Difference between revisions of "Statuses"
From Flexible Survival
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! align="left" scope="row" | Taunt | ! align="left" scope="row" | Taunt | ||
! align="left" | Causes the victim to target the caster while active. Latest taunt overrides all others. | ! align="left" | Causes the victim to target the caster while active. Latest taunt overrides all others. | ||
+ | |- | ||
+ | ! align="left" scope="row" | Technical | ||
+ | ! align="left" | Every 10 points of magnitude of this status gives the effect of +1 to the Technical skill. | ||
|- | |- | ||
! align="left" scope="row" | Vampiric | ! align="left" scope="row" | Vampiric |
Revision as of 20:12, 30 January 2018
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 like damagebuff for repeat hits, not the 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 10 points of magnitude of this status gives the effect of +1 to the Technical skill. |
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. |