Attributing Equipment: Difference between revisions

m
Reverted edits by 74.14.7.137 (Talk) to last revision by Kenny
No edit summary
m (Reverted edits by 74.14.7.137 (Talk) to last revision by Kenny)
Line 37: Line 37:




==== Fire (Blaze) ====
==== Fire ====
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.
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.




Blaze (Lv1) 5% Chance of Effect
Fire (Lv1) 5% Chance of Effect


Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds.
Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds.
Line 50: Line 50:




Master Blaze (Lv2) 8% Chance of Effect
Master Fire (Lv2) 8% Chance of Effect


Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds.
Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds.
Line 59: Line 59:




Triple Master Blaze (Lv3) 10% Chance of Effect
Triple Master Fire (Lv3) 10% Chance of Effect


Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds.
Stacked 1 Time: Deals ??% of the weapon's attack power over 10 seconds.
Line 69: Line 69:




==== Ice (Frozen) ====
==== Ice ====
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 Rangers and High Magicians.




Frozen (Lv1) 6% Chance of Effect
Ice (Lv1) 6% Chance of Effect


Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 10 seconds.
Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 10 seconds.
Line 82: Line 82:




Master Frozen (Lv2) 12% Chance of Effect
Master Ice (Lv2) 12% Chance of Effect


Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 13 seconds.
Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 13 seconds.
Line 91: Line 91:




Triple Master Frozen (Lv3) 15% Chance of Effect
Triple Master Ice (Lv3) 15% Chance of Effect


Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 17 seconds.
Stacked 1 Time: Lowers movement speed by 40%, and lowers defense by 33% for 17 seconds.
Line 130: Line 130:


Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 60% for 10 seconds.
Stacked 3 Times: Deals ??% of the weapon's attack power over 10 seconds. Lowers movement speed by 60% for 10 seconds.


=== Instant Effect Elements ===
=== Instant Effect Elements ===
Line 139: Line 137:




==== Wind (Piercing) ====
==== Wind ====
Wind ignores the enemy's defense, and deals 30% more damage. This also applies when an enemy is knocked down. 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 30% more damage. This also applies when an enemy is knocked down. 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
Wind (Lv1) 6% Chance of Effect


Master Piercing (Lv2) 12% Chance of Effect
Master Wind (Lv2) 12% Chance of Effect


Triple Master Piercing (Lv3) 15% Chance of Effect
Triple Master Wind (Lv3) 15% Chance of Effect


==== Light (Shock) ====
==== Light ====
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 dungeon, Light'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. When a critical hit or another elemental effect occurs, it will repeat until the effect wears off. Light works especially well with high one-hit attackers like Sniping Rangers, High Magicians, and Code Exotics. Also good for Lord Knights.
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 dungeon, Light'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. When a critical hit or another elemental effect occurs, it will repeat until the effect wears off. Light works especially well with high one-hit attackers like Sniping Rangers, High Magicians, and Code Exotics. Also good for Lord Knights.




Shock (Lv1) 5% Chance of Effect, petrifies enemies for 2 seconds.
Light (Lv1) 5% Chance of Effect, petrifies enemies for 2 seconds.


Master Shock (Lv2) 8% Chance of Effect, petrifies enemies for 3 seconds.
Master Light (Lv2) 8% Chance of Effect, petrifies enemies for 3 seconds.


Triple Master Shock (Lv3) 10% Chance of Effect, petrifies enemies for 4 seconds.
Triple Master Light (Lv3) 10% Chance of Effect, petrifies enemies for 4 seconds.


==== Dark (Snatch) ====
==== 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 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 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.




Snatch (Lv1) 5% Chance of Effect, drains ??% of HP and 10 MP.
Dark (Lv1) 5% Chance of Effect, drains ??% of HP and 10 MP.


Master Snatch (Lv2) 8% Chance of Effect, drains ??% of HP and 20 MP.
Master Dark (Lv2) 8% Chance of Effect, drains ??% of HP and 20 MP.


Triple Master Snatch (Lv3) 10% Chance of Effect, drains ??% of HP and 30 MP.
Triple Master Dark (Lv3) 10% Chance of Effect, drains ??% of HP and 30 MP.
245

edits