File:Status 105.png|Unused '''Conviction''' debuff icon.
</gallery>
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<br>


== Tips & Details ==
== Tips and Details ==
*Poison resistance can be useful for a dungeon like [[Transporting Tunnel: Contaminated Area]], in which case the player will be able to avoid the auto-poisoning from the time limit running out.
*Beneficial effects coming from Attributes are affected by the enemy's Elemental Resistance stat. The lower resistance, the better the effect.
*Fire resistance can be useful for dungeons like [[Dragon Nest: Abyss]], that have a lot of fire-based obstacles and attacks.
**The Elemental Resistance stat is not capped at 0, thus the effects will increase even beyond their maximum when it goes negative.
**Negative Water Attribute Resistance is able to extend the duration of {{se||Freeze}} from skills and items. It will also increase the Defense Pierce effect, making it extremely potent, provided that the enemy can be debuffed.
*Poison Resistance can be useful for a dungeon like [[Transporting Tunnel: Contaminated Area]], in which case the player will be able to avoid the auto-poisoning from the time limit running out.
*Fire Resistance can be useful for dungeons like [[Dragon Nest: Abyss]], that have a lot of fire-based obstacles and attacks.
*Water Resistance can be useful for a dungeon like [[Water Dragon's Compass]] against [[Denif]]'s '''Freeze''' debuff.
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<br>


== General Updates ==
== General Updates ==
*??/??/20?? KR
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
**3 elements become available for weapons, 2 elements become available for armors.
|- style="background-color: {{ColorSel|Misc}}"
*11/03/2016 KR
! colspan=2 | Date !! rowspan=2 | Changes
**4 elements become available for weapons, 3 elements become available for armors.
|- style="background-color: {{ColorSel|Misc}}"
**The estimated probability of yielding a certain el shard from solving an el shard (mystery) changed to be same.
! KR !! NA
*08/24/2017 (KR) / 09/13/2017 (NA)
|-
**Elemental Resistance effectiveness decreased. All resistance is 20% less effective.
| - || - || align="left" |
*{{buff|3 elements become available for weapons, 2 elements become available for armors.}}
|-
| 11/03/2016 || 11/23/2016 || align="left" |
*{{buff|4 elements become available for weapons, 3 elements become available for armors.}}
*The estimated probability of yielding a certain el shard from solving an el shard (mystery) changed to be same.
|-
| 08/24/2017 || 09/13/2017 || align="left" |
*{{nerf|Elemental Resistance effectiveness decreased in PvP. All resistance is 20% less effective.}}
|-
| 06/04/2020 || 07/01/2020 || align="left" |
*Weapon Effect (Enhancement, Attribute) on/off function added.
|}
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{{Guides}}
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