There are various types of damage in the world of Chronicles of Blood,
Each and every item in the game — from weapons, creatures, vampiric powers and servants to pieces of armor, accessories, and mounts — can deal some kind of damage or can absorb some damage or heal some damage or even divert some damage.
|Ballistic damage||Electric damage||Fire damage||Healing|
|Holy damage||Ice damage||Mystic damage||Physical damage|
|Psychic damage||Shadow damage||Soul damage||Toxic damage|
A complete damage school will generally include:
Along with the different kinds of damage, there are different ways damage is dealt or received:
Damage dealt by weapons
This is the direct damage a player deals when attacking an enemy. The damage dealt depends on how much damage the weapon can deal, the weapon's damage type, and the player's rage. The amount of damage dealt is not the same as the amount of damage received. Other factors, including procs, the opponent's health (or constitution for PvP), and environmental factors can affect the damage actually dealt.
When procs are described as "always" dealing damage, it is generally weapon-damage that is meant.
Damage dealt by servants
Each servant can deal a certain amount of damage that depends primarily on two things the servant itself and your level.
On defense in PvP, there is a chance that a servant will deal damage against an attacker automatically.
Damage dealt by procs, environmental procs and feats
Vampiric powers, equipment and some servants have procs which can deal or influence damage.
Vampiric powers have feats, which can inflict damage when the vampiric power is activated.
Direct damage is a single burst of damage that can occur at any time during a battle. Direct damage from a feat can be called specifically by a player. Direct damage from procs is generally dependent upon chance or a specific set of conditions being met.
Some mounts have specific direct damage procs which either activate at the start of the battle or don't activate at all.
Damage over time, or periodic damage, works as its name suggests.
Feats that deliver damage over time should be activated at the beginning of combat to maximize their damage.
A player cannot directly cause damage over time procs to activate, but their affect is most obvious when they are gained early in a battle.
Some mounts have specific damage over time procs which can only become active when combat starts (but before any round of the battle has been fought).
Defensive buffs reduce the damage a creature, boss or player suffers. There are two kinds of defensive buffs - those that affect certain damage types, such as blur, which reduces ballistic damage, and those that affect damage inflicted by certain creatures, such as bloodward, which reduces damage from vampiric creatures.
If a vampire inflicts ballistic damage against a player who has blur and bloodward, they both count and reduce the damage suffered. But if the player has only these two defensive buffs and is attacked by a werewolf with physical damage, there will be no damage reduction.
Offensive buffs increases the damage a creature or player deals.
There are three kinds of offensive buffs:
A diversity of damage types makes the game more complex.
A diversity of damage types also guarantees that there is no universal armor that protects from everything, forcing players to analyze opponents and pick the best equipment with the defensive procs that seem most useful against a given type of opponent or in a given PvE location.