Statuses

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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, 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 Gives a scaling chance to hit an additional target. Rate of chance is AoEmod/AoEmod+1
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.
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 above, but as energy damage.
EnergyMod Gives mag energy at the start of each round for duration rounds.
Fertility Not a combat stat, but increases chances of successful breeding.
FleeRate Increases chance to flee by magnitude.
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.
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.
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.
Menace Increases OVERALL automated NPC hate by Magnitude Percentage(As 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.

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.
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.
Size Increases or Decreases your bodysize by the magnitude. Max size is 60, minimum of 1.
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)
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.