Mechanic

Sustained

A Sustained skill deals many Hits over time and rolls Critical Hits independently each time it damages an enemy. The tag describes this repeated damage behavior, not a universal duration, frequency, or damage bonus.
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 Sustained does

Current rules

Count the skill's actual impacts, pulses, beams, or triggered shockwaves and read its per-target interval and active limit. Each damage event makes its own Critical Hit roll, so one critical event does not make the entire Sustained effect critical.

Independent Critical rolls
A Sustained skill rolls for a Critical Hit independently each time it damages an enemy rather than rolling once for the whole skill.
Many Hits over time
Sustained describes skills that cause many Hits over a period. It does not turn damage over time into Hit damage.
Frequency is skill-specific
Pulse frequency, impact interval, and per-target Hit cooldown come from the individual skill. The Sustained tag does not provide a shared interval.
Duration is separate
A Sustained skill can have a Duration, remain until destroyed, or continue while Channelled. Sustained itself does not set how long the effect lasts.
Active limits still apply
Storm, Orb, Hazard, Bell, and other Sustained effects can have explicit active limits. Replacing or expiring an effect is controlled by that skill, not by the Sustained tag.
Each component keeps its tags
A Sustained skill can include impacts, Projectiles, pulses, ground Hazards, or shockwaves. Each component keeps its own source, area, and damage predicates.

What to check on a Sustained skill

5 cases
01
Critical Hit rolls

Each damaging event rolls independently against the relevant Critical Hit Chance.

Related: Critical Hit
02
Hit interval

Controls how often the effect attempts to damage. A separate per-target interval can prevent every impact from Hitting the same enemy.

Related: Hit
03
Duration

Controls how long a timed Sustained effect remains, but does not by itself change the interval between Hits.

Related: Duration
04
Area or targeting

Determines where each pulse, impact, beam, or shockwave can select and damage enemies.

Related: AoE
05
Active limit

Caps how many copies of that specific effect can exist at once. It is not a universal Sustained limit.

Limits and exceptions

4 rules
  • Sustained does not mean damage over time. Its defining behavior is repeated Hits.
  • The tag does not supply a shared Hit frequency, duration, active limit, or damage modifier.
  • One Critical Hit does not make every later damage event from the same Sustained effect critical.
  • Overlapping visuals do not prove that every component can Hit the same target at the same time.