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{{ | {{Keyword infobox|Daze}} | ||
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'''Daze''' is a [[debuff]] which causes afflicted targets to receive 50% more [[Stun]] buildup. | '''Daze''' is a [[debuff]] which causes afflicted targets to receive 50% more [[Stun]] buildup. | ||
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|level=1 | |level=1 | ||
|stat=1 | |stat=1 | ||
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==Related passive skills== | |||
The following [[passive skill]]s are related to daze: | |||
{{Query base passive skills | |||
|where= passive_skill_stats.id LIKE "%daze%" | |||
}} | }} | ||
Latest revision as of 16:09, 16 December 2025
Daze
Tooltip
Some skills and effects have a chance to apply Daze to enemies on Hit.Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup.Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other. There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup.Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other. There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
Daze is a debuff which causes afflicted targets to receive 50% more Stun buildup.
Related skills
| Gem | Tier | |||
|---|---|---|---|---|
Level: 1 Attack Time: 0.55 sec Critical Strike Chance: 5.00% Attack Damage: 80% of baseRequires: Armoured ShieldRaise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.Shield Bash causes 600% more Heavy Stun buildup Shield Bash always Light Stuns Shield Bash Dazes if holding a Tower Shield Shield Bash can't be Evaded Shield Bash deals 3 to 4 Physical Damage per 5 Armour on ShieldSkills can be managed in the Skills Panel. | 0 | |||
Tier: 3 Level: (1-20) Cost: (9-63) Mana Attack Speed: 75% of base Attack Damage: (85-265)% of baseRequires: QuarterstaffBatter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.150% more Stun buildup Knocks Back Enemies Cone length is 6 metres Dazes on Hit Additional Effects From 1-20% Quality: (1-20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or furtherSkills can be managed in the Skills Panel. | 3 | |||
Tier: 5 Level: (1-20) Cost: (12-83) Mana Attack Damage: (160-422)% of baseRequires: QuarterstaffLeap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.+1 second to Total Attack Time Cannot inflict Daze Impact radius is 2.4 metresSkills can be managed in the Skills Panel. | 5 |
Persistent skills
| Gem | Tier |
|---|
Related support gems
| Gem | Tier | |||
|---|---|---|---|---|
Category: Opening Move Tier: 1Support Requirements: +5 StrSupports Travel Skills which Hit enemies. Hits with Supported Skills against enemies on full life will Daze.Supported Skills Daze when Hitting enemies that are on full lifePlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 1 | |||
Category: Overextend Tier: 2 Cost & Reservation Multiplier: 115%Support Requirements: +5 DexSupports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.You are Dazed for 5 seconds on Critically Striking with Supported Skill Supported Skills have 30% more Critical Damage BonusPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 2 | |||
Category: Concussive Spells Tier: 4Support Requirements: +5 IntSupports Spells which Hit enemies. Supported Skills Daze on Critically Hitting enemies with Physical damage.Supported Skills Daze on Critically Hitting enemies with Physical damagePlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 4 |
Unique Items
| Item | Stats | |
|---|---|---|
| Nazir's Judgement Steelpoint QuarterstaffQuartertaff Physical Damage: (58-64) to (126-132) Critical Strike Chance: 10.00% Attacks per Second: 1.40 Weapon Range: 1.3 metresRequires Level 28, 41 Dex, 18 IntAdds (30-36) to (75-81) Physical Damage +(50-100) to Accuracy Rating (10-20)% increased Stun Duration Dazes on Hit (35-50)% increased Melee Damage against Heavy Stunned enemiesThe first witch hunter knew one critical tactic: never let your enemy have a clear moment. | 28 | Adds (30-36) to (75-81) Physical Damage +(50-100) to Accuracy Rating (10-20)% increased Stun Duration Dazes on Hit (35-50)% increased Melee Damage against Heavy Stunned enemies |
Related passive skills
The following passive skills are related to daze:
| Name | Stats |
|---|---|
| Criticals vs Dazed Enemies | 12% increased Critical Hit Chance against Dazed Enemies [1] |
| Damage and Criticals vs Dazed Enemies | 5% chance to Daze on Hit [1] |
| Damage vs Dazed Enemies | 15% increased Damage against Dazed Enemies [1] |
| Daze Chance | 5% chance to Daze on Hit [1] |
| Daze Magnitude | 15% increased Magnitude of Daze [1] [2] |
| Daze on Hit | 5% chance to Daze on Hit [1] [2] [3] [4] |
| Quarterstaff Freeze and Daze Buildup | 20% increased Freeze Buildup with Quarterstaves 5% chance to Daze on Hit [1] [2] |
| Concussive Attack | 25% increased Attack Damage 5% chance to Daze on Hit [1] |
| Dazing Blocks | 100% chance to Daze Enemies whose Hits you Block with a raised Shield [1] |
| Dizzying Hits | 25% increased Critical Hit Chance against Dazed Enemies 10% chance to Daze on Hit [1] |
| Dizzying Sweep | 15% increased Attack Area Damage 5% chance to Daze on Hit 10% increased Area of Effect for Attacks [1] |
| Electrifying Daze | Gain 12% of Physical Damage as Extra Lightning Damage against Dazed Enemies 5% chance to Daze on Hit [1] |
| Headshot | Projectiles have 20% increased Critical Hit Chance against Enemies further than 6m 25% chance to inflict Daze with Hits against Enemies further than 6m Projectiles have 30% increased Critical Damage Bonus against Enemies further than 6m [1] |
| One with the River | 30% increased Defences while wielding a Quarterstaff 30% increased Stun Buildup with Quarterstaves 30% increased Freeze Buildup with Quarterstaves 10% chance to Daze on Hit [1] |
| Seeing Stars | 10% chance to Daze on Hit 25% increased Daze Duration [1] |
| Shatter Palm | 30% increased Stun Buildup 10% chance to Daze on Hit [1] |
| Shattering Daze | Gain 12% of Physical Damage as Extra Cold Damage against Dazed Enemies 5% chance to Daze on Hit [1] |
| Stupefy | 10% chance to Daze on Hit 30% increased Damage against Dazed Enemies [1] |
Version history
| Version | Changes |
|---|---|
| 0.3.0 |
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| 0.1.0 |
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