Armour Break
Armour Break Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | physical20 |
| Icon | Art/2DArt/SkillIcons/WitchBoneStorm.png |
| PassiveSkillsHash | 32727 |
| Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Armour Break
Armour Break Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | physical21 |
| Icon | Art/2DArt/SkillIcons/WitchBoneStorm.png |
| PassiveSkillsHash | 53524 |
| Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Armour Break Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | physical24 |
| Icon | Art/2DArt/SkillIcons/passives/ArmourBreak1BuffIcon.png |
| PassiveSkillsHash | 43964 |
| Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Armour Break Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | physical43 |
| Icon | Art/2DArt/SkillIcons/passives/ArmourBreak1BuffIcon.png |
| PassiveSkillsHash | 65498 |
| Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Armour Break Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | armour_break1 |
| Icon | Art/2DArt/SkillIcons/passives/ArmourBreak1BuffIcon.png |
| PassiveSkillsHash | 25300 |
| Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Armour Break
A portion of [Armour] has been [ArmourBreak|Broken].
armour_break_count
Attribute /5
armour_break_tracker
| Name | Show Full Descriptions |
|---|---|
| Acronym | Weapon |
| IsCharged | 1 |
| BuffGroupsID | 31 |
| IsBuffDefinition | 1 |
| BuffMergeModesID | 11 |
| Code | armour break count |
|---|---|
| IsPublic | 0 |
| IsLocal | 0 |
| IsWeaponLocal | 0 |
| IsProxied | |
| IsParty | 0 |
| IsVirtual | 0 |
| IsScalable | 1 |
| StatSemantics | 3 |
ArmourBreak Ref /54
Armour Break
Some Skills, Items, Support Gems and other effects can Break Armour, which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour, non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits.
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
local weapon implicit hidden % base damage is fire [50]
+(10—20) to Strength
+(20—30)% to Fire Resistance
+(5—10)% to Critical Damage Bonus
(10—15)% increased Attack Speed
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
[DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
Instantly reload all your Crossbow Ammunition clips and Empower each clip's Ammunition to deal more damage for a duration.
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction fire additional Projectiles. Cannot Support Channelled Skills.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark will Activate, Consuming itself and releasing an explosion of blood when they are killed or Heavy Stunned. The Mark's duration does not expire while the Marked target is suffering Blood Loss.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
20% increased Physical Damage
15% increased effect of Fully Broken Armour
25% increased Armour Break Duration
25% increased Attack Area Damage
+10% to Fire Resistance
15% increased effect of Fully Broken Armour
25% increased Physical Damage
Enemies you Fully Armour Break cannot Regenerate Life
Enemies you Fully Armour Break are Maimed
Ascendancy: Warbringer
Character: Warrior
Fully Broken Armour you inflict increases all Damage Taken from Hits instead
You can Break Enemy Armour to below 0
Bleeding
Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.
Physical damage from Hits Contributes to Bleeding Magnitude.
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.
Physical damage from Hits Contributes to Bleeding Magnitude.
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
Spirit Of The Wolf
Players possessed by the Spirit Of The Wolf have 50% chance to Maim on Attack Hit, 30% increased Skill Speed, 15% increased Movement Speed and Break Armour equal to 10% of Hit Damage dealt.
Players will also periodically summon a spiritual Wolf which uses a dash attack.
Players will also periodically summon a spiritual Wolf which uses a dash attack.
Breaks Armour
Monster Breaks Armour equal to 1000% of Physical Damage dealt.
Riven Armour
Riven Armour is a Debuff inflicted by Hits, which stores 5% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude.
The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Riven Armour cannot get their Armour Broken further.
The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Riven Armour cannot get their Armour Broken further.
Sundered Armour
Sundered Armour is a Debuff that can be applied to enemies with Fully Broken Armour that increases the Physical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken Armour.
Unless otherwise specified, modifiers to Fully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
Unless otherwise specified, modifiers to Fully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.

