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More info on Elemental damage

Elemental damage: Misc

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Guild Wars

Up to date as of February 01, 2010

From GuildWiki

Elemental damage is earth damage, fire damage, lightning damage and cold damage.

Each of the above counts as elemental damage in addition to other damage types.

Contents

Weapon modifiers for elemental damage:

  • Ebon, icy, fiery and shocking weapons (weapon upgrade prefix) do elemental damage.
  • Additional item modifiers can give +4-7 Armor against elemental damage or +4-10 Armor against one of the four kinds of elemental damage.

Armor against elemental Damage:

  • Rangers have +30 Armor against all elemental damage and an option of +15 Armor against Fire, Cold, Lightning or Earth damage.
  • Elementalists have an option of +10 Armor against all elemental damage and an additional +10 Armor against one of the four kinds of elemental damage.
  • Monks have an option of +10 Armor against elemental damage.
  • Warriors have an option of +10 armor against elemental damage, or +20 armor with a requirement of 13 strength.

Related skills

Effects of Elemental Damage on creatures

Most Ranger monsters are resistant to elemental damage.

See also: Damage type

Damage types
Physical damage: Blunt damageSlashing damagePiercing damage
Elemental damage: Cold damageEarth damageFire damageLightning damage
Others: Chaos damageDark damageHoly damageShadow damage
Facts about Elemental damageRDF feed
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This article uses material from the "Elemental damage" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010

From SWG Wiki

Elemental Damage

There are four kinds of Elemental Damage that can be added to a weapon, or is allready inherent to a weapon. Most crafted weapons can have customized elemental chambers while others have a limited set of elemental choices available. Some reward weapons come with elemental damage, and some do not.


Heavy weapons have restrictions to the available elementals. None of these elemental damage types refer to Damage over Time specials that can be applied by proffesssion such as Commando, Officer and Jedi. These effects are seperate from DoT Stacking and work with another stacking mechanic.

Heat Critical

Duration: 6 seconds

Effect: Adds a Heat DoT attack that will tick 3 times with 2 second seperation for 750 damage per tick before armor mitigation.

Acid Critical

Duration: 3 seconds

Effect: +75% Critical Chance Increase on the affected target.

Cold Critical

Duration: 6 seconds

Effect: Damage added based on 20% of the elemental value of the weapon.

Examples:

  • 36 cold elemental on the weapon x 0.2 = 7.2% Damage Increase.
  • 100 elemental value on the weapon = 100 x 0.2 = 20% Damage Increase.

Electricity Critical

Duration: 6 seconds

Effect: +75% Glancing Blow increase Debuff on the affected target.

Note: While the tooltip will state that 'Trivial Hit' is the one being modified, Trivial Hit is a 96% damage reduction and a remnant from an old combat system, while Glancing Blow is a 60% Damage reduction. The correct modifier is Glancing Blow, the tooltip is incorrect. The combat log and skill mod character sheet will confirm this.


Special Note: Different Elemental Proccedurral effects can be applied to a target at the same time. After an elemental critical has been applied, the target will gain the 'Recovered' Buff that will give the target an elemental crit immunity for 5 seconds.


This article uses material from the "Elemental damage" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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