Base Magnitude is Physical damage per second equal to 15% of the contributing pre-mitigation Physical Hit damage.
Related: BleedingMechanic
Magnitude
Magnitude is the numeric strength of a Buff or Debuff. It changes the values that effect applies, such as damage per second, a Slow percentage, increased damage taken, or Ignite chance.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 Magnitude does
Current rulesUse Magnitude for the strength of the effect created. Use Effect for the multiplier that usually comes from the affected target. The two are multiplicative. Duration, application chance, and buildup are separate unless the wording for a specific mechanic explicitly connects them.
- Magnitude is creator-side strength
- Magnitude modifiers normally come from whoever applies the Buff or Debuff. They scale the numeric values that effect applies to its target.
- Effect is usually target-side
- Modifiers to the Effect of a Buff or Debuff usually come from the affected target. Effect modifiers multiply the result of creator-side Magnitude modifiers rather than joining the same increased modifier total.
- Duration is separate
- Increasing Magnitude does not make an effect last longer. Duration needs its own modifier. The 0.5.0 Blackflame change lists Ignite Magnitude and Ignite Duration separately, and each value can be changed independently.
- Damaging Ailment Magnitude is damage per second
- For Bleeding, Poison, and Ignite, Magnitude is the damage dealt per second. Their durations are separate, so higher Magnitude raises damage per second while longer duration changes how long that damage can continue.
- Chill Magnitude is the Slow
- Chill Magnitude is the percentage Slow applied by Chill. Hit-based Chill depends on Chilling damage relative to the target's Elemental Ailment Threshold, with a 30% minimum and a default 50% maximum.
- Shock Magnitude is increased damage taken
- The ordinary Shock applies 20% increased damage taken. A modifier to Shock Magnitude changes that numeric penalty; it does not change the separate chance for a Hit to Shock unless its wording says so.
- Flammability Magnitude is Ignite chance
- Flammability Magnitude is the chance for Hits to Ignite the target. Its base is 1% Ignite chance for every 5% of the target's Ailment Threshold dealt as contributing Fire damage. Flammability stacks up to 100% total chance.
- A modifier can target one value only
- Slow Magnitude modifiers scale only the part of an inflicted Debuff that Slows. If that Debuff applies other numeric penalties, those other Magnitudes are not changed by a Slow Magnitude modifier.
- Some effects are binary
- An effect that is simply active or inactive may have no Magnitude. Generic Magnitude modifiers cannot strengthen a value that the effect does not have.
What Magnitude means for common effects
7 casesBase Magnitude is Chaos damage per second equal to 20% of the contributing pre-mitigation Physical and Chaos Hit damage.
Related: Poison, Poisonburst ArrowBase Magnitude is Fire damage per second equal to 20% of the contributing Fire damage dealt by the Hit.
Related: Ignite, Flame WallMagnitude is the percentage Slow. Hit-based Chill has a 30% minimum and a default 50% maximum.
Related: Chill, Frozen LocusMagnitude is the increased damage taken by the Shocked target. The ordinary value is 20%.
Related: Shock, Lightning WarpMagnitude is the chance for Hits to Ignite the target, up to 100% total Flammability.
Related: FlammabilityMagnitude scales the numeric stats granted or imposed. Same-type Buffs and Debuffs normally use only the strongest copy unless the mechanic explicitly stacks.
Related: Buff, Debuffs, Curse, Overwhelming Presence, Search Magnitude modifiersLimits and exceptions
6 rules- Magnitude does not change duration unless an effect explicitly links those stats.
- Magnitude does not automatically change application chance or buildup. Flammability is a specific case where the Magnitude itself is Ignite chance.
- Effect and Magnitude are not interchangeable modifier groups. They multiply one another from different sides of the effect.
- A modifier to one named Magnitude, such as Slow Magnitude, does not scale every value on the same Debuff.
- Binary effects with no numeric strength are not improved by generic Magnitude modifiers.
- Damaging Ailment Magnitude is damage per second, not the total damage across its full duration.































