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Additional chance to inflict ailments can also be gained from passive skills and equipment. Some skill and support gems include modifiers that grant additional chance to inflict certain ailments. Critical strikes have a 100% chance to inflict ignite, freeze and shock. Any damaging hit has a 100% chance to inflict chill. By default, the chance to inflict most ailments is 0%. From 'The Three Dragons' by Victario of Sarn changes which damage types have the potential to inflict elemental ailments.Ī hit of damage also carries a property for each ailment that gives the hit a chance to inflict that ailment. Your Lightning Damage can Freeze but not Shock "The ice seared his naked feetīut it was the flames upon his lover's face Your Cold Damage can Ignite but not Freeze or Chill Your Fire Damage can Shock but not Ignite As an example, The Three Dragons The Three DragonsĮnergy Shield: 22 Requires Level 35, 40 Dex, 40 Int +(26-30)% to all Elemental Resistances
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The damage type associations for ailments may be changed by certain effects. Bleed has an additional restriction: It can only be applied by attacks. For example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. A damaging hit has the potential to inflict any ailments associated with the types of damage dealt. There is no limit on the number of different ailments a target can have at any given time.Īilments can be applied by hits of damage.Įach ailment is associated with one or more damage types. Modifiers to skill effect duration affect the duration of debuffs applied by skills, but not the duration of ailments.
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The most notable difference is that ailments are associated with damage types, whereas debuffs are associated with skill effects. Relevant discussion may be found on the talk page.Īilments are in many ways similar to debuffs.
World conqueror 4 mod 1.2.12 update#
Please update this article to reflect newly available information. This section needs to be updated for the following reason: Ailment now has Ailment Threshold since version 3.9.0. Sapped enemies deal up to 20% less Damage, based on the lightning damage of the hit. The base duration is 4 seconds.īrittle causes hits against enemies to have up to +15% Base Critical Strike Chance against them, based on the cold damage of the hit. Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the fire damage of the hit. Shock causes the affected target to take up to 50% increased damage from all sources, based on the lightning damage of the hit. The base minimum duration is 0.3 seconds and the base maximum duration is 3 seconds. The base duration is 2 seconds.įreeze prevents the affected target from taking actions, based on the cold damage of the hit. Chill slows all actions of the affected target up to 30%, based on the cold damage of the hit. The base duration is 4 seconds.Ĭold damage always inflicts chill. Ignite causes the affected target to burn for 50% of the fire damage of the hit that applied Ignite as fire damage over time. Additional stacks do not refresh the duration, but stack independently from each other. Poison can stack multiple times on a single target. Poison causes the affected target to take 20% of the combined physical and chaos damage of the hit that applied Poison as chaos damage over time. Moving enemies take an additional 140% damage. Bleeding enemies take 70% of the physical damage of the hit that inflicted Bleed as physical damage over time. 4.6.3 Increased lightning ailment effectīleed can only be inflicted by physical damage from attacks.4.5 Increased non-damaging ailment effect.4.4.3 Increased lightning ailment duration.4.4 Increased elemental ailment duration.4.3.9 Ailment damage while wielding a wand.4.3.8 Ailment damage while wielding a bow.4.3.7 Ailment damage while wielding a staff.4.3.6 Ailment damage while wielding a claw.4.3.5 Ailment damage while wielding a dagger.4.3.4 Ailment damage while wielding a sword.4.3.3 Ailment damage while wielding a mace.4.3.2 Ailment damage while wielding an axe.4.3.1 Ailment damage while wielding a shield.4.3 Ailment damage with specific weapon class.4.1.3 Ailment damage with two-handed weapons.4.1.2 Ailment damage with one-handed weapons.4.1.1 Ailment damage with melee weapons.4.1 Ailment damage with weapon or wielding type.