True Damage is a hidden, unique damage type which has no damage modifier against any health (including shields) or armor type and ignores the damage reduction from Armor, therefore it will cause the same amount of damage against any enemy. It is primarily available through most melee finishers, but also used by Bleed and a few Warframe abilities.
True Damage is not directly dealt by any weapon in normal usage and can not be directly added through mods.
The Basmu is a partial exception to this: fully depleting the weapon's magazine produces three 10-meter pulses that deals up to 10True Damage, staggers nearby enemies and heals the user's health by 10x the damage done to each enemy per pulse.
Misc:3 (number of hits per mark) 2 (number of Shadow Clones)
Info
Ash toggles a state of intense focus as he searches for targets to assassinate. During targeting mode, enemies within 50 meters from Ash that are seen near the aiming reticle become highlighted and tagged with a death mark above their head.
Marking enemies drains 12 energy each, or 6 energy while Ash is invisible (e.g. using Smoke Screen).
Target acquisition range is affected by Ability Range.
Leaving this range while targeting will unmark enemies and refund the energy.
When 1 or more enemies are marked, reactivating the ability will create 2 Shadow Clones that teleport to each marked enemy, striking them with 3Finisher attacks that inflict 750 / 1000 / 1500 / 2000True damage per hit with a 100%Bleed chance.
Blade Storm gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with Venka Prime equipped at 13x combo.
Reactivating Blade Storm with no marks will toggle off targeting mode instead.
While in targeting mode, Ash emits black smoke and his vision darkens.
Blade Storm has no casting animations, so Ash can still perform all other functions normally such as maneuvering, casting other abilities, and firing or reloading weapons.
Ash cannot re-enter targeting mode while his Shadow Clones are attacking marked enemies.
Ability Synergy:
Invisibility by means of Smoke Screen or other allied abilities will half the energy cost of Blade Storm from 12 to 6 per mark.
While Blade Storm is attacking, Teleport can be casted on a marked enemy at no energy cost to including Ash in the assault. Ash becomes invulnerable for the duration as he teleports and strikes all remaining marked enemies in a cinematic sequence.
While joining Blade Storm costs no energy, Ash must have enough energy to cast Teleport to join.
Strikes by Ash deal the same damage as his clones, but will attack enemies not targeted his clones. He consumes marks, and effectively accelerates the assault.
Ash can regenerate his shields during the animation.
Rising Storm is an AshWarframe Augment Mod that allows the clones generated by Blade Storm to contribute additional hits to the Melee Combo Counter, as well as increases the duration the Melee Combo Counter lasts.
Blade Storm can be activated while zooming in with a ranged weapon. This can be used to more precisely pick targets.
You are invincible while using Blade Storm. This can be used to give time to regenerate your shields.
Blade Storm can be used to pick up items that are very far away or in dangerous situations (an item surrounded by 5 enemies for example). This generally requires a sentinel's Vacuum skill for maximum effectiveness. Simply target an enemy near something you want to pick up and activate the ability. Since you return to your starting point you will return to your "safe spot" but will have picked up health orbs, energy orbs, resources, and even mods.
Blade Storm can be used to start long melee combo chains to gain additional bonus melee damage.
Blade Storm can be empowered by performing melee combo chains before casting, as the ability's damage benefits greatly from the bonus melee damage multiplier.
Since Blade Storm deals True damage, the ability is well suited to dealing with Conculysts and Battalysts.
Ash's second ability, Smoke Screen, synergizes well with this ability, reducing both the energy cost per mark and Ash's vulnerability when marking enemies.
Similarly, Arcane Trickery also synergizes well, since it can be triggered by Blade Storm and reduces the cost per mark.
Blade Storm allows Ash to easily trigger Arcane Ultimatum, giving him a boost in survivability.
Blade Storm finishers also trigger Exodia Might with Zaws, allowing substantial health regeneration without the use of Life Strike.
Considering Blade Storm has a 100% chance to proc Bleed, dealing 43.75% of the base damage 10 times in 9 seconds, the ability actually does 2,000 + ((2,000×0.4375)×10) = 10,750 damage in 9 seconds, making it one of the most powerful abilities in the game if modded and used accordingly.
If used during sliding, Blade Storm seems to use a shorter version of finishing animations, which reduces total animation time.
Blade Storm benefits greatly from the effects of Body Count, Drifting Contact, and Gladiator Rush. Instead of having a 3 second delay before the combo counter disappears, the delay will be 3+12+10+6 = 31 seconds.
Using the Rising Storm augment will further increase the delay.
Since Ash only spawns 2 Shadow Clones, it's highly suggested to equip attack speed mods as the time needed for the Shadow Clones' animations can make gameplay sluggish, especially if a large amount of enemies are marked.
Joining Blade Storm has multiple benefits for Ash:
Becoming invulnerable allows Ash to ignore status effects, such as Toxin, and regenerate his shields.
The rate in which attacks are dealt is increased as there will be 3 attackers instead of 2.
The amount of hits added to the combo counter from the ability will be higher than if Ash were to not join.
Using Teleport on an unmarked enemy while Ash's Shadow Clones are attacking marked ones will result in the unmarked enemy being marked without consuming any energy. Ash will then join Blade Storm until all marks are expended.
Enemies attacked by Blade Storm this way are only attacked once.
Bugs
On certain unspecific occasions Ash will become invulnerable after using Blade Storm. It should also be noted that Blade Storm can cause lag commonly.
Very rarely, after using Blade Storm, Ash will float and become invincible. He is unable to jump or fall down, use melee weapons (or primaries/secondaries in some cases), or use Blade Storm again. Pressing E will teleport to a random enemy and perform a purely aesthetic Blade Storm attack which does no damage. This appears to occur when Blade Storm's initial target is killed before Blade Storm begins.
On some occasions (most likely related to latency), Ash will remain vulnerable whilst being unable to exit this bugged state without getting killed (as in, actually dying and using a revive charge, as revived by a teammate will not end this glitch).
This may occur when the initial target for Blade Storm is killed (by another player/procs) during the teleporting animation, causing Ash to teleport to his casting location, and initiate this bug.
To deactivate the bug, Ash can prompt a "falling out of level" event by power wall climbing to the sky if there is a wall in the map that allows him to. This will respawn Ash to a random location on the ground and deactivate the bug.
Very Rarely, when Ash finishes using Blade Storm he will appear at the location where he used it with 0 Health, unable to move, unable to use weapons, and unable to be damaged by enemies. Any on screen prompts that occur, such as Defense and Interception wave prompts, will not be presented to Ash in this state. Ash cannot be revived as he isn't considered down despite the fact that he has 0 health. The only way to fix this bug is to wait for the mission to end or leave the mission.
If wielding a melee weapon when cast, Blade Storm will occasionally perform Finisher attacks on enemies. This does not occur if the player is hosting.
Occasionally, Ash will fall out of the map after using Blade Storm, where he will either teleport back to the original casting position or die.
If Blade Storm is cast and Ash's holograms seek out a Mind Controlled target, they will attack the target indefinitely until either the Mind Controlled target dies or its duration expires.
Attempting to use Blade Storm against another player when fighting in the Dojo will cause Ash to become invincible and hover in the air. In this state, Ash can only move and use firearms.
When Ash has no melee weapon equipped, it is possible in some cases for Ash to attain an unmodded Skana after using Bladestorm. This Skana is not listed in the end of mission screen, nor in the in-game gear list, and is lost upon dying or completion of the mission.
Misc:2 s (damage ramp-up) 10 (damage ticks per second) ≥ 15 s (Sand Shadow duration) Heals 400 health per second
Info
Inaros sinks an enemy target within 20 / 30 / 40 / 50 meters into quicksand for 15 / 20 / 25 / 30 seconds, trapping it in place as it flails in panic becoming unable to move, attack, or use special abilities. While enemies are trapped, Inaros or any allies can perform the 'Devour' action on them by holding down the Interact key (default X ); when devouring an enemy, the player (but not any companions) is completely invulnerable to damage and Status Effects as Shields and Health are restored at a rate of 400 health per second, while also inflicting True damage per second to the victim. During the Devour action, the victim initially receives 50 / 100 / 150 / 250 damage per second, that ramps up to 100 / 200 / 300 / 500 damage per second over 2 seconds; damage is dealt in 10 ticks per second.
Initial and max damage per second are affected by Ability Strength.
Healing is independent of damage dealt. Inaros cannot increase the amount of healing received by amplifying the damage his target takes, and attacking enemies with increased damage resistance will yield the same amount of healing.
Damage ramp-up time and amount of damage ticks are not affected by mods.
Enemies are unable to act while being actively devoured even if the ability's timer has expired.
The act of devouring a trapped enemy does not consume energy whether from Inaros or allies and can be sustained indefinitely for as long as the Use key is held, or the enemy expires.
The enemy being devoured by a player is invulnerable to outside sources of damage while the Use key is held.
Kavats, Kubrows, and MOA companions will also gain the benefit of the life steal. Sentinels will not.
If an enemy is killed by being devoured by Inaros, a Sand Shadow is created, which is a friendly copy of the unit killed that will fight alongside Inaros. Sand Shadows last for a duration equal to the time spent devouring them, or a minimum of 15 seconds.
Sand Shadow duration is not affected by mods.
If cast on an enemy target by holding down the ability key (default 2 ), Inaros latches energy tethers onto the enemy from up to 20 / 30 / 40 / 50 meters away, dragging it towards him and automatically devouring it upon making contact so long as the key is held.
Tethered enemy is dragged along the ground and can fall to lower terrain elevations.
Tethered enemy is invulnerable to outside sources of damage while being dragged in.
Dragging speed is affected by movement impairing effects such as Cold procs and Molecular Prime.
Ability Synergy: Enemies trapped by Devour will automatically restore health to Inaros and create a Sand Shadow on death when killed inside Sandstorm.
Devour cannot be cast on naturally flying enemies like Ospreys and Orokin Drones. Units that only have temporary flight abilities though like Hellions can still be pulled from mid-air and then devoured once on the ground.
Cast delay of 1 second is affected by Natural Talent and Speed Drift, while devour recovery delay of 2 seconds is not. Casting will interrupt movement.
If the target dies before Inaros finishes his casting animation, energy used for Devour will be refunded; however, if the target is already trapped in quicksand and is being dragged in by the tether, it will not refund energy if killed during travel.
Cannot be recast on affected targets.
Ancient Disruptors will resist the ability heavily, causing only 1 damage per tick to occur, which will often cause the bug listed below. The same goes for Infested allies that are linked to the Disruptor.
Tips & Tricks
If Inaros consumes a Boiler, the Boiler will become a Sand Shadow as normal, and the spawn pods created when it dies will not spawn allied units while the Shadow's will. Similarly, Brood Mother Sand Shadows will spawn friendly maggots on death.
Bugs
Inaros may become stuck in the devour animation, unable to move or cancel the ability until the enemy is killed. Pressing escape will force the player out of the animation although this is exploitable, as you will continue to gain health from the enemy and you can use high powered weapons to kill the enemy, guaranteeing that a Sand Shadow will form.
Polarize Emit an energy pulse that depletes enemy shields and armor, creating shards which become deadly when mixed with Magnetize. Shields of allies touched by the pulse are restored.
Strength:250 / 300 / 350 / 400 (True damage and shield restoration) 1x / 1.5x / 2x / 2.5x (damage multiplier as Magnetic damage)
Range:5 / 6 / 7 / 8 m (initial and explosion radius)
Misc:5.9 m/s (pulse travel speed)
Info
Mag produces a pulse of magnetic energy with an initial radius of 5 / 6 / 7 / 8 meters that expands outwards over 2 / 3 / 4 / 5 seconds at a constant speed of 5.9 meters per second for a 37.5 meters total radius. If the enemy has shields, the pulse deals 250 / 300 / 350 / 400 damage to it. If the enemy has armor, the armor value gets reduced by 250 / 300 / 350 / 400 and the enemy additionally suffers True Damage equal to the armor removed. Additionally, allies' shields are restored by 250 / 300 / 350 / 400 if they are present in the initial radius or come in contact with the pulse.
Shield/armor damage and shield restoration are affected by Ability Strength.
If an armored enemy is the target of Magnetize, the damage is multiplied by 200%. This does not affect enemies inside Magnetize that are not target of a cast.
All enemies with shields or armor within the initial radius, or that come in contact with the expanding pulse, will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250% of the drained shields or armor as Magnetic damage to all other enemies within a 5 / 6 / 7 / 8 meter radius of each drained target.
Damage multiplier is affected by Ability Strength, and the explosion damage diminishes with distance.
Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
Ability Synergy: Drained enemies drop one or two shards that store 50 damage each that will be absorbed by Magnetize if the shard contacts it.
Stored damage is unaffected by Power Strength or amount drained.
Shards will not get used up when touching a Magnetize bubble and will instead float around in it and drop to the ground after the bubble ends. They despawn 30 seconds after their creation.
Polarize's visual effects, including shards, are affected by Mag's chosen energy color.
Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Can be used in mid-air, but not while on a zipline.
Can be used to restore shields to the Cryopod, Cryocore, Excavator in an Excavation mission or an Artifact in a Defense mission.
Can break reinforced glass in Corpus Ships and Laser Plates/Rotation Plates on Orokin Tower laser traps, given an enemy with shields/armor is near them and was affected by Polarize.
Tentacle Swarm Tap to spawn watery tentacles from all nearby surfaces to wreak havoc. Charge to increase the number of tentacles and spawn area. Use while in Undertow to have the tentacles emerge from the pool.
Hydroid summons a creature from the deep, causing 4 / 6 / 8 / 10 tentacles to emerge from all surfaces within a marked location 3 / 3 / 5 / 5 meters in radius, cast over unrestricted range. Tentacles prioritize spawning beneath enemies inside the radius, with each tentacle capturing their initial targets or throwing them upward, dealing a maximum of 75 / 150 / 225 / 300Magnetic damage upon emerging, on first contact with enemies, and when submerging as the ability expires after 10 / 13 / 18 / 20 seconds. Captured enemies are incapacitated in a ragdoll state and stay attached to the flailing tentacles; bypassing Shields50 / 100 / 150 / 200True Damage will be dealt per second.
Tentacle Magnetic damage and True damage per second are affected by Ability Strength, while number of active tentacles is not.
Magnetic damage calculation when accounting for Ability Strength is squared (e.g., with a maxed Intensify, the tentacles will deal a maximum of 300 × 1.3^2 = 507Magnetic damage at rank 3).
Tentacles detect and capture new enemy targets when they come into range.
Tentacles can capture multiple enemies at once.
Tentacles with captured enemies will flail their victims around slowly, allowing players to take aim and kill their targets.
Tapping the button (default 4 ) casts the ability immediately. Holding the button for up to 2.5 seconds charges Tentacle Swarm, increasing the number of tentacles spawned up to 8 / 12 / 16 / 20 and spawn radius up to 300%, in exchange for up to double energy cost.
Tentacle Swarm's spawn area will be highlighted by Hydroid's energy color during the casting and charging animations.
Spawn area indicator visibly grows in size as Tentacle Swarm is charged.
While charging, an audible whale-like call from the Kraken plays.
Ability Synergy: Can be cast while in Undertow liquid form to center Tentacle Swarm on the pool.
Quick cast causes all tentacles to spawn inside Undertow's radius, while charged cast extends the spawn radius outside of Undertow.
Tentacle Magnetic damage and True damage per second deal 200% damage when cast from Undertow, including tentacles that spawn outside Undertow.
Casting Tentacle Swarm is a two-handed action that stops Hydroid's movement and other actions. Charging Tentacle Swarm is a two-handed upper body animation that allows player movement.
Can be recast while active; however, only one instance of Tentacle Swarm can be active at a time. Recasting will replace the previous instance.
Hydroid briefly summons the Kraken at the center of the spawn area as a visual effect. The Kraken emerges from a pool of water, then submerges slowly and disappears. Kraken is affected by Hydroid's chosen Warframe appearance and energy colors.
Tentacles appear as translucent water tendrils emerging from a small puddle of water. Tentacles emit splashes of water periodically, as well as a steam particle effect at their base which is affected by Hydroid's chosen Warframe energy color. However, when the ability is cast by Hydroid/Prime, the tentacles will be opaque and more organic in appearance.
Pilfering Swarm is a HydroidWarframe Augment Mod that grants Tentacle Swarm a chance to yield additional loot from enemies killed while they're ensnared by the tentacles.
Trinity extracts pure energy from a single enemy target, from within a cast range of 100 meters. The target is incapacitated in place, glows bright blue and emits 4 energy pulses throughout 5 / 6 / 7 / 9 seconds. Each energy pulse restores 10 / 15 / 20 / 25Energy points to Trinity and allied Warframes within a radius of 15 / 17 / 20 / 25 meters, while the target is staggered constantly and dealt 6.25% of either its remaining health or a quarter of maximum health, whichever is greater at the time of each pulse, as True Damage bypassing the target's Shields. In other words, when the target has over or equal to 25% health, the 6.25% damage percentage will use the target's remaining health to convert to True damage. When the target is below 25% health, the 6.25% damage percentage will use the quarter of the target's maximum health.
Energy restored per pulse and damage percentage are affected by Ability Strength.
Cast range and pulse radius are affected by Ability Range.
Number of pulses and max target limit are not affected by mods.
If a marked target dies, all remaining pulses are released at once.
Damage percentage is applied to either the target's remaining health or 25% of its maximum health - whichever is greater at the time of each pulse. Each energy pulse inflicts at least 5True damage if the resulting damage is below 5 damage points.
Pulses are emitted at every quarter of the duration, the first occurring immediately on cast. The final pulse occurs when three-quarters of the duration has elapsed.
When casting Energy Vampire, Trinity is immune to crowd control effects.
The pulses' stagger will not interrupt the attacks of heavy enemy units. It also does not affect enemies immune to stagger, such as Grineer Rollers, Corpus Ospreys, or certain bosses.
Energy Vampire cannot be cast on invulnerable targets.
If Energy Vampire is cast on a Manic during its vulnerable phase, pulses can continue through its invulnerable phase.
Players with channeled abilities active do not gain energy from Energy Vampire.
Players channeling Effigy and Mend & Maim still do benefit from Energy Vampire.
Has a cast delay of 0.6 seconds. Not recastable while active.
After the cast delay, the animation takes another 0.6 seconds to finish. After this Trinity can move freely again. This delay is affected by casting speed mods as well.
Multiple Trinities cannot drain energy from a single target simultaneously.
Casting Energy Vampire on a weak enemy and killing it will grant players a quick burst of energy.
While increased duration slows energy gain by spreading the pulses over a longer period, killing the target quickly negates this penalty, allowing Trinity's other abilities to benefit from increased duration.
Decreasing Energy Vampire's duration via Corrupted Mods will quicken the energy restoration at the cost of a shortened span of stagger control per cast.
With a maxed Transient Fortitude and Fleeting Expertise, a rank-3 Energy Vampire will trigger all four pulses over 1.125 seconds, staggering the target only once at most.
A low duration build will allow Trinity to cast Energy Vampire multiple times on a single target, providing a large source of energy and quickly dealing true damage.
If used on Grineer Latchers, the Latcher will not be destroyed by the pulses and Energy Vampire can be cast upon it repeatedly for more energy. The effect will stop if it latches onto a player.
Energy Vampire can be used on Sortie Bosses to make quick work of them, as it deals percentage based damage.
Bugs
If Energy Vampire is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave and won't be stunned.
In Corpus levels, if the player targets something outside of the above mentioned target tracking range, the nearest turret (and possibly cameras) will be targeted.
Formerly, casting Energy Vampire as Well Of Life was ending would deal increased damage based on the enemy's multiplied health (which was 10 times larger during Well Of Life). Even after the enemy's maximum and current health had reverted to its original un-multiplied values, the remaining 3 pulses to took off huge amounts of health. This was patched in Update 18.5.
Frost creates a protective globe of ice with a diameter of 10 meters, a base health of 3000 / 4000 / 4500 / 5000, and additional health equal to 500% of Frost's base armor bonuses. Upon activation, the globe is invulnerable for 1 / 2 / 3 / 4 seconds. Incoming damage that is absorbed during the invulnerability period is converted into health and added to the globe's health.
Base health and armor multiplier are affected by Ability Strength.
Snow Globe's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + Armor Multiplier × (Frost's Base Armor × Base Armor Bonus + Additional Armor)) × (1 + Ability Strength) + Absorbed Damage
For example, with a maxed Steel Fiber and Intensify, rank-3 Snow Globe will have an initial health of (5000 + 5 × (300 × 1.1)) × (1 + 0.3) = 8,645 before converting absorbed damage.
While active, a health counter becomes visible on the ability icon that tracks the health percentage of the most recently placed Snow Globe from 100% to 0%.
Frost and his allies do not contribute to Snow Globe's health gain by shooting the globe during the invulnerability period.
Upon activation, Snow Globe freezes enemies within its radius over a duration of 3 seconds while violently pushing them outwards. If the enemies hit obstacles, they can be dealt as much as 50% of their maximum health as True damage. Enemies that enter the globe will have their attack/movement speed reduced by 40% / 50% / 60% / 67%.
Damage percentage and slow percentage are not affected by Ability Strength, and the damage bypasses armor and shields.
Most gunfire, both friendly and hostile, is blocked from entering the globe (gunfire can exit the globe normally). Abilities that are not area-of-effect in nature (e.g., Shuriken) are blocked as well.
Before Update 19.0, Area-of-effect blasts from the attacks of Grineer Napalms and Bombards penetrated the globe, as well as their respective stagger, knockdown, and burn procs. However, a globe large enough could prevent these aerial attacks from hitting players in the direct center or on the opposite end of the globe. Since Update 19.0, these attacks don't penetrate the globe anymore.
Synergy: Casting Freeze onto the exterior of a globe will destroy it, triggering an icy explosion that deals Freeze's base Cold area damage in an area of effect.
The damage does not diminish with distance and bypasses obstacles in the environment.
Affected enemies are ragdolled by the explosion.
Freeze is capable of destroying a globe even during its invulnerability period.
Snow Globe can be recast multiple times, but there are restrictions on the number of globes that can be created in the environment.
A maximum of 4 separate Snow Globes can be cast at any given time. Casting Snow Globe after reaching the maximum will remove the oldest globe.
Casting Snow Globe while inside an existing globe will remove the older globe and combine the total remaining health values of both globes for the newer one. The invulnerability period is reactivated for each cast.
Snow Globes created inside existing globes do not count toward the maximum number of instances, and Snow Globe's health can stack with repeated casts until reaching a maximum combined health of 1,000,000.
Place over a cryopod in defense missions to shield it from all incoming fire.
Maximized Ability Duration will reduce the globe's radius to 1.7 meters, allowing the globe to protect a cryopod without obstructing friendly fire.
Maximized Ability Range will create a snow globe that can cover large areas, making it ideal for slowing down large numbers of enemy units or melee-oriented Bosses. Bear in mind however that this strategy runs the risk of incapacitating players wielding explosive weapons, and generally makes it difficult for players outside the globe from attacking enemies inside it. As such, use this strategy at your own discretion.
When a teammate is downed, place a Snow Globe over them to protect you while reviving.
When facing a boss with ranged attacks, do not place a Snow Globe on it. Instead, place it where your team is to protect them from incoming damage.
The particle effect inside the globe can distract players' vision. Having a black energy color will remove this particle effect entirely, allowing better vision inside the globe.
Recasting the ability after 4 seconds while remaining inside the Snow Globe will allow to sustain an impenetrable Snow Globe, that will grow stronger and stronger. This is due to the fact that it absorbs the enemy fire into its health and adds this health to the next Globe, as long as it is cast inside the first one.
Particularly useful in T4 Defense, since the enemies will quickly reach a level where it does not matter how much base health your Snow Globe has.
Snow Globe's ability to temporarily freeze and push away enemies can be an effective way to rapidly clear a large safe area to revive teammates or remove enemies attacking a defense objective.
Using Freeze to detonate a Snow Globe can also be done while inside another globe. This will not affect the globe you are in. If multiple globes overlap, it is possible to shatter a globe which protrudes into another globe by aiming at the part inside your globe.
It is possible to detonate the Snow Globe that you are in in some Corpus or Void missions by bouncing Freeze off the Bubble of a Nullifier Crewman.(Results May be unpleasant)
Bugs
While using Helios, the Deconstructor projectile can be caught outside the globe and will not return to Helios unless Helios exits the globe.
The globe can sometimes push enemies through walls and could soft-lock the game if the target is required. This has a higher chance of happening if the enemy is touching a wall.
The term "True Damage" is player-created and not used in the game.
Previously, the term "Finishing Damage" was used, often leading to confusion with Finisher attacks.
While not specifically stated anywhere in the game, most Eximus enemies will resist this damage type, causing it to do less damage compared to most enemies. This in turn makes reliance on slash procs to deal heavy damage less reliable.