IN-GAME BUFF INTRODUCTION

UPDATE: 2021-09-22 【Punishing: Gray Raven】

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Greetings Commandants. Here we attached the introduction about Buffs Full Names, Buff Affixes and Effects. Wish that it will be of great help to the combat!


ALL BUFFS IN "FALLEN STAR" VERSION

DEBUFF

Ice Weakness (IRes↓)

Ice Resistance decreases by 40%


Fire Weakness (FRes↓)

Fire Resistance decreases by 40%


Lightning Weakness (LRes↓)

Lightning Resistance decreases by 40%


Physical Weakness (PRes↓)

Physical Resistance decreases by 40%


Armor Break (Break)

Physical Resistance decreases by 20%


Weaken (Weak)

Body deteriorated, combat ability decreased.


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Fire Weakness (↑Fire)

Lv.1 - Takes 30% more Fire DMG.

Lv.2 - Takes 45% more Fire DMG.

Lv.3 - Takes 60% more Fire DMG.


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Lightning Weakness (↑Ltg)

Lv.1 - Takes 30% more Lightning DMG.

Lv.2 - Takes 45% more Lightning DMG.

Lv.3 - Takes 60% more Lightning DMG.



Ice Weakness (↑Ice)   

Lv.1 - Takes 30% more Ice DMG.

Lv.2 - Takes 45% more Ice DMG.

Lv.3 - Takes 60% more Ice DMG.


Weak to Dark (↑Dark)

Lv.1 - Takes 30% more Dark DMG.

Lv.2 - Takes 45% more Dark DMG.

Lv.3 - Takes 60% more Dark DMG.


Physical Weakness (↑Phy)   

Lv.1 - Takes 30% more Physical DMG.

Lv.2 - Takes 45% more Physical DMG.

Lv.3 - Takes 60% more Physical DMG.


Weak Point (W.P.)    

Lv.1 - Takes 30% more CRIT DMG.

Lv.2 - Takes 45% more CRIT DMG.

Lv.3 - Takes 60% more CRIT DMG.


Piercing Armor (A.P.)  

Lv.1 - Takes 30% more DMG.

Lv.2 - Takes 45% more DMG.

Lv.3 - Takes 60% more DMG.


Attack Reduction (-ATK)   

Lv.1 - Deals 30% less DMG.

Lv.2 - Deals 45% less DMG.

Lv.3 - Deals 60% less DMG.


Weak to Element (↑Ele)    

Lv.1 - Takes 30% more Elemental DMG.

Lv.2 - Takes 45% more Elemental DMG.

Lv.3 - Takes 60% more Elemental DMG.


Frail (Frail)    

Lv.1 - Reduces 20% of DMG, Movement Speed, attacking frequency and all resistances.

Lv.2 - Reduces 35% of DMG, Movement Speed, attacking frequency and all resistances.

Lv.3 - Reduces 50% of DMG, Movement Speed, attacking frequency and all resistances.


Red Weakness (↑ROrb)    

Lv.1 - Takes 30% more DMG from Red Orb skills. 

Lv.2 - Takes 45% more DMG from Red Orb skills. 

Lv.3 - Takes 60% more DMG from Red Orb skills. 


Yellow Weakness (↑YOrb)

Lv.1 - Takes 30% more DMG from Yellow Orb skills. 

Lv.2 - Takes 45% more DMG from Yellow Orb skills. 

Lv.3 - Takes 60% more DMG from Yellow Orb skills. 


Blue Weakness (↑BOrb)

Lv.1 - Takes 30% more DMG from Blue Orb skills. 

Lv.2 - Takes 45% more DMG from Blue Orb skills. 

Lv.3 - Takes 60% more DMG from Blue Orb skills. 


Dark Fear (DRes-)

- Dark stats resistance -40%.


Ice Fear (IRes-)

- Ice stats resistance -40%.


Fire Fear (FRes-)

- Fire stats resistance -40%.


Lightning Fear (LRes-)

- Lightning stats resistance -40%.


Piercing Armor (PRes-)

- Physical resistance -40%.


Fused Armor (FArmor)

- For Damage from Tank Construct, Extra Damage Reduction -50%.


Destiny (Des)

- For Damage from Kamui, Extra Damage Reduction -30%.


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Opposition (Opp)

- For Damage from Rosetta, Extra Damage Reduction is reduced.


BUFF

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Deterioration (Heal↓)

When dealing DMG, the healing received by the target is reduced by 30% for 3s.    

When dealing DMG, the healing received by the target is reduced by 45% for 4s.    

When dealing DMG, the healing received by the target is reduced by 60% for 5s.    


Imprisonment (Prisn)

Creates a barrier at the target location that blocks any targets from leaving or entering the barrier. Lasts 3s. 15s cooldown.    

Creates a barrier at the target location that blocks any targets from leaving or entering the barrier. Lasts 4s. 16s cooldown.    

Creates a barrier at the target location that blocks any targets from leaving or entering the barrier. Lasts 5s. 17s cooldown.    


Immovable (Immv)

Immune to attacks and controlling effects.


Backfire (Bfire)

Generates an energy shield that deals 15% Physical DMG to the targets that attack the shield. Lasts 3s. 16s cooldown.    

Generates an energy shield that deals 25% Physical DMG to the targets that attack the shield. Lasts 4s. 17s cooldown.    

Generates an energy shield that deals 35% Physical DMG to the targets that attack the shield. Lasts 5s. 18s cooldown.    


Invasion (Invde)

When dealing DMG, deals 2% Physical DMG to the target every second and triggers other effects of Damage Affix for 3s.    

When dealing DMG, deals 2% Physical DMG to the target every second and triggers other effects of Damage Affix for 4s.    

When dealing DMG, deals 2% Physical DMG to the target every second and triggers other effects of Damage Affix for 5s.    


Enhance (Enh)

Body enhanced, combat ability increased.    


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Healing Prohibition (Heal×)

Prevents the target from receiving any healing at intervals for 3s.    

Prevents the target from receiving any healing at intervals for 4s.    

Prevents the target from receiving any healing at intervals for 5s.    


Ice Resistance (↓Ice)

Lv.1 - Takes 30% less ice DMG.

Lv.2 - Takes 45% less ice DMG.

Lv.3 - Takes 60% less ice DMG.


Dark Resistance (↓Dark)

Lv.1 - Takes 30% less Dark DMG.    

Lv.2 - Takes 45% less Dark DMG.    

Lv.3 - Takes 60% less Dark DMG.    


Fire Resistance (↓Fire)    

Lv.1 - Takes 30% less Fire DMG.    

Lv.2 - Takes 45% less Fire DMG.    

Lv.3 - Takes 60% less Fire DMG.    


Lightning Resistance (↓Ltg)    

Lv.1 - Takes 30% less Lightning DMG.    

Lv.2 - Takes 45% less Lightning DMG.    

Lv.3 - Takes 60% less Lightning DMG.    


Elemental Resistance (↓Ele)    

Lv.1 - Takes 30% less Elemental DMG.    

Lv.2 - Takes 45% less Elemental DMG.    

Lv.3 - Takes 60% less Elemental DMG.    


Physical Resistance (↓Phy)    

Lv.1 - Takes 30% less Physical DMG.    

Lv.2 - Takes 45% less Physical DMG.    

Lv.3 - Takes 60% less Physical DMG.    


Attack Boost (+ATK)    

Lv.1 - Deals 20% more DMG.    

Lv.2 - Deals 35% more DMG.    

Lv.3 - Deals 50% more DMG.    


Berserk (Bsk)    

Lv.1 - Increases attacking frequency by 33%. 20% chance to deal an additional 33% damage when dealing damage.    

Lv.2 - Increases attacking frequency by 66%. 30% chance to deal an additional 33% damage when dealing damage.    

Lv.3 - Increases attacking frequency by 100%. 40% chance to deal an additional 33% damage when dealing damage.    


Barrier (Bar)    

Lv.1 - Receives a permanent shield equal to 15% of maximum HP. Becomes immune to attacks while the shield is active and removes it after taking a certain amount of damage.    

Lv.2 - Receives a permanent shield equal to 25% of maximum HP. Becomes immune to attacks while the shield is active and removes it after taking a certain amount of damage.    

Lv.3 - Receives a permanent shield equal to 35% of maximum HP. Becomes immune to attacks while the shield is active and removes it after taking a certain amount of damage.    


Radiation (Rad)   

Lv.1 -Consecutively deal 3% of Physical DMG to nearby enemies.    

Lv.2 -Consecutively deal 4% of Physical DMG to nearby enemies.    

Lv.3 -Consecutively deal 5% of Physical DMG to nearby enemies.    


Recovery (Recov)    

Lv.1 - Recovers 0.1% of maximum HP per second.    

Lv.2 - Recovers 0.2% of maximum HP per second.    

Lv.3 - Recovers 0.3% of maximum HP per second.    


Steel (Steel)    

Lv.1 - Damage taken is reduced to 1. Effect will be removed after taking damage 6 times, and recovered after 8 seconds.    

Lv.2 - Damage taken is reduced to 1. Effect will be removed after taking damage 9 times, and recovered after 8 seconds.    

Lv.3 - Damage taken is reduced to 1. Effect will be removed after taking damage 12 times, and recovered after 8 seconds.    


Shield (Shld.)    

Lv.1 - Receives a shield equal to 25% of maximum HP in every 8 seconds.    

Lv.2 - Receives a shield equal to 35% of maximum HP in every 8 seconds.    

Lv.3 - Receives a shield equal to 45% of maximum HP in every 8 seconds.    


Damage Resistance (↓DMG)    

Lv.1 - Takes 30% less DMG.    

Lv.2 - Takes 45% less DMG.    

Lv.3 - Takes 60% less DMG.    


Agile (Agile)    

Lv.1 - Increases Movement Speed by 15%-30%. The farther you are away from the target, the higher your Movement Speed becomes. 

Lv.2 - Increases Movement Speed by 20%-35%. The farther you are away from the target, the higher your Movement Speed becomes.

Lv.3 - Increases Movement Speed by 25%-40%. The farther you are away from the target, the higher your Movement Speed becomes.


Bomb (Bomb)    

Lv.1 - Leaves a bomb that deals 35% Physical Damage after death.    

Lv.2 - Leaves a bomb that deals 45% Physical Damage after death.    

Lv.3 - Leaves a bomb that deals 60% Physical Damage after death.    


Closed Loop (C.L.)

Lv.1 - Reduces 30% of DMG dealt by ranged enemies.    

Lv.2 - Reduces 45% of DMG dealt by ranged enemies.    

Lv.3 - Reduces 60% of DMG dealt by ranged enemies.    


Lightning Shield (LtShd)   

Lv.1 - When attacked, there is a 15-25% chance for lightning to strike at the location of the attacker, dealing 20% DMG. 3s cooldown.    

Lv.2 - When attacked, there is a 15-25% chance for lightning to strike at the location of the attacker, dealing 25% DMG. 2.5s cooldown.    

Lv.3 - When attacked, there is a 15-25% chance for lightning to strike at the location of the attacker, dealing 30% DMG. 2s cooldown.


Lone Wolf (Wolf)    

Lv.1 - Increases DMG by 3% and can be stacked up to 10 times. The fewer allies that are nearby, the more stacks will be granted.    

Lv.2 - Increases DMG by 4.5% and can be stacked up to 10 times. The fewer allies that are nearby, the more stacks will be granted.    

Lv.3 - Increases DMG by 6% and can be stacked up to 10 times. The fewer allies that are nearby, the more stacks will be granted.    


Lightning Mine (Mine)    

Lv.1 - When attacking, leaves a bomb that deals 15% Physical DMG on the target.    

Lv.2 - When attacking, leaves a bomb that deals 20% Physical DMG on the target.    

Lv.3 - When attacking, leaves a bomb that deals 25% Physical DMG on the target.    


Penetration (Pen.)    

Lv.1 - Reduces 3% of all resistances of the target after dealing damage, can be stacked up to 10 times, each stack lasts 10 seconds.    

Lv.2 - Reduces 4% of all resistances of the target after dealing damage, can be stacked up to 10 times, each stack lasts 10 seconds.    

Lv.3 - Reduces 5% of all resistances of the target after dealing damage, can be stacked up to 10 times, each stack lasts 10 seconds.    


Commander (Commd)    

Lv.1 - Increases DMG by 3% and can be stacked up to 10 times. The more allies that are nearby, the more stacks will be granted.    

Lv.2 - Increases DMG by 4.5% and can be stacked up to 10 times. The more allies that are nearby, the more stacks will be granted.    

Lv.3 - Increases DMG by 6% and can be stacked up to 10 times. The more allies that are nearby, the more stacks will be granted.    


Stealth (Stl)    

Lv.1 - Enter Stealth after 5 seconds. Taking damage will break Stealth and you can't enter Stealth within 3 seconds.    

Lv.2 - Enter Stealth after 3 seconds. Taking damage will break Stealth and you can't enter Stealth within 3 seconds.    

Lv.3 - Enter Stealth after 1 second. Taking damage will break Stealth and you can't enter Stealth within 3 seconds.    


Blessing (Bless)    

Lv.1 - Increases DMG of nearby allies by 10%.    

Lv.2 - Increases DMG of nearby allies by 20%.    

Lv.3 - Increases DMG of nearby allies by 30%.    


Dark (Dark)    

Lv.1 - Attacks deal an additional 10% of Dark DMG. Have a 10% chance to inflict Stun that lasts 0.5 seconds and deal an additional 10% of Dark DMG.  

Lv.2 - Attacks deal an additional 15% of Dark DMG. Have a 15% chance to inflict Stun that lasts 0.7 seconds and deal an additional 15% of Dark DMG.  

Lv.3 - Attacks deal an additional 20% of Dark DMG. Have a 20% chance to inflict Stun that lasts 0.9 seconds and deal an additional 20% of Dark DMG.   


Icicle (Icle)    

Lv.1 - Shoots an icicle that tracks the enemy, dealing 5% Ice DMG on contact. The further away from the target, the faster the icicle moves.    

Lv.2 - Shoots an icicle that tracks the enemy, dealing 10% Ice DMG on contact. The further away from the target, the faster the icicle moves.    

Lv.3 - Shoots an icicle that tracks the enemy, dealing 15% Ice DMG on contact. The further away from the target, the faster the icicle moves.    


Freeze (Freez)    

Lv.1 - Attacks deal an additional 10% of Ice DMG and reduces 15% of targets' movement speed. Has a 10% chance to inflict Freeze that lasts 0.3 seconds.

Lv.2 - Attacks deal an additional 15% of Ice DMG and reduces 20% of targets' movement speed. Has a 15% chance to inflict Freeze that lasts 0.5 seconds.

Lv.3 - Attacks deal an additional 20% of Ice DMG and reduces 25% of targets' movement speed. Has a 20% chance to inflict Freeze that lasts 0.7 seconds.    


Black Hole (BHole)    

Lv.1 - Deploys a black hole with weak power in its own position at intervals.    

Lv.2 - Deploys a black hole with normal power in its own location at intervals.    

Lv.3 - Deploys a black hole with strong power in its own location at intervals.    


Flame (Flame)    

Lv.1 - Attacks deal an additional 10% of Fire DMG and has 10% of chance to inflict Burn, dealing 10% of Fire DMG per second for 3 seconds.   

Lv.2 - Attacks deal an additional 15% of Fire DMG and has 15% of chance to inflict Burn, dealing 15% of Fire DMG per second for 3 seconds.   

Lv.3 - Attacks deal an additional 20% of Fire DMG and has 20% of chance to inflict Burn, dealing 20% of Fire DMG per second for 3 seconds.    


Thunderclap (TClap)    

Lv.1 - Attacks deal an additional 10% of Lightning DMG. Have a 10% chance to inflict Lightning Lure and call down a lightning strike at the target's location every 1.5 seconds. Lasts 1.5 seconds.    

Lv.2 - Attacks deal an additional 15% of Lightning DMG. Have a 20% chance to inflict Lightning Lure and call down a lightning strike at the target's location every 1.5 seconds. Lasts 3 seconds.    

Lv.3 - Attacks deal an additional 20% of Lightning DMG. Have a 30% chance to inflict Lightning Lure and call down a lightning strike at the target's location every 1.5 seconds. Lasts 4.5 seconds.    


Division (Div)    

Lv.1 - Upon death summons two replicas of the same type that inherits 30% attack and defense.    

Lv.2 - Upon death summons two replicas of the same type that inherits 60% attack and defense.    

Lv.3 - Upon death summons two replicas of the same type that inherits 100% attack and defense.    


Ray (Ray)

Lv.1 - Fires lasers that deal 3% Physical DMG in eight directions at intervals.    

Lv.2 - Fires lasers that deal 4% Physical DMG in eight directions at intervals.    

Lv.3 - Fires lasers that deal 5% Physical DMG in eight directions at intervals.       


Flash (Flash)    

Lv.1 - When being far away from the target, teleports to a spot nearby. Has a cooldown of 8-10 seconds. The further the teleport distance is, the shorter the cooldown becomes.     

Lv.2 - When being far away from the target, teleports to a spot nearby. Has a cooldown of 7-9 seconds. The further the teleport distance is, the shorter the cooldown becomes.   

Lv.3 - When being far away from the target, teleports to a spot nearby. Has a cooldown of 6-8 seconds. The further the teleport distance is, the shorter the cooldown becomes.   


Teleport (Tele)    

Lv.1 - Teleport away when close to the target. Has a cooldown of 8 seconds. Has a 30% chance to trigger the effect when taking damage. Cooldowns are calculated separately.

Lv.2 - Teleport away when close to the target. Has a cooldown of 7 seconds. Has a 30% chance to trigger the effect when taking damage. Cooldowns are calculated separately. 

Lv.3 - Teleport away when close to the target. Has a cooldown of 6 seconds. Has a 30% chance to trigger the effect when taking damage. Cooldowns are calculated separately. 


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Unshakable (Unsk)

- Immune to attacks and controlling effects.    


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Wave Motion (Wave)

- Creates shock waves that repel nearby enemies when getting up from the ground.    


Dark Proof (DRes+)

- Dark stats resistance +20% 


Ice Proof (IRes+)

- Ice stats resistance +20% 


Fire Proof (FRes+)

- Fire stats resistance +20%    


Lightning Proof (LRes+)

- Lightning stats resistance +20%    


Solid (PRes+)

- Physical resistance +20%    



Celica

August 13, 2021