Difference between revisions of "Conductive"

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{{Mutantpower|name=Conductive|desc=Mutation has granted you the ability to disperse hostile energies with ease! Keeping this protection going is mildly draining, however. Critters with hides that make them exceptionally resistant to electricity gain the same bonuses against energy damage|basepower=Defense Matrix|powertype=|target=Self NoAoE|slot=|energy=0.8|charge=300|cooldown=6000|accuracy=75%|damageamount=0|damagetype=healing|Status=100% chance of Energydamageresist at magnitude 2 for 2 rounds.<br>100% chance of Healgain at magnitude  for 2 rounds.<br>|Upgrades=Energy by -0.3<br>EnergyDamageResistMag by 0.5<br>HealGainMag by 0.7<br>PhysicalDamageResistMag by 0PhysicalDamageResistChance is modified by -100.}}[[Category:Energydamageresist inflicting powers]][[Category:Healgain inflicting powers]][[Category:Toggle]][[Category:Friendly powers]]
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{{Mutantpower|name=Conductive|desc=Mutation has granted you the ability to disperse hostile energies with ease! Keeping this protection going is mildly draining, however. Critters with hides that make them exceptionally resistant to electricity gain the same bonuses against energy damage|basepower=Defense Matrix|powertype=|target=Self NoAoE|slot=|energy=0.8|charge=300|cooldown=6000|accuracy=75%|damageamount=0|damagetype=healing|Status=100% chance of Energydamageresist at magnitude 2 for 2 rounds.<br>100% chance of Healgain at magnitude  for 2 rounds.<br>|Upgrades=Energy by -0.3<br>EnergyDamageResistMag by 0.5<br>HealGainMag by 0.7<br>PhysicalDamageResistMag by 0<br>PhysicalDamageResistChance is modified by -100.}}[[Category:Energydamageresist inflicting powers]][[Category:Healgain inflicting powers]][[Category:Toggle]][[Category:Friendly powers]]

Revision as of 18:52, 28 February 2012


Conductive stats
Type Target Self NoAoE
Description Mutation has granted you the ability to disperse hostile energies with ease! Keeping this protection going is mildly draining, however. Critters with hides that make them exceptionally resistant to electricity gain the same bonuses against energy damage
Based on Defense Matrix Slot:
Cooldown 6000 Charge time 300
Energy 0.8 Accuracy 75%
Damage 0 healing at level 0
Statuses
100% chance of Energydamageresist at magnitude 2 for 2 rounds.
100% chance of Healgain at magnitude for 2 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

D

G

I

J

L

M

R

S

T

W

Edit notes