Combat Mechanics
Attack-Buff Ticks and Refresh
How attack-buff skills deal their damage over time and handle reapplication from the same source.
Standard explanation
Debuff-style damage from an attack buff processes on the first update after installation, then once per second. Repeated deterministic duration applications from the same runtime source refresh instead of stacking as separate effects.
Deep explanation
- Skill_AttackBuff passes effective level and linked modifier information through SkillBuffTransfer.
- SkillBuff_Debuf starts with a zero timer and processes damage on the first update after installation.
- The timer then resets to 1000 milliseconds, producing a one-second interval.
- SkillBuff_DebufRadius and SkillBuff_DebufFreeze inherit the same timer handling.
- Repeated deterministic duration applications from the same runtime source refresh rather than stack.
Published game data is 1.3.0.6. The binary evidence for ticks and refreshes was inspected in 1.3.0.4 and has not been re-audited against the 1.3.0.6 binary.
Analysis source: buildCalc/mechanics/formulas.json (local DBR and binary research for Skill_AttackBuff and SkillBuff_Debuf). No in-game measurements are published on this page yet.
Summary
Key point: Frequent reapplication does not stack duration damage from the same source. Distinguish refreshing an effect from applying one from a distinct source.