Veil of Sanguine Doom
SpellAppearance
Description
- Skill Type
- Area debuff
- Effect
- −1 speed, −300 AC, −150 magic & poison res, −20% accuracy, −20% block, 225 magic dmg/s, 50% Cleanse Resist, 1m
Rank 1. Base values before equipment and attribute bonuses.
A crimson mist weakens resistances, accuracy, speed, and drains HP over time for 1m.
[Magic Debuff]
Cost & Timing
- Mana Cost
- 150
- Cast Time
- 0.8s
- Cooldown
- 60s
- Range
- 12 yd
Buff/Debuff Effects
- Duration
- 1m
- Movement Speed
- −1
- Armor Class
- −300
- Magic Resist
- −150
- Poison Resist
- −150
- Accuracy
- −20%
- Block Chance
- −20%
- Damage/sec
- 225
Mechanics
Resist Chance
Each point of the target's Magic Resist adds 0.05% to its chance to resist this debuff. Each 1% of the caster's Accuracy subtracts 1% from that chance. Each level the target is above the caster adds 0.5%, and each level below subtracts 0.5%, up to 10% either way. The chance stays between 0% and 90%. See resistance and avoidance.
The target's Magic Resist reduces each damage tick by 0.05% per point, up to 90%. See damage-over-time calculations.
This debuff has no effect on monsters whose pages list Immune to Debuffs.
Cleanse Resist
This debuff has 50% Cleanse Resist and three layers. Cleansing removes the debuff only after all three are gone. A matching cleanse always removes one layer. Each of the other two layers has an independent 50% × (100% + the cleansing caster's Accuracy) chance of removal, limited to 0% - 100%. At 100%, one cast removes all three layers. See cleanse calculations. After a cleanse removes layers, each damage tick deals 85% with two layers left and 70% with one, rounded up.
Block Chance
Subtracts 20% from the affected character's Block Chance at rank 1. Total Block Chance cannot fall below 0%. It applies only to physical hits. See resistance and avoidance for how level difference and Accuracy change the final chance.
Accuracy
Subtracts 20% from the affected character's Accuracy at rank 1. This adds the same amount to the chance that its attacks and debuffs are blocked or resisted. Total Accuracy is limited to a value between -50% and 100%. See resistance and avoidance for each roll's limits.