2b6-3. Status effects
Damage over time (DOT)
This refers to debuffs that automatically deal ticks of damage on the target as long as the debuff is active. These debuffs can come under many different fancy names, but they work the same as long as you know the type.
– Burn: inflicted by Fire users, deals fire damage over time.
– Poison: inflicted by certain Dark users, deals dark damage over time.
– Electrocution: inflicted by certain Light users, deals light damage over time. This is also a Crowd Control debuff.
– Bleed: deals raw damage over time.
– AOE Curse: at least one party member is singled out for this debuff, making them the moving center of an AOE. While the debuff doesn’t damage the cursed party member themselves, the AOE they carry will damage other party members within range.
AOEs that deal DOT such as the Sorceress’ Poison Missile also somewhat counts as Crowd Control, as it also constantly interrupts the target’s movement.
Crowd control (CC)
This refers to debuffs that can disrupt your movement and skill usage. Naturally, most of them have pretty strong Super Armor Destruction. Like DOT, they can come under different fancy names, but fall under the same types. They affect player characters (especially in PVP) and small monsters, but are not as effective against bosses.
– Stun: stars appear on the target’s head and they slowly fall down. The target is completely unable to move (including rolling) until Stun ends and they naturally stand back up; before that, they are vulnerable to being thrown or juggled in the air.
– Sleep: similar to Stun, the target is unable to move until they wake up. Unlike Stun, the target is not vulnerable to being thrown or juggled.
– Slow: all movement is slowed down.
– Bind: the target is completely unable to move and is vulnerable to all damage, but juggling doesn’t usually happen.
– Confusion: the target’s controls are reversed: right click becomes left click and vice versa, A becomes D and vice versa, W becomes S and vice versa. Not to be confused with another question mark debuff that is only effective on monsters, making them unaware of the player’s position.
– Charmed: the target’s attacks deal damage only to allies and not enemies while the debuff is active.
– Silence: mostly inflicted by monsters and the Engineer’s Mecha Ducks, this debuff prevents the target from using most skills while the debuff is active. When monsters cast this debuff it’s usually an AOE, and escaping the AOE will relieve you of the debuff.
– Immobility Curse: a debuff used exclusively by boss monsters and cannot be avoided. All party members either stop in place or automatically move to an undesirable location, making them vulnerable to stronger attacks. To regain control, players either spam A and D, or press Spacebar at the right time.
– Time Stop: a special skill possessed by Force Master and certain monsters. All targets within a small range is stopped in their track for a few seconds, and their skill usage does not resume after Time Stop ends.
– Suction: also known as “gather skills”. While still able to move and use skills, the target(s) is pulled to the center of an AOE, and the closer they are to the center the harder it is to get away. This usually ends in an explosion or some form of damage, or Gravity Trap.
– Gravity Trap: sometimes lies at the center of a Suction AOE. While the target can still move if they have high Super Armor, they will be spun around so that their attacks don’t hit correctly.
– Electrocution: also a DOT effect, the target is electrocuted every few seconds, interrupting their movement and/or skill.
– Frostbite: inflicted by ice users, similar to Slow.
– Freeze: similar to Time Stop (curiously, certain boss enemies will not be literally frozen while the debuff is applied), but Frozen targets also receive more damage while the debuff is active (if you ever hear “icestacking” it’s referring to Freeze, as we used to be able to stack this debuff to increase the damage modifier). This is one of the core factors of DN’s DPS format.









