PvP Weapon - Cancel

PvP Weapon - Cancel

Passive · 1 level · ID 3651

On a regular attack (damage 50+): 10% chance to remove up to 3 buffs from the target. Triggers no more than once every 10 seconds. Against a player with no flag and no karma it fires only in a PvP zone, at a siege, in a duel and in a clan war.

Mechanics

A {PvP} weapon property: a normal attack has a 10% chance to remove up to 3 buffs from the target. It triggers at most 1 time in 10 seconds. With a dual weapon the chance is rolled on each of the two hits of a swing.

On this page
  1. How it works
  2. How often it triggers
  3. Chance per effect
  4. How many effects are removed
  5. Specifics of our server

# How it works

«PvP Weapon - Cancel» PvP Weapon - Cancel is a passive property of {PvP} weapons. While the weapon is equipped, every hit of a normal attack can remove buffs from the target.

Order:

  1. A normal attack hit dealt 50 damage or more - a 10% chance is rolled. Skills do not trigger the property.
  2. The chance succeeded - the 10-second cooldown starts at once, even if the target cannot be attacked with this property (no flag, an ally) or it has nothing to remove.
  3. Rolls are made over the target's effects: 25% for every effect without removal resistance, less with resistance.
  4. The rolls go through the whole list of effects and stop once 3 are removed.
  5. If the target has removable effects and not a single roll succeeded, one random effect out of them is removed.

{PvP} weapons with this property

Weapon type Items Hits per swing
Dagger 40 1
Fists 37 2
Dual daggers 10 2
One-handed sword 5 1
Ancient sword 3 1
One-handed blunt 1 1
Two-handed sword 1 1
Two-handed blunt 1 1
Crossbow 1 1

# How often it triggers

The 10% chance is rolled on every hit. A single weapon lands one hit per swing, a dual weapon - two, so a dual weapon's chance per swing is almost twice as high: 1 - 0.9 × 0.9 = 19%.

The 10-second cooldown is the same for any weapon and cannot be sped up: there are always at least 10 seconds between two procs. The cooldown is reset only when you are moved to the Olympiad stadium. Average time between procs = 10 seconds + time of one swing / chance per swing. Swing time = 500 000 / «Atk. Spd.» milliseconds.

Trigger chance per swing

Weapon Hits per swing Chance per swing
single (dagger, sword, blunt) 1 10%
dual (fists, dual daggers) 2 19%

Activations per minute under continuous attack

«Atk. Spd.» Swing Single weapon Dual weapon
500 1.00 seconds 3.0 3.9
700 0.71 seconds 3.5 4.4
900 0.56 seconds 3.9 4.6
1100 0.45 seconds 4.1 4.8
1300 0.38 seconds 4.3 5.0
1500 0.33 seconds 4.5 5.1

# Chance per effect

Chance to remove one effect = 25 / (1 + target's cancel resistance / 100), not below 10% and not above 90%. «CON», «MEN», «M. Def.», shield and the target's level do not affect it, nor do the attacker's stats.

Examples: without resistance 25 / 1 = 25.0%; with resistance 30 - 25 / 1.3 = 19.2%; with resistance 70 - 25 / 1.7 = 14.7%.

Chance for one effect by target's resistance

Target's removal resistance Chance for one effect
no resistance 25.0%
5 23.8%
30 19.2%
40 17.9%
70 14.7%
80 13.9%
110 11.9%
150 and above 10.0%
What gives resistance to buff removal
Resistance Source
5 «Warrior Ability - Resist Trait» Warrior Ability - Resist Trait - a passive subclass certification skill, always active
30
40
40
40
40
80 or 40 «Ultimate Defense» Ultimate Defense (80) or «Vengeance» Vengeance (80) or «Zealot» Zealot (40)
80 or 90 «Ultimate Evasion» Ultimate Evasion (80) or «Wind Riding» Wind Riding (80) or «Exciting Adventure» Exciting Adventure (90) or «Ghost Walking» Ghost Walking (90)
40 or 80 «Heroic Valor» Heroic Valor (40) or «Heroic Miracle» Heroic Miracle (80) or «Heroic Berserker» Heroic Berserker (80)
100
100
-30 «Arcane Chaos» Arcane Chaos on the target

# How many effects are removed

The rolls go through all of the target's removable effects, not just the first three: with 20 effects and no resistance all 3 are removed in 91% of activations, with resistance 150 - in 32%.

Songs and dances are rolled first, then the other effects - from the ones applied last to the ones applied first.

How many effects are removed on average per activation

Effects on the target Resistance 0 Resistance 30 Resistance 70 Resistance 110 Resistance 150
1 1.00 1.00 1.00 1.00 1.00
3 1.17 1.10 1.06 1.04 1.03
5 1.47 1.30 1.18 1.12 1.09
10 2.23 1.90 1.62 1.44 1.33
15 2.68 2.39 2.05 1.81 1.64
20 2.88 2.69 2.40 2.14 1.93
24 2.95 2.83 2.59 2.35 2.14

How often all 3 effects are removed

Effects on the target Resistance 0 Resistance 30 Resistance 70 Resistance 110 Resistance 150
3 1.6% 0.7% 0.3% 0.2% 0.1%
5 10.4% 5.2% 2.5% 1.4% 0.9%
10 47.4% 29.9% 17.2% 10.7% 7.0%
15 76.4% 57.3% 38.3% 26.1% 18.4%
20 90.9% 76.9% 58.1% 43.2% 32.3%
24 96.0% 86.7% 70.7% 55.7% 43.6%

How many effects are lost per minute: a target with 20 effects, no resistance

«Atk. Spd.» Single weapon Dual weapon
500 8.7 11.3
700 10.1 12.6
900 11.1 13.4
1100 11.9 14.0
1300 12.5 14.4
1500 13.0 14.7

# Specifics of our server

Triggering from a normal attack, the 10% chance, damage of 50 or more, the chance of 25 per effect, no more than 3 effects and the 10-second cooldown have been checked against published High Five data and match it. Unlike that data, here the property also triggers on monsters. Our calculation rules are these:

  1. The trigger chance is rolled on every hit, with a dual weapon - on both.
  2. Removal resistance divides the chance per effect: 25 / (1 + resistance / 100). Resistance from different sources adds up.
  3. The chance per effect is never below 10%.
  4. The rolls go through all of the target's effects until 3 are removed.
  5. If the target has removable effects, an activation removes at least one.

Updated:

Items that give it 99

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