Difference between revisions of "Statuses"
From Flexible Survival
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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.<br> | 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.<br> | ||
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Revision as of 08:27, 8 April 2011
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 | |
---|---|---|
Knockdown | Reduces your ATB(delaying when you can next take an action) by 100 per magnitude, directly resisted with KnockdownResist | |
Charge | Increases the rate at which powers charge by Magnitude percent. | |
WaterAdaption | Helps resist penalties of water areas. | |
Haste | Increases ATB speed by Magnitude percent. Does not increase recharge(See recharge status) | |
RepeatAttack | Causes the attack to repeat itself Magnitude times over Duration time. Note: The RepeatAttack status does not get used during repeats, but all other statuses are! | |
DamageBuff | Increases damage by Magnitude percent when attacking. | |
Aggro | Increases automated NPC hate by Magnitude percentage. | |
Menace | Increases OVERALL automated NPC hate by Magnitude Percentage(As opposed to increasing per event hate) | |
( 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. | |
Accuracy | Increases accuracy by Magnitude | |
ShieldRegen | Increases shield regeneration rate by Magnitude percent. | |
Armor | Increases armor efficiency by Magnitude percent. | |
AoEMod | Increases the number of targets hit by all powers by Magnitude. Very powerful | |
Regen | Cure 1/5th its magnitude every 1/5th round, obeys HealResist at 1/5th value each tick. | |
Attack | Increases damage of all powers by magnitude. Cannot increase the damage of a power by more than 1/3rd its normal level. | |
HealResist | Causes healing effects to be diminished by magnitude, to a minimum of 1. | |
DamageResist | Cause all damage received to be reduced by magnitude, to a minimum of 1. | |
(X)DamageResist | Causes damage of specified type(FireDamageResist, IceDamageResist, Etc) to be reduced by magnitude, to a minimum of 1. | |
Recharge | Increases the speed at which all powers recharge by Magnitude percent. | |
(X)Damage | Causes damage over time. Inflicts magnitude/2 damage of (x) element every 1/2th a round, minimum 2 damage per round. | |
KnockdownResist | Lowers the magnitude of Knockdown by its own magnitude. | |
EnergyMod | As per Regen, for Energy. Cures 1/5th its magnitude in energy every 1/5th a round. Resisted with HealEnergyResist at 1/5th value per tick. | |
EnergyDebuffResist | Resist energy draining attacks directly, as per HealEnergyResist. | |
HealEnergyResist | Hampers powers that restore energy by 1 per magnitude, to a minimum of 1. | |
DebuffClear | Destroys negative statuses, magnitude against magnitude. If it can't destroy, it will weaken. Does not persist, has immediate effect then fades. |