I do not recommend using Status effects to deal damage because they are not capable of dealing critical hits.

Skills pull from an internal damage table that is based on level and scaling modifiers. Damage Type determines how they scale in relation to abilities, and "ability" determines what stat they scale with, if any.

Weapon pull from an internal damage table as well, and follow the same conventions with Damage Type. The catch here is that weapons scale based on their requirement fields. Weapons can support multiple types of requirements, but only the one listed first affects scaling, despite the tooltip stating otherwise.

Damage on statuses comes from the weapon table, but in this instance only a subset of stats are supported (I don't believe requirements are), meaning making a status damage scale with attributes won't work, aside from the whole "they cant crit" issue as well.


You can work around this with remote damage effects (Something my skill generator will be supporting very soon : D).



As for elevation specific effects, you CAN do this but it will require almost fully scripting the ability (I'm going to make this a supported type in my skill generator because I love the idea).

You need to use GetPosition of your caster and your target, and then based on the difference of Y values you can do various things from bonus damage to status effects and other things.

Last edited by Sinistralis; 05/11/17 12:56 AM.