Damage

Overview
Damage is commonly known as effects that damage a health or resource pool. The opposite of Damage is Healing.

Damage Dealing Methods
There are two primary methods of dealing damage to your target. Direct damage and Damage over Time.

Direct Damage
Direct damage directly deals damage to your target's health pool. Abilities that deal damage may be cast, instant cast or channeled. Some additional debuffs may deal damage to your target such as the damage over time effect.

Direct damage can be increased through buffs or decreased with debuffs.

Damage Over Time
Damage over time (DoT) abilities are hostile debuffs that are placed on your target that will deal periodic health damage. The average tick rate for a DoT is 1 second. Some DoTs may have varying tick rates, but generally range from 0.5 - 2 seconds.

DoTs may have their tick rate increased or decreased with casting speed increase/decreases. Please see the casting speed page for more information on this.

DoTs may have their damage decreased/increased through buffs or debuffs on the target. Buffs or Debuffs on the user other than casting speed increase/decrease should not affect the damage of DoTs.

Damage Types
There are several types of damage: Physical, Magical, Healing and True Damage. Physical, Magical, and Healing damage types have additional damage type subgroups. Healing is generally considered magical, and shares subgroups with the Magical Damage type.

Physical Damage
Physical damage is a type of damage that is done to a target. Physical attacks are generally performed through abilities that would physically touch the target in some way, such as an arrow from a bow, a sword, a mace or a fist.

Physical Damage Subtypes

 * Physical (generic)
 * Acid
 * Bleed
 * Crush
 * Disease
 * Poison
 * Slash
 * Thrust

Magical Damage
Magical damage is a type of damage that is done to a target. Magical attacks are generally performed though abilities that have a type of magical component to them, such as summoning jets of fire or cursing a target.

Magical Damage Subtypes

 * Magic (generic)
 * Arcane
 * Dark
 * Divine
 * Electric
 * Earth
 * Fire
 * Ice
 * Lightning
 * Life
 * Mystic
 * Nature
 * Water
 * Wind

Healing
Healing damage is a type of damage that restores health to the target. Healing actions are generally performed through spells that restore a target's health.

Healing shares it's damage subtypes with Magical

True Damage
True damage is a type of damage that deals special damage to the target. True Damage abilities are uncommon, and are often found as direct damage spells.

True damage is a unique damage type that bypasses all damage reduction that the target may have; in turn, it is not affected by any damage increases that the user may have.