Statuses
From Flexible Survival
Revision as of 05:12, 8 May 2011 by 76.200.176.166 (talk)
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. | |
HPBuffer | Prevents standard damage in combat. Each point of magnitude is a kind of temporary hit point. Does not work in talk script damage, or damage over time. | |
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. | |
PhysicalDamageReturn |
Returns Magnitude percent of damage taken(Does not work on damage over time, does work on repeating attacks) as physical damage. | |
EnergyDamageReturn |
Returns Magnitude percent of damage taken, as above, but as energy damage. | |
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. | |
FleeRate | Increases chance to flee by magnitude. | |
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. | |
(X)Salvage | Increases your odds of salvaging (X) type salvage. | |
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. | |
DebuffResist | Reduces incoming debuffs(Anything with 'debuff' at the end, DoT, Repeatattacks, etc) by Magnitude percent. | |
DebuffClear | Destroys negative statuses, magnitude against magnitude. If it can't destroy, it will weaken. Does not persist, has immediate effect then fades. |