Metal Hide: Difference between revisions
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{{Mutantpower|name=Metal Hide|desc=Metal confers great physical resistance, but is sadly conductive to most energies and does little to prevent harm from them.|basepower=Armored|powertype=|target=Self NoAoE|slot=|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=healing|Status=100% chance of PhysicalDamageResist at magnitude 0.5 for 2 rounds.<br>|Upgrades=PhysicalDamageResistMAG by | {{Mutantpower|name=Metal Hide|desc=Metal confers great physical resistance, but is sadly conductive to most energies and does little to prevent harm from them.|basepower=Armored|powertype=|target=Self NoAoE|slot=Defensive Adaption|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=healing|Status=100% chance of PhysicalDamageResist at magnitude 0.5 for 2 rounds.<br>100% chance of Damageresist at magnitude 0.5 for 2 rounds.<br>100% chance of Healresist at magnitude -1 for 2 rounds.<br>|Upgrades=DamageResistMag by 0.75<br>HealResistMag by -2<br>PhysicalDamageResistMAG by 1.5}}[[Category:Slotted powers]][[Category:Defensive Adaption slot powers]][[Category:Damageresist powers]][[Category:Healresist powers]][[Category:Physicaldamageresist powers]][[Category:Passive]][[Category:Friendly powers]] | ||
Revision as of 02:31, 31 December 2011
| Type | Target | Self NoAoE | |
|---|---|---|---|
| Description | Metal confers great physical resistance, but is sadly conductive to most energies and does little to prevent harm from them. | ||
| Based on Armored | Slot: Defensive Adaption | ||
| Cooldown | 0 | Charge time | 0 |
| Energy | 0 | Accuracy | 75% |
| Damage | 0 healing at level 0 | ||
| Statuses | |||
| 100% chance of PhysicalDamageResist at magnitude 0.5 for 2 rounds. 100% chance of Damageresist at magnitude 0.5 for 2 rounds. 100% chance of Healresist at magnitude -1 for 2 rounds. | |||
| Secondary Effects | |||
| Secondary Damage | No damage at level 0 | ||
| Secondary Type | None | Secondary Target | None |
| Secondary Statuses | |||
| No Secondary Statuses | |||