Difference between revisions of "Power"
From Flexible Survival
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==Upgrades== | ==Upgrades== | ||
− | *When you master a mutant power, you can then upgrade its effectiveness. This section details the categories available for upgrading followed by how much a single upgrade will change the value. | + | *When you master a mutant power, you can then upgrade its effectiveness. This section details the categories available for upgrading followed by how much a single upgrade will change the value. |
+ | **Heal Gain: A flat boost to All incoming heals, but is capped at a maximum 40% increase over the base heal(i.e. w/ HealGain 40: 50hp heal gets a 20hp boost, 100hp heal gets a 40hp boost, 200hp heal gets a 40hp boost) Subject to scaling. | ||
+ | **Healing: Percentage boost to healing powers. | ||
If there are still things you don't understand, ask on the public chat channel. There are almost always helpful people who will hop in with more specific explanations! | If there are still things you don't understand, ask on the public chat channel. There are almost always helpful people who will hop in with more specific explanations! | ||
[[Category:Guides]] | [[Category:Guides]] |
Revision as of 05:10, 21 March 2012
.________________________________________________________________________. | Item [Bear Hug ] Type [ Mutant Power]| |________________________________________________________________________| |______________________[ Description ]______________________| | You cheerfully crush your enemy in your limbs, and use your opponent | | to absorb some of the damage aimed at you. | |________________________________________________________________________| |______________________[ Additional Information ]______________________| | Power [Siphon Strength-phy ] | |______________________[ Base Power Stats ]______________________| | Type [Attack, Single Target, Physical Damage ] | | Target [Single Enemy ] | | Energy [14 ] | | Charge [1200 ] | | Cooldown[5000 ] | | Accuracy[70% ] | | Damage [1(16 damage at level 40) ] | | Damage [Physical ] | | Statuses | | \_PhysicalDamage [100% chance at 5 power for 5 rounds. ] | | S. Type [Self, MaxHP ] | | S.Target[Self ] | | S. Damag[0 ] | | S. DType[Healing ] | | Secondary Statuses | | \_MaxHP [100% chance at 15 power for 5 rounds. ] | |______________________[Variations from Base Power]______________________| |______________________[ Upgrades ]______________________| | \_Charge [-375 ] | | \_Energy [-4 ] | | \_PhysicalDamageDuration [2 ] | | \_Secondary MaxHPDuration [2 ] | | \_Secondary MaxHPMag [5 ] | |________________________________________________________________________|
This is what the game displays when you enter the command '+rpinfo sharpening'. This guide will break it down line-by-line, because the +rpinfo command is the primary way to get information about game mechanics!
Name
- Item: Bear Hug Type: Mutant Power
- The top line displays the name of the thing you are looking at and what kind of thing it is. This is a mutant power, but you may also +rpinfo items, Dedications and many other things.
Base Power Stats
- Type: Attack, Single Target, Physical Damage
- The Type line contains tags that describe what the power does. This one is an attack (used on your foes) and only one foe. Entries on this line are reminders, rather than having mechanical effects.
- Target: Single Enemy
- This line is important. It defines for the game who the power works on. Single Enemy is one foe, Large AOE Enemy is a whole bunch of enemies, Ally powers work on you and your friends, and Notuser means it can never be used on yourself (and your children won't use it on you).
- For offensive AoE abilities, the number of enemies hit is based on Accuracy, with all relevant modifiers(accuracy buffs/debuffs and enemy defense). Accuracy decays until 0 then it stops hitting additional targets. The first target is affected at full potential accuracy, with each additional target's accuracy % decaying by (40/rank of AoE)% per additional target until it hits 0.
- For all other forms of AoE, friendly powers and AoE upgraded single target powers, the number of additional targets is equal to the rank of the AoE with relevant upgrade modifiers(i.e. Medium AoE or a +2 AoE upgrade hits 2 additional targets)
- AoE ranks correspond as follows: minor=1, small=2, medium=3, large=4 additional targets.
- Partial AoE upgrade modifiers for some abilities(0.5, ect.) correspond to a set chance to affect a second target, 0.5 being a 50% chance to hit a second target.
- Energy: 14
- How much energy this power costs to use. This remains the same at all levels. The EnergyBreak status reduces it by the status-magnitude percentage (or increases if it is negative) which is why fighting zombies with Deadly Body Odor is so tiring. Toggle powers charge this amount once per round.
- Charge: 1200
- How long it takes from selecting the power to when it takes effect. A full round is 1000 of these ATB ticks, so the 1200 charge on Bear Hug is 1.2 rounds.
- Cooldown: 5000
- How long from when the power takes effect to when you can select it again.
- Accuracy: 70%
- The base accuracy of attack powers. A more accurate power is more likely to hit for full damage. The number of targets hit by an AOE is partially dependent on its accuracy. Friendly powers hit your friends automatically.
- Damage: 1(16 damage at level 40)
- The change in hit points the power causes. Attacks reduce the HP of enemies, heals increase the HP of allies. Some powers do zero damage to apply only debuffs.
- Damage: Physical
- What kind of damage is dealt. The main types are Physical and Energy. Healing on this line means it heals instead of harms. Critical damage type is rare, and only resistable by Juggernaut style defenses.
- Statuses: PhysicalDamage
- Any lingering effects caused by the power go in the Statuses line. This one squeezes the foe with Physical damage for a 5 damage attack once a round for 5 rounds with no further input from you.
- Repeat attacks: The magnitude is the number of additional attacks made at half the original damage. The duration is the number of rounds those attacks are split between(i.e. 8mag 2 rounds = 8 attacks split over 2 rounds, or 4 attacks every round)
- Any lingering effects caused by the power go in the Statuses line. This one squeezes the foe with Physical damage for a 5 damage attack once a round for 5 rounds with no further input from you.
- S. Type: Self, MaxHP
- Stands for Secondary Type. If a power has a secondary effect (typically the opposite of the primary target) it will be described on these lines. They have the same definitions as primary Target, Damage number, and Damage type.
- Secondary Statuses: MaxHP
- Statuses applied to the S.Target. Here you increase your maximum hit points by a level-scaled 15 HP for 5 rounds.
Variations From Base Power
- If the mutant power was changed from the template, the changes will be in here. You will have to compute them when you read the power. For an example, see Headbutt. The variations there raise the chance of Knockdown to 100%, and makes it magnitude 2 intstead of 1.
- Typically the variations will be for Statuses only.
Upgrades
- When you master a mutant power, you can then upgrade its effectiveness. This section details the categories available for upgrading followed by how much a single upgrade will change the value.
- Heal Gain: A flat boost to All incoming heals, but is capped at a maximum 40% increase over the base heal(i.e. w/ HealGain 40: 50hp heal gets a 20hp boost, 100hp heal gets a 40hp boost, 200hp heal gets a 40hp boost) Subject to scaling.
- Healing: Percentage boost to healing powers.
If there are still things you don't understand, ask on the public chat channel. There are almost always helpful people who will hop in with more specific explanations!