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
# How it works
«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:
- A normal attack hit dealt 50 damage or more - a 10% chance is rolled. Skills do not trigger the property.
- 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.
- Rolls are made over the target's effects: 25% for every effect without removal resistance, less with resistance.
- The rolls go through the whole list of effects and stop once 3 are removed.
- 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 | |
| 30 | |
| 40 | |
| 40 | |
| 40 | |
| 40 | |
| 80 or 40 | |
| 80 or 90 | |
| 40 or 80 | |
| 100 | |
| 100 | |
| -30 |
# 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:
- The trigger chance is rolled on every hit, with a dual weapon - on both.
- Removal resistance divides the chance per effect: 25 / (1 + resistance / 100). Resistance from different sources adds up.
- The chance per effect is never below 10%.
- The rolls go through all of the target's effects until 3 are removed.
- If the target has removable effects, an activation removes at least one.
Updated:
Items that give it 99
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