Mechanic

Flammability

Flammability is a stackable Debuff that builds from contributing damage and determines the chance for Hits to Ignite. It is not itself an Ailment, and its magnitude is separate from the magnitude of the resulting Ignite.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Flammability does

Current rules

Fire damage from Hits normally contributes Flammability based on pre-mitigation damage relative to the target's Ailment Threshold. Add the magnitude of all active Flammability stacks, including the stack from the current Hit, then use that total to determine the Hit's Ignite chance. Each 1% total Flammability gives 1% Ignite chance for every 5% of Ailment Threshold dealt by the Hit, up to the 100% Flammability cap. The Ignite's damage is calculated separately from the damage of the Hit that inflicted it.

Flammability is not Ignite
Flammability determines a Hit's chance to Ignite. Ignite is the separate damaging Ailment that deals Fire damage over time after an Ignite succeeds.
Contributing damage builds magnitude
Fire damage from Hits contributes to Flammability by default. The game compares the contributing pre-mitigation damage with the target's Ailment Threshold to produce that Hit's Flammability magnitude.
Total magnitude sets Ignite chance
Each 1% total Flammability magnitude grants 1% chance to Ignite for every 5% of Ailment Threshold dealt by the Hit. The new Flammability from that Hit is included before its Ignite chance is checked.
Worked chance examples
At 20% total Flammability, a Hit dealing 5% of Ailment Threshold has 20% Ignite chance, a Hit dealing 10% has 40%, and a Hit dealing 25% reaches 100%. Chance is capped at 100%.
Flammability stacks
Unlike ordinary same-type Debuffs, Flammability instances add their magnitudes together. Every stack has its own duration and expires independently.
Duration and magnitude cap
Flammability lasts eight seconds on enemies and four seconds on players by default. Total Flammability magnitude is capped at 100%.
Non-hit Ignites need buildup
Effects that Ignite as though dealing damage can also inflict Flammability, but they cannot Ignite until the target has at least 50% Flammability magnitude.
Chance scaling affects buildup
Although Flammability is not an Ailment, applicable modifiers to Ailment chance affect Flammability magnitude. Effects that remove, consume, or grant immunity to Ignite also affect Flammability.

Flammability scaling and damage-contribution changes

7 cases
01
Normal Fire Hit

The Hit's Fire damage contributes to Flammability and Ignite magnitude. Critical Hits do not guarantee Ignite, but their higher damage can create more Flammability and therefore more Ignite chance.

Related: Fire, Hit, Critical Hit, Ignite, Magnitude
02
Periphery

Allows all Elemental damage from Hits to contribute to Flammability and Ignite magnitudes instead of relying only on Fire damage.

Related: Periphery, Elemental, Ignite
03
The Three Dragons

Changes elemental contribution rules. Fire damage contributes to Shock instead, Cold damage contributes to Flammability and Ignite, and Lightning damage contributes to Freeze.

Related: The Three Dragons, Shock, Freeze, Ignite
04
Increased magnitude

Blackgleam, Ashbark Talisman, Cinderbark Talisman, Soul Core of Puhuarte, The Searing Touch, and The Sentry provide different amounts of increased Flammability Magnitude.

Currency: Soul Core of Puhuarte, The Runefather's AlloyRelated: Blackgleam, Ashbark Talisman, Cinderbark Talisman, The Searing Touch, The Sentry, Increased versus more
05
06
07
Separate Ignite magnitude

After the chance roll succeeds, Ignite magnitude uses the final Fire damage dealt by the inflicting Hit under the Ignite rules. Flammability magnitude does not become the Ignite's damage.

Related: Ignite, Damage, Elemental Ailment Threshold

Rare monster modifiers

1 linked

Limits and exceptions

6 rules
  • Flammability magnitude is not Ignite damage.
  • Critical Hits do not inherently guarantee Ignite.
  • The same Hit can add Flammability and then use the new total for its own Ignite chance.
  • Every Flammability stack has an independent timer.
  • Total Flammability magnitude and Ignite chance are each capped at 100%.
  • A non-hit effect that Ignites as though dealing damage cannot Ignite below 50% Flammability magnitude.