I agree about what trait generally means, but that may simply be a localization issue.
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chance for thundara to paralyze, how long paralyze will last.
chance for blizzara to bind, how long and how strong bind will be, etc etc.
those are enfeebling effects, aka, debuffs on enemies.
Its a nice logical assumption to make, but I've seen a few Japanese forum posters just as confused on the issue. A bit of clarity would be appreciated considering all the fixing they've had to do t the patch notes.
Edit: For example, it would have been a lot more clear if it said enhances enfeebling effects (弱体効果) instead of enfeebling magic (弱体魔法).
... enfeebling = debuff, and this has been the way since the start of mmo's, how much clearer can it be?
if the enemy gets a downstatus from your attack, the attack has an enfeebling effect, called a debuff.
I still see a distinction between an attack or action that "may" or "may not" have an after effect versus an action that's specifically designated to have that effect (ie. enfeebling magic).
Sleep will most likely be considered enfeebling magic; it was in XI, at least.
im wondering if the enfeebling magic potency trait is to increase the chance of the added effect proccing.
to me a good proc rate for enfeeble side effects would be at least 50% at level 50.
anything less than 50% to me is a bad proc rate as i feel a game without individual enfeeble spells is a bad game.
I'm pretty certain that enfeebling skill will help these added effects, but I'm wondering if any devs could tell us if "Enfeebling Potency" increases the chance of the added effect landing, or if that's based on Magic Accuracy. Maybe Enfeebling Potency just increases the duration/potency? It would be useful to know for the melee with Added effects, too.
The "Enhanced Enfeebling Magic" trait will indeed affect the enfeebling effects associated with debuffs caused by the newly adjusted spells such as the "Heavy" effect from Blizzard, "Bleed" effect from Aero, and so on.
The enfeebling effects will be affected in the following ways:In regards to the actions (like weapon skills) that have enfeebling-related effects, there is a "resist" check against your enhanced enfeebling magic, but since you receive a bonus from this, we made adjustments that allow you to land enfeebling effects even if your base enhanced enfeebling magic is low.
- Enfeebling effect resistance
- "Bleed" effect potency
We'll continue to look into adjustments for the fact that there is a resist check with enhanced enfeebling magic and not magical accuracy, and its influences on effect potency and effect duration on things other than Bleed.