Visual Difference Between Minor, Moderate, and Strong Status Effects?

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Menish's picture
Menish

I have seen a number of threads regarding status effects and the differences between them (being minor, moderate, and strong). However, the most in-depth charts I can find are based on a knight's own immunity via armor (of course, I see why more people would be worried more about their own protection). I'm currently trying to figure the differences versus monsters you encounter. Would a strong stun reduce movement speed and ASI more than minor, or would a strong stun simply have a longer duration than minor? Would a strong shock more often cause spasms than minor?, etc.

I'm particularly interested in side-by-side comparisons where possible with the status effects, considering charts and spreadsheets only give you a general idea of some of the status effects and their performance.

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As a side note, I'm particularly interested in an effect that is useful versus both zombies and kats. Typically, I'm finding 'shock eez best cuz they week to it' and 'freeze guder then shock becase they can not move'. I'm considering stun, as I'm interested in something that may both keep the critters moving and delayed. Anybody have any favorites, and able to explain why?

Bopp's picture
Bopp
my understanding

Other players know more about this than I do, but for what it's worth my understanding is that stronger status (or weaker resistance) does two things: (A) increase the chance that the status will be inflicted in the first place, and (B) increase the duration of the status if it is inflicted. It does not (C) increase the rate of shock or fire ticks, (D) increase the damage per tick, (E) increase the speed penalty of stun, (F) make targets harder to break out of freeze, etc.

For much more information, some of which may contradict what I just said, read this Wiki Editors thread.

Sir-Pandabear's picture
Sir-Pandabear

I have some time so why not. For each of these statuses, stronger infliction (or less resistance) will have the following effects:
Stun

  • Further reduction of movement speed.
  • Probably further reduction of attack/shield speed? Untested, but I feel confident about it.

Fire

  • Increased damage per tick.

Freeze

  • Increased damage from thawing. (Monsters only.)

Shock

  • Increased duration of spasms.

Poison

  • Further reduced attack power.
  • Further reduced defence.
  • Further increased damage from healing. (Monsters only.)

Curse

  • More weapons and item slots cursed.
  • Probably higher chance of taking damage for monsters? Untested, but only makes sense.
  • Increased damage.

Increased duration is a given for all statuses.

Bopp's picture
Bopp
great

Menish, you should trust Sir-Pandabear over me. In particular, my points D and E were wrong, and my point C was half-wrong.

Sir-Pandabear, do we have data on how strength influences chances of receiving the status in the first place? Below the immunity threshold, of course?

Sir-Pandabear's picture
Sir-Pandabear

None whatsoever.

Statistics are no fun. :[

Menish's picture
Menish
Forgotten.

Does sleep have an increasingly obnoxious snoring sound per strength of status?

But, on a serious note, sleep deserves to be tested. People get too tired and always skip adding it.

Also, is there any reliable way to tell what strength of a status effect monsters inflict? Or does is simply increase by Tier? (Ex: Tier 1 = Minor, Tier 2 = Moderate, Tier 3 = Strong)

Krakob's picture
Krakob

We can't test much of sleep since the only access we have to it is vials. Either way we know what it does, namely immobility, inability to attack, and health regeneration.

As for what mobs inflict, you'll find info on that in the thread Bopp linked.

Sir-Pandabear's picture
Sir-Pandabear

The strength varies by individual attacks for each monster, (and possibly tier?) and is not restrictued to minor/moderate/strong. I have a chart with some of these. They're usually either 0.5, 3, or 4 (Strong). It is possible to become immune to all statuses below 4. Some notable 3s are shankles, lumbers, and kats. The only 0.5 I can recall right away is the zombie swipe, while their breath is 4.

Menish's picture
Menish
~~~~

What if somebody had grabbed a Grey Feather Set (each piece with shock max), the 3* sprite perk Grounding (shock resist), and 2 Wyrmwood Bracelets?

Could they be immune to 4? Or is it merely impossible?

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It would be quite interesting to know what extent the Shield Bracelet goes to in protecting against status.

I'm assuming wisps also inflict 3.

What resist would a status max shield give? I do have a Curse Max Skelly Shield, so I'd assume it'd take down some additional damage a Black Kat would do versus a shield without.

Bopp's picture
Bopp
impossible

What if somebody had grabbed a Grey Feather Set (each piece with shock max), the 3* sprite perk Grounding (shock resist), and 2 Wyrmwood Bracelets? Could they be immune to 4? Or is it merely impossible?

I'm not sure about shock specifically, but many players have done this kind of thing with fire. I've seen tests with about 20 points of resistance, all of which have failed. (For comparison, the next lower immunity level happens around 10 points.) Therefore we conclude that it is impossible to be immune to strong status.

What resist would a status max shield give? I do have a Curse Max Skelly Shield, so I'd assume it'd take down some additional damage a Black Kat would do versus a shield without.

In case you don't know, shields have nothing to do with armor. Armor protects your knight, whereas a shield protects only itself, to help it last longer before breaking. Read the Shieldbearer Guide on the wiki if this is news to you.

Shields that carry inherent status protection are immune to the status. For example, a Grey Owlite shield can withstand a fire zombie's breath (which is only status, with no accompanying damage) indefinitely.

If you are talking about shield status unique variants, then that is a different story. Even a +4 UV seems to be much lower than the status protection on a shield that carries it inherently.

Edit: Fixed typos.

Sir-Pandabear's picture
Sir-Pandabear

What Bopp said. I did mean 'whisps' when I said 'shankles', as shankles do not inflict statuses. Noone has ever been able to immunize against strong status. For all lower strengths, the status will dissipate when brought below -6 (which is why 9.5 will eliminate a 3), but strong status seems to just stay at -6 no matter how much extra resistance is brought in.

It's also worth nothing that at +4, the effect of the status increases at double speed. So if going from 2 to 3 increases fire damage by 10, going from 3 to 4 will increase it by 20.

Menish's picture
Menish
~~~~

I meant unique variants. No existing shield naturally has curse resist.
Of course, some bars on equipment go beyond a visible range. Having a Max Normal UV on something such as plate mail will put the bar in a non-visible range, but still give you extra protection. Any shield with a status resist bar has it reach the end of the line (bar). Perhaps these exceed the visible range of protection as well.

If somebody grabbed a shield with a natural full bar of status, (for example: Savage Torto) and then grabbed a shield with equal defense with a max status UV the other shield doesn't have (ex: Royal Jelly w/Poison Max), would it be possible to test the differences between the two and how effective the natural status protection versus UV protection is?

In a nutshell, damage protection UV's are quite pointless on a shield, but how would a UV status protection shield compare to one without?

Obviously, your shield isn't going to catch on fire, or stop you from catching fire. However, status effects seem to deal separate damage from normal attacks.

Bopp's picture
Bopp
yes and I don't know

Obviously, your shield isn't going to catch on fire, or stop you from catching fire. However, status effects seem to deal separate damage from normal attacks.

Yes, for shields this is true. A shield loses health when it absorbs damage or status. See the wiki article Shieldbearer Guide (and Shield). In contrast, knights lose health only through damage (although sometimes damage is a consequence of status).

If somebody grabbed a shield with a natural full bar of status, (for example: Savage Torto) and then grabbed a shield with equal defense with a max status UV the other shield doesn't have (ex: Royal Jelly w/Poison Max), would it be possible to test the differences between the two and how effective the natural status protection versus UV protection is?

I am not aware of such data, which is too bad, because they would be great to have. The best test would probably be zombie breath, because it is all status without any damage content, as I mentioned above. In contrast, a floor grate inflicts both elemental damage and status. The damage will eventually break a shield, even if the shield is immune to the status.

Skepticraven's picture
Skepticraven

@Testing shield statuses...

Whisps, zombie breath, toxoil spots [+burning ones], ice cube mist, and chromalisk spit [after it is sitting on the ground] are all pure status damage attacks. The mission "Faith in Armor" has 100% chance of volcanic whisps [on depth 4].

Shield HP along with measuring pixels [of a screenshot] could be used to determine the damage dealt by the pure status. Glacies has already measured the total bar length here.

Tests should be done on all [or specific] stratums as well, as there is some strange stuff that occurs if you attempt to compare a 5* and 3* shield on stratum 3. They will appear to be identical while on stratum 5 the 5* will be significantly stronger. A similar cap appears to exist for UVs [High = Low+Med for S1-S3, but High > Low+Med for S5].

Neometal's picture
Neometal
*no h