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	<title>Additional Effect - Revision history</title>
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		<id>https://wiki.zenithxi.com/index.php?title=Additional_Effect&amp;diff=35974&amp;oldid=prev</id>
		<title>imported&gt;Byrthnoth at 00:19, 2 December 2014</title>
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		<updated>2014-12-02T00:19:19Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Additional effects are effects that are added to normal weapon hits through spells, abilities, or items. Such examples are [[Enaero]], [[Flame Sword]], and [[Blood Weapon]].&lt;br /&gt;
&lt;br /&gt;
* Additional effects do not stack with each other. You can only have one effect on each hit.&lt;br /&gt;
* Different effects have different proc rates. [[Enaero|Enspells]] and a few items like [[Sirocco Kukri]] have a 100% proc rate.&lt;br /&gt;
* Effects such as [[Souleater]] and [[Sneak Attack]] are NOT additional effects. They factor into the normal hit damage.&lt;br /&gt;
* Additional effects do not proc on [[Weapon Skill]]s or abilities such as [[Weapon Bash]].&lt;br /&gt;
* Additional Effects have a base proc rate that varies from 1% (like [[Twilight Scythe]]) to 100% (like [[Perfervid Sword]]).&lt;br /&gt;
* Additional Effect procs are generally affected by a [[Magic Hit Rate]] calculation, but how the [[Resist]]s manifest can vary like with magic spells.&lt;br /&gt;
** Status effects can have their duration modified or can be entirely resisted.&lt;br /&gt;
** Damage typically is subject to the normal 1~1/8 [[Resist]] distribution.&lt;br /&gt;
** Some additional effects (like [[Excalibur]]&amp;#039;s effect) cannot be resisted.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example - Low Proc rate, high Magic Hit Rate:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Say you throw a [[Jinx Discus]], which natively has a low proc rate (12.5%). Assuming your magic hit rate is capped out, you probably have a 95% chance of landing the additional effect (if it chooses to proc). So overall you have about a 12% proc rate, despite having capped Magic Hit Rate.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example - High Proc rate, low Magic Hit Rate:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Say you swing [[Perfervid Sword]], which has a 100% proc rate, against a very magically evasive target. Much of the time you are going to hit for low (1/8) damage, because the target is so evasive.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example - Low Proc rate, low Magic Hit Rate:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Say you swing [[Twilight Scythe]], which has a 1% proc rate, against a very magically evasive target. Assuming the monster isn&amp;#039;t immune to [[death]], which it might be, you are still probably never going to get a death proc because you&amp;#039;re multiplying 1% by 1% (or so).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unsolved Mystery ==&lt;br /&gt;
How exactly the proc rate and magnitude of the effect is calculated for different additional effects? Are they simply level based or are there stats that effect them? Where does [[Magic Accuracy]] help?&lt;br /&gt;
[[category:Unsolved Mysteries]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>imported&gt;Byrthnoth</name></author>
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