Reactive Growth
Reactive Growth
Ascendancy Notable Passive Skill
Adapt to the highest Elemental Damage Type of each Hit you take
10% less Damage taken of each Elemental Damage Type per matching Adaptation
10% less Elemental Damage taken [1]
10% less Damage taken of each Elemental Damage Type per matching Adaptation
10% less Elemental Damage taken [1]
Reactive Growth is a notable Ascendancy passive skill for the Shaman that grants less elemental damage taken and grants the user a stack of Adaptation matching the most damaging element received from a hit, granting additional damage reduction against that element.
Mechanics
Adaptation
Tooltip
Adaptations are gained by taking Elemental DamageThe three Elemental damage types are Fire, Cold, and Lightning. from HitsAny 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. and cause you to take less damage of that TypeThe three Elemental damage types are Fire, Cold, and Lightning. from subsequent Hits.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.
Unless otherwise specified, you can have 3 Adaptations at a time, and Adaptations do not have a duration.
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. and cause you to take less damage of that TypeThe three Elemental damage types are Fire, Cold, and Lightning. from subsequent Hits.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.
Unless otherwise specified, you can have 3 Adaptations at a time, and Adaptations do not have a duration.
Adaptation can stack up to 3 times and has an infinite duration.
Version history
| Version | Changes |
|---|---|
| 0.4.0 |
|