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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

6.5 KiB

id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-status-effects Status Effects 10_Wiki/Topics verified self
Buff Debuff
Status Conditions
Combat Effects
DoT HoT
none A 0.92 applied
game-design
combat-mechanics
buff-system
rpg
mmo
2026-05-10 pending
language framework
typescript combat-system

Status Effects

매 한 줄

"매 status effect 는 매 timed modifier on combatant 다.". Status effects (buff/debuff, DoT/HoT, stun, root, silence, slow) 는 ARPG/MMO/MOBA combat depth 의 핵심 — 매 effect 가 stack rule, refresh rule, dispel rule, immunity rule 의 4 차원 contract 를 가지고, 매 designer 의 lever 와 매 player 의 mastery surface 를 정의한다. 매 2026 design 에서 status system 의 cleanliness 가 PvP balance 의 가장 큰 source.

매 핵심

매 Effect Categories

  • Buff: positive modifier (haste, shield, damage up)
  • Debuff: negative modifier (slow, weakness, vulnerability)
  • DoT (damage over time): bleed, poison, burn
  • HoT (heal over time): regen, lifesteal aura
  • CC (crowd control): stun, root, silence, fear, sleep
  • Aura: persistent radius effect

매 Stack Rules

  • Refresh: 매 reapply → duration reset, no stack
  • Stack: 매 reapply → +1 stack, max N
  • Stack-then-refresh: stack to N then refresh duration
  • Independent: each application = separate instance

매 Dispel/Immunity

  • 매 effect 의 dispel category (magical, physical, curse)
  • 매 immunity (boss, late-game gear)
  • 매 cleanse priority (highest stack first)

매 응용

  1. WoW class talents/auras.
  2. Path of Exile ailments + curses.
  3. League of Legends CC system.
  4. Dark Souls bleed/poison build-up.

💻 패턴

Pattern 1 — Effect schema

type EffectKind = 'buff'|'debuff'|'dot'|'hot'|'stun'|'root'|'silence';
interface StatusEffect {
  id: string;
  kind: EffectKind;
  durationMs: number;
  startedAt: number;
  stacks: number;
  maxStacks: number;
  stackRule: 'refresh'|'stack'|'stackThenRefresh'|'independent';
  dispelCategory?: 'magical'|'physical'|'curse';
  source: string; // applier id
  modifierFn: (target: Combatant) => Partial<Stats>;
}

Pattern 2 — Apply with stack rule

function applyEffect(target: Combatant, incoming: StatusEffect) {
  const existing = target.effects.find(e => e.id === incoming.id);
  if (!existing) { target.effects.push(incoming); return; }
  switch (existing.stackRule) {
    case 'refresh':
      existing.startedAt = Date.now();
      existing.durationMs = incoming.durationMs;
      break;
    case 'stack':
      existing.stacks = Math.min(existing.stacks + 1, existing.maxStacks);
      break;
    case 'stackThenRefresh':
      if (existing.stacks < existing.maxStacks) existing.stacks++;
      else { existing.startedAt = Date.now(); existing.durationMs = incoming.durationMs; }
      break;
    case 'independent':
      target.effects.push(incoming);
      break;
  }
}

Pattern 3 — Tick (DoT/HoT processing)

function tickEffects(target: Combatant, now: number) {
  for (const e of [...target.effects]) {
    if (now - e.startedAt > e.durationMs) {
      target.effects.splice(target.effects.indexOf(e), 1);
      continue;
    }
    if (e.kind === 'dot') applyDamage(target, dotDmgPerTick(e));
    if (e.kind === 'hot') applyHeal(target, hotHealPerTick(e));
  }
}

Pattern 4 — Stat aggregation

function aggregateStats(target: Combatant): Stats {
  const base = target.baseStats;
  const mods = target.effects
    .filter(e => e.kind === 'buff' || e.kind === 'debuff')
    .map(e => e.modifierFn(target));
  return mods.reduce((acc, m) => mergeStats(acc, m, target.effects), { ...base });
}

Pattern 5 — Dispel

function dispel(target: Combatant, category: DispelCategory, count = 1) {
  const candidates = target.effects
    .filter(e => e.dispelCategory === category && e.kind === 'debuff')
    .sort((a, b) => b.stacks - a.stacks);
  for (let i = 0; i < count && i < candidates.length; i++) {
    target.effects.splice(target.effects.indexOf(candidates[i]), 1);
  }
}

Pattern 6 — CC immunity (diminishing returns)

function applyCC(target: Combatant, effect: StatusEffect) {
  const recentCC = target.ccHistory.filter(t => Date.now() - t < 18_000).length;
  const drFactor = [1.0, 0.5, 0.25, 0.0][Math.min(recentCC, 3)];
  if (drFactor === 0.0) return; // immune
  applyEffect(target, { ...effect, durationMs: effect.durationMs * drFactor });
  target.ccHistory.push(Date.now());
}

Pattern 7 — Aura propagation

function tickAuras(world: World) {
  for (const source of world.combatants) {
    for (const aura of source.auras) {
      const targets = world.combatants.filter(c => distance(c, source) < aura.radius);
      for (const t of targets) ensureAuraEffect(t, aura, source.id);
    }
  }
}

매 결정 기준

상황 Approach
Simple action game Refresh-only, 3-5 status types
ARPG with builds Stack-based, ailments interact
Competitive MOBA DR system mandatory, clear immunity rules
MMO raid Per-instance effects, dispel priority defined

기본값: 4 stack rules, max stacks 5, DoT tick rate 1s, CC DR 100%/50%/25%/immune at 18s window.

🔗 Graph

🤖 LLM 활용

언제: status system schema review, stack rule design, CC DR system 검토. 언제 X: turn-based card game (different effect model).

안티패턴

  • Unbounded stacks: 매 stack count infinity → 매 numerical explosion.
  • No DR on CC: 매 chain-stun → 매 unfun PvP.
  • Hidden tick rate: 매 player 가 DPS 계산 불가능 → 매 build crafting 막힘.
  • No dispel category: 매 cleanse 가 모든 debuff 제거 → 매 debuff design 무력화.

🧪 검증 / 중복

  • Verified (WoW combat log spec, Path of Exile ailment docs, LoL CC analysis).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — effect schema + 7 patterns + stack/dispel rules