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Weapon Imprint System: Difference between revisions

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(→‎Tips and Details: An example stat calculation is redundant)
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**The '''Gold''' stones provide CP depending on the effect they grant. Any effects that would normally provide CP such as attack power or skill damage are included, but any effects that would not such as defense or party damage reduction are not.
**The '''Gold''' stones provide CP depending on the effect they grant. Any effects that would normally provide CP such as attack power or skill damage are included, but any effects that would not such as defense or party damage reduction are not.
*Certain '''Crimson''' stone effects such as "When below x HP" or "When below x MP" do not check for their conditions to be met just once, but continue to check their condition at a rapid rate as long as the effect is not on cooldown already. This allows them to ensure the buff triggers, regardless of your '''Indigo''' stone's probability, as even a low probability is likely to trigger within the first second at the rate the effect tries to activate.
*Certain '''Crimson''' stone effects such as "When below x HP" or "When below x MP" do not check for their conditions to be met just once, but continue to check their condition at a rapid rate as long as the effect is not on cooldown already. This allows them to ensure the buff triggers, regardless of your '''Indigo''' stone's probability, as even a low probability is likely to trigger within the first second at the rate the effect tries to activate.
*The '''Gold''' stone effect "Increase party's Damage Reduction by 𝑥%" is only 40% effective in PvP, even though it's not mentioned in it's description.
*The '''Gold''' stone effect "Increase party's Damage Reduction by 𝑥%" is only 40% effective in PvP, even though it's not mentioned in its description.
*All percentage increases on imprints are multiplicative except for Boss Damage which is additive.
*All percentage increases on imprints are multiplicative except for Boss Damage which is additive.
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