Void Fog

Void Fog is the rapidly-ticking damage dealt by areas in the Void. These areas are accompanied by one or more bubbles in which the effect is cleared.

The and  debuffs given to the player are purely visual and only serve as indicators to the player, as the damage dealt is by a controller on the stage. The debuffs persist for 4 and 5 seconds respectively after leaving the damage areas, but damage stops applying the moment the player leaves the area.

The damage dealt bypasses armor, so it bypasses:


 * Hidden Invincibility
 * 's initial spawn
 * 's skills that give invincibility (,, and )
 * Spawning into the stage
 * 's transformation into its form
 * Any type of Armor:
 * Armor
 * Adaptive Armor
 * Any type of blocking:
 * Any type of blocking:
 * Any type of blocking:
 * Any type of blocking:

Mechanics
Every  that the player is outside of the safe zone, they take damage according to a formula and gain 1 fog stack. Once the player goes back into the safe zone, the stacks are reset to zero. The safe area is inverted in Void Seeds, which means the player is safe outside of them but takes damage inside of them. The damage formula is

where.

The values for each Void Fog damage source are summarised in the table below. Note that since the Void Fog in the has a ramp-up coefficient of 0, the damage taken does not increase with time and it is possible to constantly outheal it with  or.

For example, something with 600 health in the Simulacrum would take 6, 6.12, 6.24, 6.36, 6.48 in 5 ticks or 31.2 damage within a second. More generally, any entity takes at least

$$baseDamage = maxCombinedHealth \times healthFractionPerSecond \times tickPeriodSeconds$$

damage per tick, which is increased by

$$rampDamage = baseDamage \times healthFractionRampCoefficientPerSecond \times tickPeriodSeconds$$

for each fog stack. If the player is to stay in the danger zone for 5 ticks, this would contribute 0, 1, 2, 3, and then 4 fog stacks, which can be generalised as an arithmetic sum with $$ticks \times (ticks - 1) / 2$$. Therefore, the accumulated damage one is expected to receive over a period of time is:

$$totalDamage = baseDamage \times ticks + rampDamage \times ticks \times (ticks - 1) / 2$$

Continuing the example for Simulacrum, substituing all the relevant constants in and solving the quadratic equation $$totalDamage = maxCombinedHealth$$with respect to ticks, we conclude that any entity can take damage for 62 tick periods, or 12.4 seconds, before dying. This assumes the entity enters the danger zone at full health and does not receive any healing for its duration.