Debuff

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This article explains the mechanics of debuffs (i.e. negative effects) in Arknights.

Attributes

There are two types of attribute debuffs: multiplier and direct.

Multiplier

Multiplier debuffs reduce the corresponding value by a set percentage which stacks multiplicatively with each other, calculated by the following formula:

a = 1 − [(1 − x1) × (1 − x2) × ... (1 − xn)]

Where:

  • a represents the final multiplier debuff.
  • x represents the value of each multiplier debuff.
  • n represents the scaling multiplier debuff's count (1st, 2nd, etc.).
Examples

Direct

Direct debuffs reduce the corresponding attribute by a fixed amount that is subtracted directly from the original values before the multiplier debuff(s) are applied.

Examples

Damage amplification

Damage amplifications, as its name suggests, increases the corresponding type of damage taken by a set percentage which stacks multiplicatively with each other, calculated by the following formula:

a = 1 − [(1 + x1) × (1 + x2) × ... (1 + xn)]

Where:

  • a represents the final amplification.
  • x represents the value of each amplification.
  • n represents the amplification's count (1st, 2nd, etc.).

Against enemies

Operator Source Range/target Value
Carnelian icon.png
Skill-Carnelian3.png
Mark of Gluttony
Enemies hit by Carnelian's attacks while active 20% from Carnelian's attacks, can stack additively to 100%
Saria icon.png
Skill-Saria3.png
Calcification
      
    
  
  
    
      
Arts
  • Level 1-3: 20%
  • Level 4-6: 30%
  • Level 7: 40%
  • Spec. 1: 45%
  • Spec. 2: 50%
  • Spec. 3: 55%
Sesa icon.png
Vulnerability Deconstruction Blocked enemies while Sesa is deployed Physical
  • Elite 1: 7%
  • Elite 2: 15%
  • Potential 5: +2%
Skyfire icon.png
Arts Sniper Blocked enemies while Skyfire is deployed Arts
  • Elite 1: 7%
  • Elite 2: 15%
  • Potential 5: +3%
W icon.png
Insult to Injury Stunned enemies within attack range 18% (+3% P5) Physical

Against friendlies

Operator Source Range/target Value
Quartz icon.png
Skill-Quartz2.png
All-Out Clash
Self while active 25%

Other debuffs

Debuff Information
Bind (Enemies only) Cannot move.
Critically Wounded (Enemies only) MSPD reduced by 80%, cannot be blocked, and will automatically be defeated after 10 seconds. If Critically Wounded targets are defeated before they expire, the attacker gains some SP.
Frighten (Enemies only) The unit is disarmed while being blocked.
Levitate (Enemies only) Disables the unit and makes them treated as an aerial target. Only lasts for half as long if the enemy's weight is higher than 3.
Silence Prevents the use of skills and most abilities.
Sleep (Enemies only) The unit is disabled but are invulnerable.
Slow (Enemies only) MSPD reduced by 80%.
Weightless (Enemies only) Reduces weight by 1; multiple instances of Weightless do not stack.

Distance-based damage

Certain methods apply a debuff on enemies which causes them to take damage based on how far they move; while under the debuff, the distance the enemy has moved is checked every 0.066 seconds and they will take damage per 1 tile moved if the enemy moves between concurrent checks (no damage will be dealt if the enemy does not move between concurrent checks).

Operator Source Damage per tile Duration
Nightmare icon.png
Skill-Nightmare2.png
Night Phantom
1200 True
  • Level 1-3: 5 seconds (~75 checks)
  • Level 4-6: 6 seconds (~90 checks)
  • Level 7: 7 seconds (~106 checks)
  • Spec. 1: 8 seconds (~121 checks)
  • Spec. 2: 9 seconds (~136 checks)
  • Spec. 3: 10 seconds (~151 checks)
Weedy icon.png
Skill-Weedy3.png
Liquid Nitrogen Cannon
  • Level 1-3: 4 seconds (~60 checks)
  • Level 4-6: 5 seconds (~75 checks)
  • Level 7-Spec. 1: 6 seconds (~90 checks)
  • Spec. 2: 7 seconds (~106 checks)
  • Spec. 3: 8 seconds (~121 checks)

Originally it was possible for an enemy under distance-based damage debuffs to take damage should they are moved from a Tunnel Entrance to the corresponding Tunnel Exit between a distance check, which can be used to trivialize certain enemies if the distance between the Entrance and Exit is far enough. An update fixed this by making the debuff deal no damage if the enemy is moved more than 4 tiles between a check; the maximum distance that enemies can be shifted is 3.4 tiles, so moving an enemy past 4 tiles is only possible if the enemy is warped through Tunnels or scripted events.