Debuff

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

Attributes[edit]

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

Multiplier[edit]

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[edit]

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[edit]

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[edit]

OperatorSourceTargetValue
Carnelian
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
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%
Logos
Requiem Aeternam

Debuff on attack, lasts 5 seconds

Arts

  • Elite 2: 150
  • Potential 3: +15
Sesa
Vulnerability Deconstruction

Blocked enemies while Sesa is deployed

Physical

  • Elite 1: 7%
  • Elite 2: 15%
  • ART-X Stage 2: 18%
  • ART-X Stage 3: 22%
  • Potential 5: +2%
Skyfire
Arts Sniper

Blocked enemies while Skyfire is deployed

Arts

  • Elite 1: 7%
  • Elite 2: 15%
  • SPC-Y Stage 2: 20%
  • SPC-Y Stage 3: 23%
  • Potential 5: +3%
W
Insult to Injury

Stunned enemies within attack range

Physical

  • Elite 2: 18%
  • ART-X Stage 2: 21%
  • ART-X Stage 3: 24%
  • Potential 5: +3%

Against friendlies[edit]

OperatorSourceTargetValue
Quartz
Skill-Quartz2.png
All-Out Clash

Self while active

25%

Other debuffs[edit]

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 enemies are defeated before they expire, the attacker gains some SP.
Frighten (Enemies only) The enemy is disarmed while being blocked.
Levitate (Enemies only) Disables the enemy and makes them treated as an aerial enemy. Only lasts for half as long if the enemy's weight is higher than 3.
Silence Prevents Operator skills and most enemy traits from being activated.
Sleep (Enemies only) The enemy is disabled but becomes 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[edit]

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).

OperatorSourceDamageDuration
Nightmare
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
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.