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On this webpage we will cover more on the damaging status effects of Limbus Company. If you need a reminder or this is your first impression on this webpage, there are four damaging status effects in Limbus Company. These status effects are rupture, sinking, burn, and bleed. We will go more into detail about how they do their damage and any special form or other effects that these effects have. We will mostly focus on the status effects themselves during this, and not the teams that you should use to apply them. If you want a guide to that, check out my first website that goes more into detail about teambuilding.
To begin, rupture is a status effect that when applied to an enemy, does true damage based on its potency. When you are using rupture, you will need to maintain two things, its count and potency, count is how many times the effect can be actived before it disappears and potency is how much damage you will do when you activate the effect on your enemy. Rupture does not have any special forms but can be affected by external effects to do additional damage, one of these effects would be concussion, which multiplies the damage done by rupture by 1.2 when activated.
Next, we will cover sinking, which is a status effect that has two uses. First, it will lower your enemy's sanity so that they can’t attack as well, then when they run out of sanity it will do gloom damage equal to potency. It works the same as rupture when it comes to applying and activating it and requires you to keep both its potency and count to be the strongest it can be. Sinking also has two additional types which are butterfly and deluge which change how the effect works in different ways. Butterfly allows the attacker to gain sanity on hit based on butterfly count, while the enemy takes damage based on butterfly potency. Sinking deluge however makes it so the enemy takes sinking potency times sinking count damage, allowing for a huge amount of damage to be put out when it is applied to an enemy, at the cost of removing the sinking from the target which forces you to rebuild the effect.
Now we will cover burn; burn is a status effect that causes the enemy to take damage at the end of every turn based off its potency. It also uses count to decide how many turns the enemy can take damage from it before it ends and removes burn from the enemy. It does true damage based on potency at the end of each turn and allows you to stun them if they reach their stagger threshold from the damage. It also has a different variant called dark flame which multiplies the amount of damage burn would do based on how much dark flame is applied to an enemy at the end of that turn; it can do up to seven times damage.
The final status that we will cover today is bleed; bleed is a status effect that causes the enemy to take damage whenever they use an attack skill. It applies true damage to the enemy based off potency and can be activated by certain skill effects from attacks; it loses count whenever it is activated and can be activated multiple times a skill. It does not have any special variants but has a special interaction when using bloodfiend identities as it gets stored as a status effect called bloodfeast that they can later use to enhance their skills and heal from.