Difference between revisions of "Metal Hide"

From Flexible Survival
Jump to: navigation, search
 
(62 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Mutantpower|name=Metal Hide|desc=Metal provides great resistance to damage (though slightly more conductive to energies). It's also easy to repair!|basepower=Armored|powertype=Passive Auto Self|target=Self NoAoE|slot=Defensive Adaption|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=healing|Status=100% chance of PhysicalDamageResist at magnitude 0.75 for 20 rounds.<br>100% chance of Damageimmunity at magnitude 3 for 10 rounds.<br>100% chance of Damageresist at magnitude 0.5 for 10 rounds.<br>100% chance of Electricitydamageimmunity at magnitude -10 for 10 rounds.<br>100% chance of Healgain at magnitude 1.5 for 10 rounds.<br>100% chance of Poisondamageimmunity at magnitude 15 for 10 rounds.<br>100% chance of Psychicdamageimmunity at magnitude -10 for 10 rounds.<br>}}[[Category:Slotted powers]][[Category:Defensive Adaption slot powers]][[Category:Damageimmunity inflicting powers]][[Category:Damageresist inflicting powers]][[Category:Electricitydamageimmunity inflicting powers]][[Category:Healgain inflicting powers]][[Category:Physicaldamageresist inflicting powers]][[Category:Poisondamageimmunity inflicting powers]][[Category:Psychicdamageimmunity inflicting powers]][[Category:Passive]][[Category:Friendly powers]]
+
{{Mutantpower|name=Metal Hide|desc=Metal provides great resistance to damage (though slightly more conductive to energies). It's also easy to repair!|basepower=Armored|powertype=Passive Auto Self NaniteImmune|target=Self NoAoE|slot=Defensive Adaption|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=Healing|Status=100% chance of PhysicalDamageResist at magnitude 2.5 for 20 rounds.<br>100% chance of Damageimmunity at magnitude 3 for 10 rounds.<br>100% chance of Damageresist at magnitude 1.25 for 10 rounds.<br>100% chance of Electricitydamageimmunity at magnitude -5 for 10 rounds.<br>100% chance of Healgain at magnitude 2.0 for 10 rounds.<br>100% chance of Poisondamageimmunity at magnitude 15 for 10 rounds.<br>100% chance of Psychicdamageimmunity at magnitude -5 for 10 rounds.<br>100% chance of Slashdamageimmunity at magnitude 5 for 10 rounds.<br>}}[[Category:Slotted powers]][[Category:Defensive Adaption slot powers]][[Category:Damageimmunity inflicting powers]][[Category:Damageresist inflicting powers]][[Category:Electricitydamageimmunity inflicting powers]][[Category:Healgain inflicting powers]][[Category:Physicaldamageresist inflicting powers]][[Category:Poisondamageimmunity inflicting powers]][[Category:Psychicdamageimmunity inflicting powers]][[Category:Slashdamageimmunity inflicting powers]][[Category:Passive]][[Category:Friendly powers]]

Latest revision as of 00:07, 28 December 2024


Metal Hide stats
Type Passive Auto Self NaniteImmune Target Self NoAoE
Description Metal provides great resistance to damage (though slightly more conductive to energies). It's also easy to repair!
Based on Armored Slot: Defensive Adaption
Cooldown 0 Charge time 0
Energy 0 Accuracy 75%
Damage 0 Healing at level 0
Statuses
100% chance of PhysicalDamageResist at magnitude 2.5 for 20 rounds.
100% chance of Damageimmunity at magnitude 3 for 10 rounds.
100% chance of Damageresist at magnitude 1.25 for 10 rounds.
100% chance of Electricitydamageimmunity at magnitude -5 for 10 rounds.
100% chance of Healgain at magnitude 2.0 for 10 rounds.
100% chance of Poisondamageimmunity at magnitude 15 for 10 rounds.
100% chance of Psychicdamageimmunity at magnitude -5 for 10 rounds.
100% chance of Slashdamageimmunity at magnitude 5 for 10 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

F

G

H

I

M

P

R

S

V

Edit notes