Difference between revisions of "Statuses"

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! align="left" scope="row" | Charge  
 
! align="left" scope="row" | Charge  
 
! align="left" | Increases the rate at which powers charge by Magnitude percent.
 
! align="left" | Increases the rate at which powers charge by Magnitude percent.
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! align="left" scope="row" | HPBuffer
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! 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.
 
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! align="left" scope="row" | WaterAdaption  
 
! align="left" scope="row" | WaterAdaption  
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! align="left" scope="row" | PhysicalDamageReturn<br>
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! align="left" scope="row" | PhysicalDamageReturn<br>  
 
! 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(Does not work on damage over time, does work on repeating attacks) as physical damage.<br>
 
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! align="left" scope="row" | EnergyDamageReturn<br>
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! align="left" scope="row" | EnergyDamageReturn<br>  
 
! align="left" | Returns Magnitude percent of damage taken, as above, but as energy damage.<br>
 
! align="left" | Returns Magnitude percent of damage taken, as above, but as energy damage.<br>
 
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Revision as of 00:47, 22 April 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
Knockdown Reduces your ATB(delaying when you can next take an action) by 100 per magnitude, directly resisted with KnockdownResist
Charge Increases the rate at which powers charge by Magnitude percent.
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.
WaterAdaption Helps resist penalties of water areas.
Haste Increases ATB speed by Magnitude percent. Does not increase recharge(See recharge status)
RepeatAttack Causes the attack to repeat itself Magnitude times over Duration time. Note: The RepeatAttack status does not get used during repeats, but all other statuses are!
DamageBuff Increases damage by Magnitude percent when attacking.
Aggro Increases automated NPC hate by Magnitude percentage.
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.
EnergyDamageReturn
Returns Magnitude percent of damage taken, as above, but as energy damage.
Accuracy Increases accuracy by Magnitude
ShieldRegen Increases shield regeneration rate by Magnitude percent.
Armor Increases armor efficiency by Magnitude percent.
AoEMod Increases the number of targets hit by all powers by Magnitude. Very powerful
Regen Cure 1/5th its magnitude every 1/5th round, obeys HealResist at 1/5th value each tick.
FleeRate Increases chance to flee by magnitude.
Attack Increases damage of all powers by magnitude. Cannot increase the damage of a power by more than 1/3rd its normal level.
HealResist Causes healing effects to be diminished by magnitude, to a minimum of 1.
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.
Recharge Increases the speed at which all powers recharge 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.
KnockdownResist Lowers the magnitude of Knockdown by its own magnitude.
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.
EnergyDebuffResist Resist energy draining attacks directly, as per HealEnergyResist.
HealEnergyResist Hampers powers that restore energy by 1 per 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.