Area of DecayActive
AREAOFDECAY
Create an Area of Decay with a 4m radius, applying Vile Curse charges every 0.8s, while channeling for 3.2s.
Purges healing over time effects from all enemies in the area.
Each Vile Curse Charge deals 267 magical damage over 10s (stacks up to 4 times).
Stats
| Energy cost | 54 |
|---|---|
| Cooldown | 20 s |
| Cast time | Instant |
| Range | 15 m |
| Target | Ground |
Numbers shown for
Ability damage and healing scale with the weapon carrying them; a sword multiplies them by more than a bow. Select a weapon for its figures.
Granted by(1)
Advanced view
Where each number comes from, and the arithmetic behind it. How this works
| # | Source | Base | Progression | Result |
|---|---|---|---|---|
| {0} | channeling[0].spelleffectarea[0].circle[0].radius_start | 4 | — | 4m |
| {1} | channeling[0].effectinterval | 0.8 | — | 0.8s |
| {2} | channeling[0].totalduration | 3.2 | — | 3.2s |
| {3} | $CURSEDOT_EFFECT.attributechangeovertime[0].totalchange | -84.7 | ×3.153 | 267 |
| {4} | $CURSEDOT_EFFECT.attributechangeovertime[0].time | 10 | — | 10s |
| {5} | $CURSEDOT_EFFECT.maxcharges | 4 | — | 4 |
Ability definition
{
"@uniquename": "AREAOFDECAY",
"@target": "ground",
"@castingtime": "0",
"@keepmovingaftercast": "false",
"@hitdelay": "0",
"@standtime": "0",
"@disruptionfactor": "1",
"@recastdelay": "20",
"@energyusage": "17",
"@castrange": "15",
"@uitype": "damage",
"@category": "damage",
"@showrange": "true",
"@assessment": "negative",
"@adjustgroundtargettorange": "true",
"@statblock": "@SPELLS_CHANNELING_STATBLOCK",
"@autoattackcooldownaftercasting": "Trigger",
"@controllerpreferredtarget": "enemy",
"@controllerselfcastable": "true",
"nop": {
"@target": "self",
"@effectarearadius": "5",
"@showarearadius": "true"
},
"channelingspell": {
"@effectcount": "5",
"@initialeffectinterval": "0",
"@effectinterval": "0.8",
"@damagecancelscasting": "false",
"@disruptionfactor": "0",
"@energyusage": "0",
"@hitdelay": "0",
"spelleffectarea": {
"@time": "1.2",
"@effect": "AREAOFDECAY_EFFECT",
"@target": "enemy",
"@position": "attarget",
"@removeonleave": "false",
"@visible": "true",
"area": {
"shape": {
"node": {
"@distance": "0",
"@angle": "0",
"circle": {
"@radius": "A 0:4;0.8:4;0.81:0"
}
}
}
}
}
}
}