If inflicted on a player: Target loses 66.67% damage reduction and 15 defense.Īstrum Aureus, Astrum Deus, enemies in the Astral Infection biome and weapons crafted from Astral Bars or dropped by enemies in the Astral Infection. If inflicted on an enemy: Target loses 15% damage reduction. Golem, any type of Biome Blade, Earth Elemental weapons, Spear of Paleolith, The Ballista, Apotheosis, and melee and rogue attacks and summoner whips with Flask of Crumbling. The Slime God shares this logic, but only for heat debuffs.Similarly, amplifications only increase effectiveness by 1.5x instead of 2x (bringing the total to 2.25x effectiveness from 4x).Worm NPCs that are vulnerable to a certain set of debuffs only cause them to be 1.5x as effective, rather than the normal 2x.Some NPCs are less affected by their vulnerabilities: The Evergreen Gin alcohol causes both sickness and water debuffs to be additively 25% more effective on all NPCs.The Transformer accessory causes electricity debuffs to be additively 50% more effective on all NPCs.The Toxic Heart accessory causes sickness debuffs to be additively 50% more effective on all NPCs.The Cryo Stone accessory causes cold debuffs to be additively 50% more effective on all NPCs.The Eskimo armor set bonus causes cold debuffs to be additively 25% more effective on all NPCs.The Hellfire Treads accessory causes heat debuffs to be additively 50% more effective on all NPCs.The Cinnamon Roll alcohol cause heat debuffs to be additively 50% more effective on all NPCs.The Fireball alcohol cause heat debuffs to be additively 25% more effective on all NPCs.The same logic applies to Slimed or Sparkle Slimed NPCs with heat debuffs as well as Irradiated NPCs with sickness debuffs. ![]() This means that electricity debuffs will work as normal while that NPC is Wet or submerged. If that NPC is resistant to electricity, then being Wet or submerged cancels out the resistance.This means they will be 4x as effective in total. If that NPC is already vulnerable to electricity, then electricity debuffs are 2x more effective again on that NPC.NPCs that are Wet or submerged in water, lava, or honey are considered vulnerable to electricity.You can also view the data on another page.Ĭertain buffs and debuffs can amplify the effects of these vulnerabilities or cancel out resistances: This table requires JavaScript to be enabled and site tooltips to be turned on to be displayed. In the table below, represents a vulnerability and represents a resistance. If an NPC is resistant to one of these sets, all effects from that set are 0.5x as effective. ![]() If an NPC is vulnerable to one of these sets, damage over time (DoT) effects from that set are 2x as effective. There are five sets of debuffs that enemies may be resistant or vulnerable to: cold, water, sickness, electricity and heat. The Calamity Mod introduces a debuff resistance and vulnerability system.
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