Difference between revisions of "Metal Hide"
From Flexible Survival
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− | {{Mutantpower|name=Metal Hide|desc=Metal provides great resistance to damage (though slightly more conductive to energies). It's also easy to repair!|basepower=Armored|powertype=Passive Auto Self|target=Self NoAoE|slot=Defensive Adaption|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype= | + | {{Mutantpower|name=Metal Hide|desc=Metal provides great resistance to damage (though slightly more conductive to energies). It's also easy to repair!|basepower=Armored|powertype=Passive Auto Self NaniteImmune|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 2.5 for 20 rounds.<br>100% chance of Damageimmunity at magnitude 3 for 10 rounds.<br>100% chance of Damageresist at magnitude 1.25 for 10 rounds.<br>100% chance of Electricitydamageimmunity at magnitude -5 for 10 rounds.<br>100% chance of Healgain at magnitude 2.0 for 10 rounds.<br>100% chance of Poisondamageimmunity at magnitude 15 for 10 rounds.<br>100% chance of Psychicdamageimmunity at magnitude -5 for 10 rounds.<br>100% chance of Slashdamageimmunity at magnitude 5 for 10 rounds.<br>}}[[Category:Slotted powers]][[Category:Defensive Adaption slot powers]][[Category:Damageimmunity inflicting powers]][[Category:Damageresist inflicting powers]][[Category:Electricitydamageimmunity inflicting powers]][[Category:Healgain inflicting powers]][[Category:Physicaldamageresist inflicting powers]][[Category:Poisondamageimmunity inflicting powers]][[Category:Psychicdamageimmunity inflicting powers]][[Category:Slashdamageimmunity inflicting powers]][[Category:Passive]][[Category:Friendly powers]] |
Revision as of 00:06, 13 October 2024
Type | Passive Auto Self NaniteImmune | Target | Self NoAoE |
---|---|---|---|
Description | Metal provides great resistance to damage (though slightly more conductive to energies). It's also easy to repair! | ||
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 2.5 for 20 rounds. 100% chance of Damageimmunity at magnitude 3 for 10 rounds. 100% chance of Damageresist at magnitude 1.25 for 10 rounds. 100% chance of Electricitydamageimmunity at magnitude -5 for 10 rounds. 100% chance of Healgain at magnitude 2.0 for 10 rounds. 100% chance of Poisondamageimmunity at magnitude 15 for 10 rounds. 100% chance of Psychicdamageimmunity at magnitude -5 for 10 rounds. 100% chance of Slashdamageimmunity at magnitude 5 for 10 rounds. | |||
Secondary Effects | |||
Secondary Damage | No damage at level 0 | ||
Secondary Type | None | Secondary Target | None |
Secondary Statuses | |||
No Secondary Statuses |
Found On:
A
B
C
F
G
H
I
M
P
R
S
V
Categories:
- Mutant powers
- Defensive Adaption Slotted Powers
- Slotted powers
- Defensive Adaption slot powers
- Damageimmunity inflicting powers
- Damageresist inflicting powers
- Electricitydamageimmunity inflicting powers
- Healgain inflicting powers
- Physicaldamageresist inflicting powers
- Poisondamageimmunity inflicting powers
- Psychicdamageimmunity inflicting powers
- Slashdamageimmunity inflicting powers
- Passive
- Friendly powers