Difference between revisions of "Statuses"

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This is a page wherein all coded statuses are listed for reference.  
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The following list is composed of statuses that have mechanical effects. Other statuses, like '''Bimbo''' or '''Sadistic''', exist only for roleplay reasons, as they do nothing.
  
Remember that just about every status can be reversed with 'Debuff' added to the end. For instance, DamageResistDebuff would cause additional damage to be taken.<br>
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== Statuses ==
  
{| width="100%" cellspacing="1" cellpadding="1" border="1" align="left"  
+
This is a page wherein all coded statuses are listed for reference.
 +
 
 +
Remember that just about every status can be reversed with 'Debuff' added to the end. For instance, DamageResistDebuff would cause additional damage to be taken.
 +
 
 +
{| class="wikitable" border="1" style="max-width: 1000px;"
 +
|+ Statuses
 +
|-
 +
! scope="col" | Name
 +
! scope="col" | Effect
 +
|-
 +
| Accuracy || Increases accuracy by Magnitude, proportional to the power's base Accuracy after being compared against Defense. Has diminishing returns, gradually leveling off before reaching 50% along the following equation: 50*(Mag)/(Mag+100).
 +
|-
 +
| Aggro || Increases automated NPC hate by Magnitude percentage.
 +
|-
 +
| AoEMod || Grants +1 target to all not-NoAoE powers.
 +
|-
 +
| AreaBlock || Decreases AOE damage on allies and increases it on you by mag percent. Only works when you are targeted directly with the AOE.
 +
|-
 +
| Attack || Increases damage of all powers by magnitude. Cannot increase the damage of a power by more than 1/3rd its normal level.
 +
|-
 +
| Cascading || Cascading is a (mag)% damage increase for repeat attacks (does not affect the initial, direct hit). It soft caps by / 2 at 10, 20, 25, and 35. It hardcaps at 40.
 +
|-
 +
| Confused || Has magnitude chance of causing AoEs to strike a random friendly target, and increases the final deflection percent (after reduction from combat skills) on AoEs by its magnitude to a maximum final deflection of 50% (unless they rolled a 75%, in which case that is used instead).
 +
|-
 +
| Charge || Increases the rate at which powers charge by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 150% along the following equation: 150*(Mag)/(Mag+75). When negative, use 25*(Mag)/(Mag+10) instead.
 +
|-
 +
| Cover || Take magnitude percent of damage meant for the target. Resistances still apply. Capped in effectiveness by the attacker's Concentrated skill level, at 90/80/70% of incoming damage.
 +
|-
 +
| CredBonus || Increases credits earned by Magnitude percent.
 +
|-
 +
| Critical Damage || Ignores everything except Juggernaut-style DamageResist. Typed EnergyDamageResist and PhysicalDamageResist do not guard against it.
 +
|-
 +
| (X)Damage || Causes damage over time. Inflicts magnitude damage of (x) element every round, minimum 1 damage per round.
 +
|-
 +
| Stacked(Y)(X)Damage || Causes (x) element damage over time as above, but can stack up to y times, causing more damage if a victim is struck multiple times. Duration is renewed with each stack. Stacks from different players are kept separate.
 +
|-
 +
| DamageBuff || Increases damage by Magnitude percent when attacking. Has diminishing returns, gradually leveling off before reaching 100 along the following equation: 100*(Mag+5)/(Mag+100). If negative, it instead follows -33*(Mag)/(Mag+5).
 +
|-
 +
| (X)DamageImmunity || Reduces X damage taken by magnitude percent, up to 100% (completely immune). If no specified type, resists all damage. These are a % of damage outright negated after resistances are calculated. So if you were taking 500 damage post resist, and you have 20 DamageImmunity, you will only take 400 damage.
 +
|-
 +
| DamageResist || Cause all damage received to be reduced by magnitude, up to a maximum of 40% of all damage resisted.
 +
|-
 +
| (X)DamageResist || Causes damage of specified type(FireDamageResist, IceDamageResist, Etc) to be reduced by magnitude, up to a maximum of 40%(X)resisted. Stacks with damageresist for a maximum of 80% damage resisted.
 +
|-
 +
| DebuffClear || Destroys negative statuses, magnitude against magnitude. If it can't destroy, it will weaken. Does not persist, has immediate effect then fades.
 +
|-
 +
| DebuffResist || Reduces incoming debuffs(Anything with 'debuff' at the end, as well as certain other statuses such as Confused) by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 100% along the following equation: 100*(Mag)/(Mag+100). When negative, use 25*(Mag)/(Mag+25) instead.
 +
|-
 +
| Defense || Increases the odds of partially deflecting an attack by Magnitude, directly opposing the attacker's Accuracy. Has diminishing returns, following the equation listed under Accuracy.
 +
|-
 +
| Delay || Resists the magnitude of Delaydebuff point per point. 1 Delay + 1 Delaydebuff = No debuff. 1 Delay + 2 Delaydebuff = 1 Delaydebuff
 +
|-
 +
| Delaydebuff || Increases the base 1000 ATB turn delay by +25 atb per point.
 
|-
 
|-
! align="left" scope="col" | Status Name
+
| EnergyBreak || Causes all powers to cost Magnitude percent less energy. Maximum amount is 50(half off). Negative energy break caps at 25.
! align="left" scope="col" | Status Effect
 
 
|-
 
|-
! align="left" scope="row" | Accuracy
+
| EnergyDamageReturn || Returns Magnitude percent of damage taken as energy damage.
! align="left" | Increases accuracy by Magnitude, proportional to the power's base Accuracy after being compared against Defense. Has diminishing returns, gradually leveling off before reaching 50% along the following equation: 50*(Mag)/(Mag+100).
 
 
|-
 
|-
! align="left" scope="row" | Aggro
+
| EnergyMod || Gives mag energy at the start of each round for duration rounds.
! align="left" | Increases automated NPC hate by Magnitude percentage.
 
 
|-
 
|-
! align="left" scope="row" | AoEMod
+
| Fertile || Increases chances of successful breeding.
! align="left" | Gives a scaling chance to hit an additional target. Rate of chance is AoEmod/AoEmod+1
 
 
|-
 
|-
! align="left" scope="row" | AreaBlock
+
| FleeRate || Increases chance to flee by Magnitude percent.
! align="left" | Decreases AOE damage on allies and increases it on you by mag percent. Only works when you are targeted directly with the AOE.
 
 
|-
 
|-
! align="left" scope="row" | Attack
+
| Haste || Deprecated status! Do not use and file a request if you see it as a status anywhere. Currently does the same as Charge, and was phased out.
! align="left" | Increases damage of all powers by magnitude. Cannot increase the damage of a power by more than 1/3rd its normal level.
 
 
|-
 
|-
! align="left" scope="row" | Cascading
+
| Healing || Increases healing done by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 100 along the following equation: 100*(Mag+5)/(Mag+100). If negative, it instead follows -33*(Mag)/(Mag+5).
! align="left" | Cascading is like damagebuff for repeat hits, not the direct hit. It soft caps by / 2 at 10, 20, 25, and 35. It hardcaps at 40.
 
 
|-
 
|-
! align="left" scope="row" | Confused
+
| HealEnergyResist || Hampers powers that restore energy by 1 per magnitude, to a minimum of 1.
! align="left" | Has magnitude chance of causing AoEs to strike a random friendly target, and increases the final deflection percent (after reduction from combat skills) on AoEs by its magnitude to a maximum final deflection of 50% (unless they rolled a 75%, in which case that is used instead).  
 
 
|-
 
|-
! align="left" scope="row" | Charge
+
| HealGain || Causes healing effects that are incoming to be increased by magnitude, with soft caps at 25% and 50% more healing, hard cap at 75%.
! align="left" | Increases the rate at which powers charge by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 150% along the following equation: 150*(Mag)/(Mag+75). When negative, use 25*(Mag)/(Mag+10) instead.
 
 
|-
 
|-
! align="left" scope="row" | Cover
+
| HealResist || Causes healing effects that are incoming to be diminished by magnitude, to a minimum of 1.
! align="left" | Take magnitude percent of damage meant for the target. Resistances still apply. Capped in effectiveness by the attacker's Concentrated skill level, at 90/80/70% of incoming damage.
 
 
|-
 
|-
! align="left" scope="row" | Critical Damage
+
| HeatResist || Reduces the effect from a heat environment. If your HeatResist is at or above the environments heat effect, then you receive no penalty.
! align="left" | Ignores everything except Juggernaut-style DamageResist. Typed EnergyDamageResist and PhysicalDamageResist do not guard against it.
 
 
|-
 
|-
! align="left" scope="row" | (X)Damage
+
| HornyAsHell || Does nothing, but looks cool.
! align="left" | Causes damage over time. Inflicts magnitude damage of (x) element every round, minimum 1 damage per round.
 
 
|-
 
|-
! align="left" scope="row" | Stacked(Y)(X)Damage
+
| HPBuffer || Prevents standard damage in combat. Each point of magnitude is a kind of temporary hit point. Does not work in talk script  damage. Normal and repeatattacks only hit your largest HPbuffer and any damage over your largest buffer destroys the buffer, dealing the remaining damage to you as normal. The combat skills Damage, Accuracy and Penetration can allow you to pierce HPbuffer up to a maximum of 70%.
! align="left" | Causes (x) element damage over time as above, but can stack up to y times, causing more damage if a victim is struck multiple times. Duration is renewed with each stack. Stacks from different players are kept separate.
 
 
|-
 
|-
! align="left" scope="row" | DamageBuff
+
| InHeat || Causes the player to appear to be in heat, whether or not they actually are fertile.
! align="left" | Increases damage by Magnitude percent when attacking. Has diminishing returns, gradually leveling off before reaching 100 along the following equation: 100*(Mag+5)/(Mag+100). If negative, it instead follows -33*(Mag)/(Mag+5).
 
 
|-
 
|-
! align="left" scope="row" | (X)DamageImmunity
+
| InstantCooldown || Causes the power with the longest remaining cooldown to lose cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this, has effect once and goes away. Includes non-mastered powers.
! align="left" | Reduces X damage taken by magnitude percent, up to 100% (completely immune). If no specified type, resists all damage. These are a % of damage outright negated after resistances are calculated. So if you were taking 500 damage post resist, and you have 20 DamageImmunity, you will only take 400 damage.
 
 
|-
 
|-
! align="left" scope="row" | DamageResist
+
| InstantCooldownDebuff || Causes the power with the longest remaining cooldown to gain cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this, has effect once and goes away.
! align="left" | Cause all damage received to be reduced by magnitude, up to a maximum of 40% of all damage resisted.
 
 
|-
 
|-
! align="left" scope="row" | (X)DamageResist
+
| Knockdown || Reduces your ATB(delaying when you can next take an action) by 100 per magnitude, directly resisted with KnockdownResist.
! align="left" | Causes damage of specified type(FireDamageResist, IceDamageResist, Etc) to be reduced by magnitude, up to a maximum of 40%(X)resisted. Stacks with damageresist for a maximum of 80% damage resisted.
 
 
|-
 
|-
! align="left" scope="row" | DebuffClear
+
| KnockdownResist || Lowers the magnitude of Knockdown by its own magnitude.
! align="left" | Destroys negative statuses, magnitude against magnitude. If it can't destroy, it will weaken. Does not persist, has immediate effect then fades.
 
 
|-
 
|-
! align="left" scope="row" | DebuffResist
+
| MaxHP || Increases maximum health by magnitude percent. Has diminishing returns, gradually leveling off before reaching 50% along the following equation: 50*(Mag)/(Mag+25). When negative, use 25*(Mag)/(Mag+10) instead.
! align="left" | Reduces incoming debuffs(Anything with 'debuff' at the end, as well as certain other statuses such as Confused) by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 100% along the following equation: 100*(Mag)/(Mag+100). When negative, use 25*(Mag)/(Mag+25) instead.
 
 
|-
 
|-
! align="left" scope="row" | Defense
+
| Meek || Decreases overall automated NPC hate by Magnitude percentage (opposed to increasing per event hate)
! align="left" | Increases the odds of partially deflecting an attack by Magnitude, directly opposing the attacker's Accuracy. Has diminishing returns, following the equation listed under Accuracy.
 
 
|-
 
|-
! align="left" scope="row" | Delay
+
| Menace || Increases overall automated NPC hate by Magnitude percentage (opposed to increasing per event hate)
! align="left" | Resists the magnitude of Delaydebuff point per point. 1 Delay + 1 Delaydebuff = No debuff. 1 Delay + 2 Delaydebuff = 1 Delaydebuff
 
 
|-
 
|-
! align="left" scope="row" | Delaydebuff
+
| (X)Penetration || Causes all attacks to penetrate X type of damage resistance. 10 points of status is the same as one point of Penetration combat skill. Soft caps are at 40, 60 and 80. If no damage type is specified, will apply to all damage types. Penetration status will work on energy/physical/critical damage (and dots) where any other damage types (poison, skunk, etc) will need a specific penetration eg: PoisonPenetration
! align="left" | Increases the base 1000 ATB turn delay by +25 atb per point.
 
 
|-
 
|-
! align="left" scope="row" | EnergyBreak
+
| (Aggro Note) || At time of hate gain, Aggro will increase/reduce the amount given. Once given, this hate is permanent. Menace applies to the total accrued when aggro is checked, but its effect fades entirely when the status goes away.
! align="left" | Causes all powers to cost Magnitude percent less energy. Maximum amount is 50(half off). Negative energy break caps at 25.
 
 
|-
 
|-
! align="left" scope="row" | EnergyDamageReturn
+
| Overkill || Each mag functions as 1/10th a point in the Overkill combat skill, and stacks with it.
! align="left" | Returns Magnitude percent of damage taken, as above, but as energy damage.
 
 
|-
 
|-
! align="left" scope="row" | EnergyMod
+
| PhysicalDamageReturn || Returns Magnitude percent of all damage taken(Does not work on damage over time, does work on repeating attacks) as physical damage.
! align="left" | Gives mag energy at the start of each round for duration rounds.
 
 
|-
 
|-
! align="left" scope="row" | Fertility
+
| PowerArmor || Having this status means you can use the power Activated Armor, which increases health by 10%, accuracy and status resists by 5% and consumes 1 chemical and 1 energy salvage per combat round, or less, with a higher armor skill.
! align="left" | Not a combat stat, but increases chances of successful breeding.
 
 
|-
 
|-
! align="left" scope="row" | FleeRate
+
| PowerAmp(damage type) || It modifies damage of that type by 100% + ((mag)/20+(mag)) * 25) If the mag is negative, it will take away that amount from 100 instead of adding to it.
! align="left" | Increases chance to flee by magnitude.
 
 
|-
 
|-
! align="left" scope="row" | Haste
+
| Recharge || Increases the speed at which all powers recharge by Magnitude percent. Soft caps at 50, 100, 150, etc, doubling the amount needed to gain one effective point per soft cap and hard caps at 200 effective value.
! align="left" | Deprecated status. Do not use and file a request if you see it as a status anywhere. Currently does the same as Charge, and was phased out.
 
 
|-
 
|-
! align="left" scope="row" | Healing
+
| Regen || Regenerate health every 200 ATB based on the formula: Mag/(Mag + 10 - RegenSkill) * ((15 + RegenSkill)/100) * MaxHP/5. (Multiply end result by 5 for health regenerated per round.) Obeys HealResist and Healing at 1/5th value each tick.
! align="left" | Increases healing done by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 100 along the following equation: 100*(Mag+5)/(Mag+100). If negative, it instead follows -33*(Mag)/(Mag+5).
 
 
|-
 
|-
! align="left" scope="row" | HealEnergyResist
+
| RepeatAttack || Causes the attack to repeat itself Magnitude times over Duration span of time. The secondary attacks deal half damage, calculated after applying resistance. Note: No statuses are refreshed by repeats.
! align="left" | Hampers powers that restore energy by 1 per magnitude, to a minimum of 1.
 
 
|-
 
|-
! align="left" scope="row" | HealGain
+
| Rut || Adjusts the player Rut level by the magnitude.
! align="left" | Causes healing effects that are incoming to be increased by magnitude, with soft caps at 25% and 50% more healing, hard cap at 75%.
 
 
|-
 
|-
! align="left" scope="row" | HealResist
+
| Salvage || Increases or Decreases your odds of salvaging all types of salvage.
! align="left" | Causes healing effects that are incoming to be diminished by magnitude, to a minimum of 1.
 
 
|-
 
|-
! align="left" scope="row" | HeatResist
+
| (X)Salvage || Increases or Decreases your odds of salvaging (X) type salvage.
! align="left" | Reduces the effect from a heat environment. If your HeatResist is at or above the environments heat effect, then you receive no penalty.
 
 
|-
 
|-
! align="left" scope="row" | HPBuffer
+
| Scout || Each point of Scout make random fights less likely, but improve the effectiveness of the search command.
! align="left" | Prevents standard damage in combat. Each point of magnitude is a kind of temporary hit point. Does not work in talk script&nbsp; damage. Normal and repeatattacks only hit your largest HPbuffer and any damage over your largest buffer destroys the buffer, dealing the remaining damage to you as normal. The combat skills [[Damage]], [[Accuracy]] and [[Penetration]] can allow you to pierce HPbuffer up to a maximum of 70%.
 
 
|-
 
|-
! align="left" scope="row" | InHeat
+
| Size || Increases or Decreases your bodysize by the magnitude. Minimum size is 1, maximum size is uncapped.
! align="left" | Causes the player to appear to be in heat, whether or not they actually are fertile.
 
 
|-
 
|-
! align="left" scope="row" | InstantCooldown
+
| StatusBoost || Increases magnitude of active power statuses by magnitude percent. Has diminishing returns, gradually leveling off before reaching 35% along the following equation: 35*(Mag)/(Mag+10) for positive values, or approaching -25 at 25*(Mag)/(Mag+10) for negative values or debuffed. Does not work in instantcooldown or itself. Will not work on Passives or Toggles are not effected. Does effect negative aspects of a friendly power and positive aspects of a hostile power (E.g. Howl)
! align="left" | Causes the power with the longest remaining cooldown to lose cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this, has effect once and goes away.
 
 
|-
 
|-
! align="left" scope="row" | InstantCooldownDebuff
+
| Subtelty || Decreases automated NPC hate by Magnitude percentage.
! align="left" | Causes the power with the longest remaining cooldown to gain cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this, has effect once and goes away.
 
 
|-
 
|-
! align="left" scope="row" | Knockdown
+
| Taunt || Causes the victim to target the caster while active. Latest taunt overrides all others.
! align="left" | Reduces your ATB(delaying when you can next take an action) by 100 per magnitude, directly resisted with KnockdownResist.
 
 
|-
 
|-
! align="left" scope="row" | KnockdownResist
+
| Technical || Every point gives +0.5% damage and +0.25% status mag for equipped items.
! align="left" | Lowers the magnitude of Knockdown by its own magnitude.
 
 
|-
 
|-
! align="left" scope="row" | MaxHP
+
| Vampiric || Causes all attacks to cause a regenerative effect of MAG % of damage dealt. works in conjunction with the combat skill and item/power property of the same name. All combined sources of Vampiric are soft capped at 25 and effective 50 mag, with a hard cap at effective 75 mag, meaning over 25 divide by 2, over 50, divide by 4, and no attack can give more than 75% of hp back from damage.
! align="left" | Increases maximum health by magnitude percent. Has diminishing returns, gradually leveling off before reaching 50% along the following equation: 50*(Mag)/(Mag+25). When negative, use 25*(Mag)/(Mag+10) instead.
 
 
|-
 
|-
! align="left" scope="row" | Menace
+
| WaterAdaption || Provides resistance to the penalties from Aquatic areas. If your WaterAdaption is lower than an area's AQ rating on +haz, you will suffer severe penalties.
! align="left" | Increases OVERALL automated NPC hate by Magnitude Percentage(As opposed to increasing per event hate)
 
 
|-
 
|-
! align="left" scope="row" | (X)Penetration
+
| Wound || Each Mag of wound reduces Max HP, and goes away over time (1 per minute), faster if you are in a triage/healing area.
! align="left" | Causes all attacks to penetrate X type of damage resistance. 10 points of status is the same as one point of Penetration combat skill. Soft caps are at 40, 60 and 80. If no damage type is specified, will apply to all damage types. Penetration status will work on energy/physical/critical damage (and dots) where any other damage types (poison, skunk, etc) will need a specific penetration eg: PoisonPenetration
 
 
|-
 
|-
! align="left" scope="row" | (&nbsp;Aggro Note)
+
| XPBonus || Increases xp gained by Magnitude percent.
! align="left" |  
+
|}
At time of hate gain, Aggro will increase/reduce the amount given. Once given, this hate is permanent. Menace applies to the total accrued when aggro is checked, but its effect fades entirely when the status goes away.
 
  
 +
 +
== Binary Statuses ==
 +
 +
Certain statuses may also create an additional Binary status on its target. This extra status has a flat effect unaffected by magnitude enhancers, debuffClear, rankmods, etc. If a Binary status has an Inverse counterpart, then both effects will be suppressed for so long as both statuses remain on the target. Binary statuses have a fixed duration based on the duration of the source status: Under 3: 0 rounds 3-4.9: 1 round  5-9.9: 2 rounds. 10-19.9: 3 rounds 20+: 4 rounds
 +
Lingering Kindness/Enduring Malice (as relevant) increases this by +0.5 rounds per point.
 +
 +
{| class="wikitable" border="1" style="max-width: 800px;"
 +
|+ Binary Statuses
 
|-
 
|-
! align="left" scope="row" | PhysicalDamageReturn
+
! scope="col" | Name
! align="left" | Returns Magnitude percent of all damage taken(Does not work on damage over time, does work on repeating attacks) as physical damage.
+
! scope="col" | Source
 +
! scope="col" | Effect
 
|-
 
|-
! align="left" scope="row" | PowerArmor
+
| LockedOn || Accuracy || Gives a 20% chance of ignoring all dodge (0% deflection) for every target of every hostile effect.
! align="left" | Having this status means you can use the power Activated Armor, which increases health by 10%, accuracy and status resists by 5% and consumes 1 chemical and 1 energy salvage per combat round, or less, with a higher armor skill.
 
 
|-
 
|-
! align="left" scope="row" | Recharge
+
| Shaken || AccuracyDebuff || Gives a 20% chance of completely missing (100% deflection) for every target of every hostile effect.
! align="left" | Increases the speed at which all powers recharge by Magnitude percent. Soft caps at 50, 100, 150, etc, doubling the amount needed to gain one effective point per soft cap and hard caps at 200 effective value.
 
 
|-
 
|-
! align="left" scope="row" | Regen
+
| Fierce || Attack || +10% outgoing damage.
! align="left" | Regenerate health every 200 ATB based on the formula: Mag/(Mag  + 10 - RegenSkill) * ((15 + RegenSkill)/100) * MaxHP/5. (Multiply end result by 5 for health regenerated per round.) Obeys HealResist and Healing at 1/5th value each tick.
 
 
|-
 
|-
! align="left" scope="row" | RepeatAttack
+
| Cowaradly || AttackDebuff || -10% outgoing damage.
! align="left" | Causes the attack to repeat itself Magnitude times over Duration span of time. The secondary attacks deal half damage, calculated after applying resistance. Note:&nbsp;No statuses are refreshed by repeats.
 
 
|-
 
|-
! align="left" scope="row" | Rut
+
| Energetic || Charge ||  Increases the amount of power charge gained per tick by 20%.
! align="left" | Adjusts the player Rut level by the magnitude.
 
 
|-
 
|-
! align="left" scope="row" | Salvage
+
| Lethargic || ChargeDebuff ||  Decreases the amount of power charge gained per tick by 20%.
! align="left" | Increases or Decreases your odds of salvaging all types of salvage.
 
 
|-
 
|-
! align="left" scope="row" | (X)Salvage
+
| Smashing || DamageBuff || +10% to the base damage of all powers.
! align="left" | Increases or Decreases your odds of salvaging (X) type salvage.
 
 
|-
 
|-
! align="left" scope="row" | Size
+
| Impotent || DamageBuffDebuff || -10% to the base damage of all powers.
! align="left" | Increases or Decreases your bodysize by the magnitude. Max size is 60, minimum of 1.
 
 
|-
 
|-
! align="left" scope="row" | StatusBoost
+
| Impactful || Statusboost ||  Allows you to fire complimentary statuses even without the proper combat skill. Those with the proper combat skill will be protected from the debuff.
! align="left" | Increases magnitude of active power statuses by magnitude percent. Has diminishing returns, gradually leveling off before reaching 35% along the following equation: 35*(Mag)/(Mag+10) for positive values, or approaching -25 at 25*(Mag)/(Mag+10) for negative values or debuffed. Does not work in instantcooldown or itself. Will not work on Passives or Toggles are not effected. Does effect negative aspects of a friendly power and positive aspects of a hostile power (E.g. Howl)
 
 
|-
 
|-
! align="left" scope="row" | Taunt
+
| Diminished || StatusboostDebuff ||  Binary statuses inflicted by the affected are reduced in duration.
! align="left" | Causes the victim to target the caster while active.&nbsp;Latest taunt overrides all others.
 
 
|-
 
|-
! align="left" scope="row" | Vampiric
+
| Evasive || Defense ||  -20% chance of being hit, canceled out if the attacker has LockedOn.
! align="left" | Causes all attacks to cause a regenerative effect of MAG % of damage dealt. works in conjunction with the combat skill and item/power property of the same name. All combined sources of Vampiric are soft capped at 25 and effective 50 mag, with a hard cap at effective 75 mag, meaning over 25 divide by 2, over 50, divide by 4, and no attack can give more than 75% of hp back from damage.
 
 
|-
 
|-
! align="left" scope="row" | WaterAdaption
+
| Exposed || DefenseDebuff ||  +20% chance of being hit, 50% if the attacker has LockedOn.
! align="left" | Provides resistance to the penalties from Aquatic areas. If your WaterAdaption is lower than an area's AQ rating on +haz, you will suffer severe penalties.
+
|-
 +
| Bulked || MaxHP ||  Reduced hpbuffer penetration on hit.
 +
|-
 +
| Hollow || MaxHPDebuff ||  Increased hpbuffer penetration on hit.
 +
|-
 +
| Manic || Recharge || Gives 30 charge points towards cooling powers per 100 tick.
 +
|-
 +
| Depressed || RechargeDebuff || Takes 30 charge points towards cooling powers per 100 tick.
 +
|-
 +
| Growing || Regen || 25% Bonus to regeneration, 50% if Healthy is present.
 +
|-
 +
| Wilting || RegenDebuff || 20% decrease to regeneration, -34% if Sick is present.
 +
|-
 +
| Healthy || Healgain || 25% Bonus to healing, 50% if Growing is present.
 +
|-
 +
| Sick || HealgainDebuff || 20% decrease to healing, -34% if Wilting is present.
 
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|}
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[[Category:Guides]] [[Category:Code]]
 
[[Category:Guides]] [[Category:Code]]

Latest revision as of 11:50, 17 January 2022

The following list is composed of statuses that have mechanical effects. Other statuses, like Bimbo or Sadistic, exist only for roleplay reasons, as they do nothing.

Statuses

This is a page wherein all coded statuses are listed for reference.

Remember that just about every status can be reversed with 'Debuff' added to the end. For instance, DamageResistDebuff would cause additional damage to be taken.

Statuses
Name Effect
Accuracy Increases accuracy by Magnitude, proportional to the power's base Accuracy after being compared against Defense. Has diminishing returns, gradually leveling off before reaching 50% along the following equation: 50*(Mag)/(Mag+100).
Aggro Increases automated NPC hate by Magnitude percentage.
AoEMod Grants +1 target to all not-NoAoE powers.
AreaBlock Decreases AOE damage on allies and increases it on you by mag percent. Only works when you are targeted directly with the AOE.
Attack Increases damage of all powers by magnitude. Cannot increase the damage of a power by more than 1/3rd its normal level.
Cascading Cascading is a (mag)% damage increase for repeat attacks (does not affect the initial, direct hit). It soft caps by / 2 at 10, 20, 25, and 35. It hardcaps at 40.
Confused Has magnitude chance of causing AoEs to strike a random friendly target, and increases the final deflection percent (after reduction from combat skills) on AoEs by its magnitude to a maximum final deflection of 50% (unless they rolled a 75%, in which case that is used instead).
Charge Increases the rate at which powers charge by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 150% along the following equation: 150*(Mag)/(Mag+75). When negative, use 25*(Mag)/(Mag+10) instead.
Cover Take magnitude percent of damage meant for the target. Resistances still apply. Capped in effectiveness by the attacker's Concentrated skill level, at 90/80/70% of incoming damage.
CredBonus Increases credits earned by Magnitude percent.
Critical Damage Ignores everything except Juggernaut-style DamageResist. Typed EnergyDamageResist and PhysicalDamageResist do not guard against it.
(X)Damage Causes damage over time. Inflicts magnitude damage of (x) element every round, minimum 1 damage per round.
Stacked(Y)(X)Damage Causes (x) element damage over time as above, but can stack up to y times, causing more damage if a victim is struck multiple times. Duration is renewed with each stack. Stacks from different players are kept separate.
DamageBuff Increases damage by Magnitude percent when attacking. Has diminishing returns, gradually leveling off before reaching 100 along the following equation: 100*(Mag+5)/(Mag+100). If negative, it instead follows -33*(Mag)/(Mag+5).
(X)DamageImmunity Reduces X damage taken by magnitude percent, up to 100% (completely immune). If no specified type, resists all damage. These are a % of damage outright negated after resistances are calculated. So if you were taking 500 damage post resist, and you have 20 DamageImmunity, you will only take 400 damage.
DamageResist Cause all damage received to be reduced by magnitude, up to a maximum of 40% of all damage resisted.
(X)DamageResist Causes damage of specified type(FireDamageResist, IceDamageResist, Etc) to be reduced by magnitude, up to a maximum of 40%(X)resisted. Stacks with damageresist for a maximum of 80% damage resisted.
DebuffClear Destroys negative statuses, magnitude against magnitude. If it can't destroy, it will weaken. Does not persist, has immediate effect then fades.
DebuffResist Reduces incoming debuffs(Anything with 'debuff' at the end, as well as certain other statuses such as Confused) by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 100% along the following equation: 100*(Mag)/(Mag+100). When negative, use 25*(Mag)/(Mag+25) instead.
Defense Increases the odds of partially deflecting an attack by Magnitude, directly opposing the attacker's Accuracy. Has diminishing returns, following the equation listed under Accuracy.
Delay Resists the magnitude of Delaydebuff point per point. 1 Delay + 1 Delaydebuff = No debuff. 1 Delay + 2 Delaydebuff = 1 Delaydebuff
Delaydebuff Increases the base 1000 ATB turn delay by +25 atb per point.
EnergyBreak Causes all powers to cost Magnitude percent less energy. Maximum amount is 50(half off). Negative energy break caps at 25.
EnergyDamageReturn Returns Magnitude percent of damage taken as energy damage.
EnergyMod Gives mag energy at the start of each round for duration rounds.
Fertile Increases chances of successful breeding.
FleeRate Increases chance to flee by Magnitude percent.
Haste Deprecated status! Do not use and file a request if you see it as a status anywhere. Currently does the same as Charge, and was phased out.
Healing Increases healing done by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 100 along the following equation: 100*(Mag+5)/(Mag+100). If negative, it instead follows -33*(Mag)/(Mag+5).
HealEnergyResist Hampers powers that restore energy by 1 per magnitude, to a minimum of 1.
HealGain Causes healing effects that are incoming to be increased by magnitude, with soft caps at 25% and 50% more healing, hard cap at 75%.
HealResist Causes healing effects that are incoming to be diminished by magnitude, to a minimum of 1.
HeatResist Reduces the effect from a heat environment. If your HeatResist is at or above the environments heat effect, then you receive no penalty.
HornyAsHell Does nothing, but looks cool.
HPBuffer Prevents standard damage in combat. Each point of magnitude is a kind of temporary hit point. Does not work in talk script damage. Normal and repeatattacks only hit your largest HPbuffer and any damage over your largest buffer destroys the buffer, dealing the remaining damage to you as normal. The combat skills Damage, Accuracy and Penetration can allow you to pierce HPbuffer up to a maximum of 70%.
InHeat Causes the player to appear to be in heat, whether or not they actually are fertile.
InstantCooldown Causes the power with the longest remaining cooldown to lose cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this, has effect once and goes away. Includes non-mastered powers.
InstantCooldownDebuff Causes the power with the longest remaining cooldown to gain cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this, has effect once and goes away.
Knockdown Reduces your ATB(delaying when you can next take an action) by 100 per magnitude, directly resisted with KnockdownResist.
KnockdownResist Lowers the magnitude of Knockdown by its own magnitude.
MaxHP Increases maximum health by magnitude percent. Has diminishing returns, gradually leveling off before reaching 50% along the following equation: 50*(Mag)/(Mag+25). When negative, use 25*(Mag)/(Mag+10) instead.
Meek Decreases overall automated NPC hate by Magnitude percentage (opposed to increasing per event hate)
Menace Increases overall automated NPC hate by Magnitude percentage (opposed to increasing per event hate)
(X)Penetration Causes all attacks to penetrate X type of damage resistance. 10 points of status is the same as one point of Penetration combat skill. Soft caps are at 40, 60 and 80. If no damage type is specified, will apply to all damage types. Penetration status will work on energy/physical/critical damage (and dots) where any other damage types (poison, skunk, etc) will need a specific penetration eg: PoisonPenetration
(Aggro Note) At time of hate gain, Aggro will increase/reduce the amount given. Once given, this hate is permanent. Menace applies to the total accrued when aggro is checked, but its effect fades entirely when the status goes away.
Overkill Each mag functions as 1/10th a point in the Overkill combat skill, and stacks with it.
PhysicalDamageReturn Returns Magnitude percent of all damage taken(Does not work on damage over time, does work on repeating attacks) as physical damage.
PowerArmor Having this status means you can use the power Activated Armor, which increases health by 10%, accuracy and status resists by 5% and consumes 1 chemical and 1 energy salvage per combat round, or less, with a higher armor skill.
PowerAmp(damage type) It modifies damage of that type by 100% + ((mag)/20+(mag)) * 25) If the mag is negative, it will take away that amount from 100 instead of adding to it.
Recharge Increases the speed at which all powers recharge by Magnitude percent. Soft caps at 50, 100, 150, etc, doubling the amount needed to gain one effective point per soft cap and hard caps at 200 effective value.
Regen Regenerate health every 200 ATB based on the formula: Mag/(Mag + 10 - RegenSkill) * ((15 + RegenSkill)/100) * MaxHP/5. (Multiply end result by 5 for health regenerated per round.) Obeys HealResist and Healing at 1/5th value each tick.
RepeatAttack Causes the attack to repeat itself Magnitude times over Duration span of time. The secondary attacks deal half damage, calculated after applying resistance. Note: No statuses are refreshed by repeats.
Rut Adjusts the player Rut level by the magnitude.
Salvage Increases or Decreases your odds of salvaging all types of salvage.
(X)Salvage Increases or Decreases your odds of salvaging (X) type salvage.
Scout Each point of Scout make random fights less likely, but improve the effectiveness of the search command.
Size Increases or Decreases your bodysize by the magnitude. Minimum size is 1, maximum size is uncapped.
StatusBoost Increases magnitude of active power statuses by magnitude percent. Has diminishing returns, gradually leveling off before reaching 35% along the following equation: 35*(Mag)/(Mag+10) for positive values, or approaching -25 at 25*(Mag)/(Mag+10) for negative values or debuffed. Does not work in instantcooldown or itself. Will not work on Passives or Toggles are not effected. Does effect negative aspects of a friendly power and positive aspects of a hostile power (E.g. Howl)
Subtelty Decreases automated NPC hate by Magnitude percentage.
Taunt Causes the victim to target the caster while active. Latest taunt overrides all others.
Technical Every point gives +0.5% damage and +0.25% status mag for equipped items.
Vampiric Causes all attacks to cause a regenerative effect of MAG % of damage dealt. works in conjunction with the combat skill and item/power property of the same name. All combined sources of Vampiric are soft capped at 25 and effective 50 mag, with a hard cap at effective 75 mag, meaning over 25 divide by 2, over 50, divide by 4, and no attack can give more than 75% of hp back from damage.
WaterAdaption Provides resistance to the penalties from Aquatic areas. If your WaterAdaption is lower than an area's AQ rating on +haz, you will suffer severe penalties.
Wound Each Mag of wound reduces Max HP, and goes away over time (1 per minute), faster if you are in a triage/healing area.
XPBonus Increases xp gained by Magnitude percent.


Binary Statuses

Certain statuses may also create an additional Binary status on its target. This extra status has a flat effect unaffected by magnitude enhancers, debuffClear, rankmods, etc. If a Binary status has an Inverse counterpart, then both effects will be suppressed for so long as both statuses remain on the target. Binary statuses have a fixed duration based on the duration of the source status: Under 3: 0 rounds 3-4.9: 1 round 5-9.9: 2 rounds. 10-19.9: 3 rounds 20+: 4 rounds Lingering Kindness/Enduring Malice (as relevant) increases this by +0.5 rounds per point.

Binary Statuses
Name Source Effect
LockedOn Accuracy Gives a 20% chance of ignoring all dodge (0% deflection) for every target of every hostile effect.
Shaken AccuracyDebuff Gives a 20% chance of completely missing (100% deflection) for every target of every hostile effect.
Fierce Attack +10% outgoing damage.
Cowaradly AttackDebuff -10% outgoing damage.
Energetic Charge Increases the amount of power charge gained per tick by 20%.
Lethargic ChargeDebuff Decreases the amount of power charge gained per tick by 20%.
Smashing DamageBuff +10% to the base damage of all powers.
Impotent DamageBuffDebuff -10% to the base damage of all powers.
Impactful Statusboost Allows you to fire complimentary statuses even without the proper combat skill. Those with the proper combat skill will be protected from the debuff.
Diminished StatusboostDebuff Binary statuses inflicted by the affected are reduced in duration.
Evasive Defense -20% chance of being hit, canceled out if the attacker has LockedOn.
Exposed DefenseDebuff +20% chance of being hit, 50% if the attacker has LockedOn.
Bulked MaxHP Reduced hpbuffer penetration on hit.
Hollow MaxHPDebuff Increased hpbuffer penetration on hit.
Manic Recharge Gives 30 charge points towards cooling powers per 100 tick.
Depressed RechargeDebuff Takes 30 charge points towards cooling powers per 100 tick.
Growing Regen 25% Bonus to regeneration, 50% if Healthy is present.
Wilting RegenDebuff 20% decrease to regeneration, -34% if Sick is present.
Healthy Healgain 25% Bonus to healing, 50% if Growing is present.
Sick HealgainDebuff 20% decrease to healing, -34% if Wilting is present.