Statuses
From Flexible Survival
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. |
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. |
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. |
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. |
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. |
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. |