Weapon Imprint System: Difference between revisions

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*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.
*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.
*Some imprints like group damage reduction are 40% effective in PvP although it's not mentioned in it's description (e.g., +10% effect increasing damage reduction from 32% to 33.28% instead of the expected 35.2%).
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