Buffs & Debuffs

Two damage-amplifying slots (ATK buff, DMG-taken debuff) follow a strict 10 × 5% rule. Damage-over-time runs separately. Crowd-control does not enter the damage formula at all.

The 10×5% rule

Both ATK buff (on the attacker) and DMG-taken debuff (on the defender) follow the same additive stacking rule: each stack contributes +5%, the engine caps the slot at 10 stacks for a maximum of +50%. Sources are additive within the slot — three "+10% ATK" talents do not give six stacks, they give one source pinned to its max stack count.

ATKbuff_mult     = 1 + min(stacks, 10) × 0.05
DmgTaken_mult    = 1 + min(stacks, 10) × 0.05
both cap at ×1.50 in their respective slots

Burn DoT

Burn is the most common damage-over-time effect. Each Burn stack deals:

burn_tick = caster_ATK × 0.15  per second  per stack
            (10 stacks max, 10s duration, refreshes on reapply)

The tick does not consume the ATK-buff slot or the DMG-taken slot at the moment of application — but its caster_ATK is read at cast time, so buffing the caster before the Burn lands locks in a higher tick value for the entire duration.

The in-game tooltip on some Burn-applying skills displays a "30%" figure — the engine value is 15% per stack per second. The tooltip appears to apply a display-side doubling formula. Burn stacks are visible on the target's status bar and can be cleansed by any source of "Remove 1 negative effect" — so against bosses without cleanse, a stack of 10 Burns running at 150% caster ATK per second bypasses the 10×5% slot cap entirely.

Grievous Wound (healing reduction)

Grievous Wound stacks up to 10 times × −5% per stack, capping at −50% Healing Received Bonus on the target. Standard refresh-on-reapply behaviour shared with the rest of the 10×5% family.

healing_received_mult = max(0, 1 − min(stacks, 10) × 0.05)
                       (10 stacks → ×0.50)

Grievous Wound is the counter to sustain-focused compositions and is heavily used by the Infinity bosses. Earlier wiki revisions claimed "2 stacks × −50% each" — the actual data is the 10×5% form documented here; the −50% cap is the same in both descriptions.

Crowd Control (CC)

CC effects come in two tiers based on how much they restrict the target:

  • Strong CC (Stunned, Frozen, Confused, Suppressed, Incapacitated, Deflated) — target cannot act at all (no basic, no skill, no ult, no move).
  • Weak CC (Immobilized, Disarmed, Silenced) — target loses one action class only (Immobilized = no move, Disarmed = no basics, Silenced = no skills).

Most CC durations sit in the 1-5 second range. Suppressed is the only CC that's undispellable — no cleanse removes it. Standard CC can be removed by "strong cleanse" effects.

Effect Hit vs Effect Res

Whether a debuff lands at all is a separate roll from how much damage it does. The engine compares the attacker's Effect Hit against the target's Effect Res:

landed = (attacker.EffectHit − target.EffectRes) > random(0, 1)

Both stats live in characters.json as effectHit and follow the standard 10×5% stack rule (±50% via buffs and debuffs). The engine applies an upper and lower floor — debuffs are rarely guaranteed and rarely fully resisted — so a stacked Effect-Hit carrier paired with an Effect-Res-shred is the standard way to land damage-amplifying debuffs on Infinity bosses.

Which debuffs amplify damage?

Only damage-amplifying debuffs enter the DMG-taken slot. Specifically:

  • "DMG Taken +X%" — directly fills the slot.
  • "Defence reduced by X%" — feeds the (1 − Def%) slot instead, not the 10×5%.
  • "Crit Resistance −X" — feeds the Crit Boost differential, not the 10×5%.
  • Stun / Freeze / Silence — control only, does not multiply damage at all.
  • Burn — runs its own DoT track, also does not enter 10×5%.
  • Grievous Wound — multiplies incoming healing, not damage. Lives in its own slot.

The takeaway: at most one debuff source per target fills the DMG-taken slot. Bringing two debuffers with the same effect is dead weight — bring a Defence-shred and a Crit-Res-shred instead.

Worked example: stacked debuff window

One Agility debuffer lands 4 stacks of DMG-taken on a boss; one Power DPS sits at 4 stacks of ATK buff:

ATKbuff slot     = 1 + 4 × 0.05  = 1.20
DmgTaken slot    = 1 + 4 × 0.05  = 1.20
combined window  = ×1.44 over a "no buffs" baseline

If the DPS also benefits from RUSH (+25% Final DMG) and lands a crit at +90% boost + 60% Crit Dmg, that one swing is multiplied 1.44 × 1.25 × 2.50 = ×4.50 relative to an unbuffed normal hit.

Edge case: tooltip vs engine value

A few buff/debuff families display a number in their tooltip that differs from the coefficient the engine actually applies on tick. The clearest example is Burn: most Burn-applying skills surface "30% of Attack" in the description, but the engine ticks at half that rate per stack per second. That is a display-side doubling rather than a typo — the actual DPS lines up with the lower value once you trace the buff through to its DoT effect entry.

When in doubt, trust the bean-side coefficient and not the rendered tooltip. The skills listing on each character page shows the description verbatim; combat behaviour matches the table values in the buff/debuff registry.