Lootbound ability values: separate damage from status effects

An ability can produce more than one result. Ray of Corruption deals damage and applies Corruption. With its Witch preset, the reference shows 120 damage before defenses and 50 Corruption. Changing Chaos changes the status result, not automatically the damage.

Try the example

Character stats

?
?
?
?
?

Target

Ability outcome

One enemy

Damage before defenses
120

Target

CorruptionFortitude -50
50

Sentinel

HealthArmor
Hit-1200
Critical hit-1440
Armor broken-1200
Crit Chance
5%
Dodge
2%
Vampirism
+100

Values are per target.

Open with these values

Why are there separate damage and status results?

Read each action and its target independently. Ray of Corruption shows a damage result for one enemy and a Corruption result for the target. The action panel identifies the affected stat under the status: Corruption reduces Fortitude. Its displayed magnitude is not another damage number to add to the attack.

The Witch preset supplies the example's starting character values. The damage inputs include the damage types used by the action; the status input uses Chaos. That separation matters when choosing equipment. Increasing a stat that scales a status does not imply that every other action on the ability scales from the same stat.

Ray of Corruption with Witch preset values and separate damage and Corruption results
The preset produces separate per-target damage and status outputs.

What changes when I increase Chaos?

Change Chaos to 125.5 in the worked example. Corruption becomes 126, while the damage result stays 120 because the damage inputs did not change. The fractional input demonstrates this status calculation's midpoint rounding. It is an arithmetic example, not a claim that every equipment combination supplies that exact fractional stat.

Change one supported input at a time to identify which result depends on it. Reset values returns to the selected owner preset. When an ability has several owners, choosing another owner selects that owner's starting values; it is not a difficulty multiplier. Inspect the displayed target as well as the number before comparing two abilities.

Chaos set to 125.5 with Corruption rounded to 126 while damage remains 120
Changing Chaos changes the status magnitude without changing the damage inputs.

Why can the result differ from damage in a fight?

The ability outcome labels damage before defenses and evaluates values per target. Choose a target to see what the hit does to it. The target's Fortitude is subtracted from each damage type, and armor absorbs what remains before health loses anything. Acid Damage bypasses armor. Crush Damage doubles against armor, and half of what gets through reaches health. Slash Damage doubles against a target without armor and doubles what gets through armor. The critical hit uses the character's Crit Chance, halved when the ability strikes all enemies, and the dodge uses the target's Dodge. Healing stops at the maximum health or mana, while restored armor can exceed its maximum.

Open Ray of Corruption with the values from this guide to keep examining the ability in context. The link includes the input values, and a shared link takes precedence over an older saved draft. Incomplete input does not turn the result into an invalid number: the reference keeps the last valid result and asks for a usable value. The guide's example draft is separate from the one on the ability page.

An unfinished ability input with the last valid result still visible
An unfinished number preserves the last valid output instead of producing a false result.