Chain Knight Sentinel Soul
When HP is 35% or lower, performing a basic attack or using a skill applies Fracture to the target for 5 seconds.
Each character can equip only 1 Soul Trait.
If already owned, it will be overwritten.
Effects & keywords
Fracture (on enemy): -50 Magic Resistance-50 Magic Resistance
How the math works
While HP is at or below the soul's first value as a percent of max HP, every hit the wearer deals puts Fracture on the target for the soul's second value in seconds.
Where it lands: Fracture is a normal effect on the target. The magic resistance it removes is Fracture's own stat change, shared with every other Fracture source.
When it runs: The HP check runs on every HP change of the wearer; Fracture is applied on every hit the wearer deals.
What it applies to: Every hit the wearer deals: physical and magic, basic attacks and skills.
Things the tooltip does not tell you
- The soul has two values only (threshold and duration). The magic resistance amount is Fracture's.
- Equipping the soul while already low does nothing until the next HP change.
Read out of the game binary of build 25846389. AFFECTER_ChainKnightSentinelSoul.Passive_ChainKnightSentinelSoul.OnEnable@0x974B0C, AFFECTER_ChainKnightSentinelSoul.Passive_ChainKnightSentinelSoul.CheckHealthRoutine@0x974E0C, AFFECTER_ChainKnightSentinelSoul.Passive_ChainKnightSentinelSoul.CheckDamageRoutine@0x974EF8, AFFECTER_ChainKnightSentinelSoul.Passive_ChainKnightSentinelSoul.<AddAffecterRoutine>d__5$$MoveNext@0x9750C8, Refactor.Combat.Execution.AddAffecter@0x8A1694
Effects
Each character can equip only 1 Soul Trait.
If already owned, it will be overwritten. While the wearer's HP is at or below the threshold, every hit it deals puts Fracture on the target, which lowers the target's magic resistance.
Raw values: 35, 5
Properties
| Max stack | Does not stack |
| Polarity | None |
| Has duration | no |
| Absolute (can't be removed) | yes |
| Exposed to player | no |
| Building attachable | no |