Difference between revisions of "Statuses"

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(AreaProtect added)
(Alphabetizing and some minor cleanup.)
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! align="left" scope="col" | Status Effect
 
! align="left" scope="col" | Status Effect
 
|-
 
|-
! align="left" scope="row" | Knockdown
+
! align="left" scope="row" | Accuracy
! align="left" | Reduces your ATB(delaying when you can next take an action) by 100 per magnitude, directly resisted with KnockdownResist
+
! align="left" | Increases accuracy by Magnitude
 +
|-
 +
! align="left" scope="row" | Aggro
 +
! align="left" | Increases automated NPC hate by Magnitude percentage.
 +
|-
 +
! align="left" scope="row" | AoEMod
 +
! align="left" | Increases the number of targets hit by all powers by Magnitude. Very powerful
 
|-
 
|-
! align="left" scope="row" | Charge
+
! align="left" scope="row" | AreaProtect
! align="left" | Increases the rate at which powers charge 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" | HPBuffer
+
! align="left" scope="row" | Armor
! align="left" | Prevents standard damage in combat. Each point of magnitude is a kind of temporary hit point. Does not work in talk script  damage, or damage over time.
+
! align="left" | Increases armor efficiency by Magnitude percent.  
 
|-
 
|-
! align="left" scope="row" | WaterAdaption
+
! align="left" scope="row" | Attack
! align="left" | Helps resist penalties of water areas.
+
! 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" | Haste
+
! align="left" scope="row" | Charge
! align="left" | Increases ATB speed by Magnitude percent. Does not increase recharge(See recharge status)
+
! align="left" | Increases the rate at which powers charge by Magnitude percent.
 
|-
 
|-
! align="left" scope="row" | RepeatAttack
+
! align="left" scope="row" | (X)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: The RepeatAttack status does not get used during repeats, but all other statuses are!
+
! align="left" | Causes damage over time. Inflicts magnitude/2 damage of (x) element every 1/2th a round, minimum 2 damage per round.
 
|-
 
|-
 
! align="left" scope="row" | DamageBuff  
 
! align="left" scope="row" | DamageBuff  
 
! align="left" | Increases damage by Magnitude percent when attacking.
 
! align="left" | Increases damage by Magnitude percent when attacking.
 
|-
 
|-
! align="left" scope="row" | Aggro
+
! align="left" scope="row" | DamageResist
! align="left" | Increases automated NPC hate by Magnitude percentage.
+
! align="left" | Cause all damage received to be reduced by magnitude, to a minimum of 1.
 
|-
 
|-
! align="left" scope="row" | Menace
+
! align="left" scope="row" | (X)DamageResist
! align="left" | Increases OVERALL automated NPC hate by Magnitude Percentage(As opposed to increasing per event hate)
+
! align="left" | Causes damage of specified type(FireDamageResist, IceDamageResist, Etc) to be reduced by magnitude, to a minimum of 1.
 
|-
 
|-
! align="left" scope="row" | ( Aggro Note)
+
! align="left" scope="row" | DebuffClear
! align="left" |  
+
! align="left" | Destroys negative statuses, magnitude against magnitude. If it can't destroy, it will weaken. Does not persist, has immediate effect then fades.
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.<br>
 
 
 
 
|-
 
|-
! align="left" scope="row" | AreaProtect
+
! align="left" scope="row" | DebuffResist
! 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" | Reduces incoming debuffs(Anything with 'debuff' at the end, DoT, Repeatattacks, etc) by Magnitude percent.
 
|-
 
|-
! align="left" scope="row" | PhysicalDamageReturn<br>
+
! align="left" scope="row" | EnergyDamageReturn
! align="left" | Returns Magnitude percent of damage taken(Does not work on damage over time, does work on repeating attacks) as physical damage.<br>
+
! align="left" | Returns Magnitude percent of damage taken, as above, but as energy damage.
 
|-
 
|-
! align="left" scope="row" | EnergyDamageReturn<br>
+
! align="left" scope="row" | EnergyDebuffResist
! align="left" | Returns Magnitude percent of damage taken, as above, but as energy damage.<br>
+
! align="left" | Resist energy draining attacks directly, as per HealEnergyResist.
 
|-
 
|-
! align="left" scope="row" | Accuracy
+
! align="left" scope="row" | EnergyMod
! align="left" | Increases accuracy by Magnitude
+
! align="left" | As per Regen, for Energy. Cures 1/5th its magnitude in energy every 1/5th a round. Resisted with HealEnergyResist at 1/5th value per tick.
|-
 
! align="left" scope="row" | ShieldRegen
 
! align="left" | Increases shield regeneration rate by Magnitude percent.
 
|-
 
! align="left" scope="row" | Armor
 
! align="left" | Increases armor efficiency by Magnitude percent.  
 
! <br>
 
|-
 
! align="left" scope="row" | AoEMod
 
! align="left" | Increases the number of targets hit by all powers by Magnitude. Very powerful
 
! <br>
 
|-
 
! align="left" scope="row" | Regen
 
! align="left" | Cure 1/5th its magnitude every 1/5th round, obeys HealResist at 1/5th value each tick.
 
 
|-
 
|-
 
! align="left" scope="row" | FleeRate  
 
! align="left" scope="row" | FleeRate  
 
! align="left" | Increases chance to flee by magnitude.
 
! align="left" | Increases chance to flee by magnitude.
 
|-
 
|-
! align="left" scope="row" | Attack
+
! align="left" scope="row" | Haste
! 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" | Increases ATB speed by Magnitude percent. Does not increase recharge(See recharge status)
 +
|-
 +
! align="left" scope="row" | HealEnergyResist
 +
! align="left" | Hampers powers that restore energy by 1 per magnitude, to a minimum of 1.
 
|-
 
|-
 
! align="left" scope="row" | HealResist  
 
! align="left" scope="row" | HealResist  
 
! align="left" | Causes healing effects to be diminished by magnitude, to a minimum of 1.
 
! align="left" | Causes healing effects to be diminished by magnitude, to a minimum of 1.
 
|-
 
|-
! align="left" scope="row" | DamageResist
+
! align="left" scope="row" | HPBuffer
! align="left" | Cause all damage received to be reduced by magnitude, to a minimum of 1.
+
! 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, or damage over time.
 +
|-
 +
! align="left" scope="row" | Knockdown
 +
! 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" | (X)DamageResist
+
! align="left" scope="row" | KnockdownResist
! align="left" | Causes damage of specified type(FireDamageResist, IceDamageResist, Etc) to be reduced by magnitude, to a minimum of 1.
+
! align="left" | Lowers the magnitude of Knockdown by its own magnitude.
 
|-
 
|-
! align="left" scope="row" | (X)Salvage
+
! align="left" scope="row" | Menace
! align="left" | Increases your odds of salvaging (X) type salvage.
+
! align="left" | Increases OVERALL automated NPC hate by Magnitude Percentage(As opposed to increasing per event hate)
 
|-
 
|-
! align="left" scope="row" | Recharge
+
! align="left" scope="row" | (&nbsp;Aggro Note)
! align="left" | Increases the speed at which all powers recharge by Magnitude percent.<br>
+
! 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.  
 
|-
 
|-
! align="left" scope="row" | (X)Damage
+
! align="left" scope="row" | PhysicalDamageReturn
! align="left" | Causes damage over time. Inflicts magnitude/2 damage of (x) element every 1/2th a round, minimum 2 damage per round.
+
! align="left" | Returns Magnitude percent of damage taken(Does not work on damage over time, does work on repeating attacks) as physical damage.
 
|-
 
|-
! align="left" scope="row" | KnockdownResist
+
! align="left" scope="row" | Recharge
! align="left" | Lowers the magnitude of Knockdown by its own magnitude.
+
! align="left" | Increases the speed at which all powers recharge by Magnitude percent.
 
|-
 
|-
! align="left" scope="row" | EnergyMod
+
! align="left" scope="row" | Regen
! align="left" | As per Regen, for Energy. Cures 1/5th its magnitude in energy every 1/5th a round. Resisted with HealEnergyResist at 1/5th value per tick.
+
! align="left" | Cure 1/5th its magnitude every 1/5th round, obeys HealResist at 1/5th value each tick.
 
|-
 
|-
! align="left" scope="row" | EnergyDebuffResist
+
! align="left" scope="row" | RepeatAttack
! align="left" | Resist energy draining attacks directly, as per HealEnergyResist.
+
! 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;The RepeatAttack status does not get used during repeats, but all other statuses are!
 
|-
 
|-
! align="left" scope="row" | HealEnergyResist
+
! align="left" scope="row" | (X)Salvage
! align="left" | Hampers powers that restore energy by 1 per magnitude, to a minimum of 1.
+
! align="left" | Increases your odds of salvaging (X) type salvage.
 
|-
 
|-
! align="left" scope="row" | DebuffResist
+
! align="left" scope="row" | ShieldRegen
! align="left" | Reduces incoming debuffs(Anything with 'debuff' at the end, DoT, Repeatattacks, etc) by Magnitude percent.
+
! align="left" | Increases shield regeneration rate by Magnitude percent.
 
|-
 
|-
! align="left" scope="row" | DebuffClear
+
! align="left" scope="row" | WaterAdaption
! 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" | Helps resist penalties of water areas.
 
|}
 
|}
  
 
[[Category:Guides]] [[Category:Code]]
 
[[Category:Guides]] [[Category:Code]]

Revision as of 04:28, 8 August 2011

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.

Status Name Status Effect
Accuracy Increases accuracy by Magnitude
Aggro Increases automated NPC hate by Magnitude percentage.
AoEMod Increases the number of targets hit by all powers by Magnitude. Very powerful
AreaProtect Decreases AOE damage on allies and increases it on you by mag percent. Only works when you are targeted directly with the AOE.
Armor Increases armor efficiency by Magnitude percent.
Attack Increases damage of all powers by magnitude. Cannot increase the damage of a power by more than 1/3rd its normal level.
Charge Increases the rate at which powers charge by Magnitude percent.
(X)Damage Causes damage over time. Inflicts magnitude/2 damage of (x) element every 1/2th a round, minimum 2 damage per round.
DamageBuff Increases damage by Magnitude percent when attacking.
DamageResist Cause all damage received to be reduced by magnitude, to a minimum of 1.
(X)DamageResist Causes damage of specified type(FireDamageResist, IceDamageResist, Etc) to be reduced by magnitude, to a minimum of 1.
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, DoT, Repeatattacks, etc) by Magnitude percent.
EnergyDamageReturn Returns Magnitude percent of damage taken, as above, but as energy damage.
EnergyDebuffResist Resist energy draining attacks directly, as per HealEnergyResist.
EnergyMod As per Regen, for Energy. Cures 1/5th its magnitude in energy every 1/5th a round. Resisted with HealEnergyResist at 1/5th value per tick.
FleeRate Increases chance to flee by magnitude.
Haste Increases ATB speed by Magnitude percent. Does not increase recharge(See recharge status)
HealEnergyResist Hampers powers that restore energy by 1 per magnitude, to a minimum of 1.
HealResist Causes healing effects to be diminished by magnitude, to a minimum of 1.
HPBuffer Prevents standard damage in combat. Each point of magnitude is a kind of temporary hit point. Does not work in talk script  damage, or damage over time.
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.
Menace Increases OVERALL automated NPC hate by Magnitude Percentage(As opposed to increasing per event hate)
( 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.

PhysicalDamageReturn Returns Magnitude percent of damage taken(Does not work on damage over time, does work on repeating attacks) as physical damage.
Recharge Increases the speed at which all powers recharge by Magnitude percent.
Regen Cure 1/5th its magnitude every 1/5th round, obeys HealResist 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: The RepeatAttack status does not get used during repeats, but all other statuses are!
(X)Salvage Increases your odds of salvaging (X) type salvage.
ShieldRegen Increases shield regeneration rate by Magnitude percent.
WaterAdaption Helps resist penalties of water areas.