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=Toggle, Self|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}}[[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=Toggle, Self|target=Self NoAoE|slot=|energy=0.6|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 0.25 for 2 rounds.<br>|Upgrades=Energy by -0.3<br>EnergyDamageResistMag by 0.5<br>HealGainMag by 0.75<br>PhysicalDamageResistMag by 0}}[[Category:Energydamageresist inflicting powers]][[Category:Healgain inflicting powers]][[Category:Toggle]][[Category:Friendly powers]]

Revision as of 04:43, 8 April 2012


Conductive stats
Type Toggle, Self 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 0.6 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 0.25 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