Difference between revisions of "Statuses"

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(Updating for 2015! Most of this I ripped from the RuP wiki.)
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! align="left" | Increases the efficiency of repeatattacks by increasing its base percentage (50%) by 1 per point, but swiftly softcaps at 10, 20, 25, and 35, doubling the amount needed to progress at each point(So 1:1 up to 10, then 2:1 up to 20, then 4:1 up to 25, then 8:1 up to 35, and 16:1 up to 50. Hard caps at 50.  
 
! align="left" | Increases the efficiency of repeatattacks by increasing its base percentage (50%) by 1 per point, but swiftly softcaps at 10, 20, 25, and 35, doubling the amount needed to progress at each point(So 1:1 up to 10, then 2:1 up to 20, then 4:1 up to 25, then 8:1 up to 35, and 16:1 up to 50. Hard caps at 50.  
 
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! align="left" scope="row" | Confuse
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! align="left" scope="row" | Confused
 
! align="left" | Has magnitude chance of causing AoEs to strike a random friendly target, and lowers damage by mag/2 percent.  
 
! align="left" | Has magnitude chance of causing AoEs to strike a random friendly target, and lowers damage by mag/2 percent.  
 
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Revision as of 08:24, 19 January 2015

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.
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 Increases the efficiency of repeatattacks by increasing its base percentage (50%) by 1 per point, but swiftly softcaps at 10, 20, 25, and 35, doubling the amount needed to progress at each point(So 1:1 up to 10, then 2:1 up to 20, then 4:1 up to 25, then 8:1 up to 35, and 16:1 up to 50. Hard caps at 50.
Confused Has magnitude chance of causing AoEs to strike a random friendly target, and lowers damage by mag/2 percent.
Charge Deprecated status. Currently does the same as Haste, and is being gradually phased out.
Cover Take magnitude percent of damage meant for the target. Resistances still apply.
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 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.
DamageBuff Increases damage by Magnitude percent when attacking. Has diminishing returns, starting at 50. After 50 but before 100, you get half value. After 100 but before 150, you get 1/4 value, and so on.
(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, DoT, Repeatattacks, etc) by Magnitude percent. Has diminishing returns starting at 20, then again at 40 with a hard cap of 60% effective debuff resistance.
Defense Increases the chance that an incoming attack will be partially deflected, and opposes attacker's accuracy. Opponent makes three checks, at -25% accuracy, 0 accuracy, and +25% accuracy. If the first hits, 0% is deflected; the second, 25% is deflected; the third, 50%; if all three miss, 75% is deflected. Has diminishing returns, starting at 50.
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 As per Regen, for Energy. Cures 1/5th its magnitude in energy every 1/5th a round.
FleeRate Increases chance to flee by magnitude.
Haste Increases the rate at which powers charge by Magnitude percent.
Healing Increases damage by Magnitude percent when healing.
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.
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. Damage over time bypasses hpbuffer. The combat skills Damage, Accuracy and Penetration can allow you to pierce HPbuffer up to a maximum of 70%.
InstantCooldown Causes powers on cooldown to lose cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this.
InstantCooldownDebuff Causes powers on cooldown to gain cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this.
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. Softcaps at 25 and 35, hardcap at 50 and -50.
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 damage taken(Does not work on damage over time, does work on repeating attacks) as physical damage.
Recharge Increases the speed at which all powers recharge by Magnitude percent.
Regen Cure 1/5th its magnitude every 1/5th round, obeys HealResist 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: The RepeatAttack status does not get used during repeats, but all other statuses are!
Salvage Increases your odds of salvaging all types of salvage.
(X)Salvage Increases your odds of salvaging (X) type salvage.
Size Increases 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 starting at 20. 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.
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.