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Ailments

In Hell Clock, Ailments (also known as status effects) are temporary negative conditions that can significantly impact both your character and enemies during combat. Understanding how these effects work is crucial for both optimizing your offense and mitigating incoming damage.


Ailments are categorized into two main types based on their effect:

Damaging Ailments

A Damaging Ailment is a condition that inflicts damage over time (DoT) to you or your targets. These effects cause continuous damage for a duration once applied.

Non-Damaging Ailments

Non-Damaging Ailments do not deal direct damage but instead apply a debuff or hinder the target in some other way. These effects focus on weakening the affected target rather than directly damaging them.


Here’s a breakdown of specific ailments and their unique properties:

  • Is a DoT: Yes, Bleeding is a Damage over Time effect.
  • Application: Bleeding chance to apply depends on the damage dealt vs. the target’s current health. The lower the target’s current health, the higher the chance to apply Bleed.
  • Damage: Bleed damage is generally lower and is based on your physical damage.
  • Stacks: Bleed effects can stack, meaning multiple applications will deal more damage.
  • Is NOT a DoT: Shocked is not a Damage over Time effect; it’s a debuff.
  • Application: Shocked always applies from Lightning damage.
  • Effect: Shocked targets:
    • Have their chance to receive critical hits increased by 20%.
    • Have their Ailment Resistance reduced by 20%.
  • Is a DoT: Yes, Ignited is a Damage over Time effect.
  • Application: Ignited is chance-based, depending on your % Chance to Ignite stat.
  • Damage: Ignited uses the damage that applied it as a base, and only the highest damage base is considered on each tick. This means if you apply a stronger Ignite while one is active, the stronger one will take precedence.
  • Is NOT a DoT: Blighted is not a Damage over Time effect; it’s a debuff.
  • Application: Blighted always applies from Plague damage.
  • Effect: Blighted targets have their:
    • Movement speed lowered by 20%.
    • Attack speed lowered by 20%.

Wither and Stun are distinct crowd control effects that share some similarities in their application but differ significantly in their impact:

Wither

  • Actually freezes the target and its actions.
  • Theoretically, the target should continue performing its action after “unfreezing.”
  • Application: Wither is exclusively applied by Plague damage.

Stun

  • Cancels all the character’s current actions.
  • Application: Stun buildup results from any type of damage.
  • Melee Damage: Melee damage has a +100%[x] Stun Buildup multiplier, making it particularly effective at applying Stun.

Both Wither and Stun utilize a buildup logic for their application:

  1. Buildup Counter: The target has an internal percentage counter that fills with each instance of damage received.

  2. Percentage Basis: This percentage increase is based on the damage dealt relative to the target’s maximum Life.

  3. Multipliers: The buildup is affected by various multipliers:

    • Character-related: Your % Chance to Stun/Wither and target’s %Wither/Stun Resistance.
    • Balance-related: For example, all Bosses have +500% more buildup required due to their significantly larger maximum Life pools, making them harder to Stun or Wither.
  4. Application: When the buildup reaches 100%, the status (Stun or Wither) is applied, and the buildup counter is reset to zero. The target cannot increase the buildup while the status is active.

  5. Stun Resistance Buff: After being Stunned, a target receives a temporary buff (5 seconds) that significantly increases its Stun Resistance. This prevents “perma-stunning” enemies, especially bosses.


Critical Damage & Ground Damage with Ailments

Section titled “Critical Damage & Ground Damage with Ailments”
  • Can DoTs Deal Critical Damage?
  • Are Ground Damage Effects DoTs?