Effects
List of all status effects
General Buffs
Positive effects
Bolster
:: Bolster
> Bleed and knockdown immunity
> 200 max defense
> 0 s defense regen delay
> 40 /s defense regeneration
-> 50% reduced speed and vitals restored from all sources
-> Disables optical camouflage
Supercharges your defense, making your skin gray
Overrides shell's passive defense regeneration, max defense regeneration for duration, max defense reductions go back to where they were when duration ends
Hyper
:: Hyper
> Full AUX and Aerial charges refill
> 100% reduced AUX drain
> 25% increased Core speed
Gotta go fast
Overcharge
:: Overcharge
> Disable immunity
> 10% increased ground speed and climb speed
> Disable enemy players, devices and projectiles within 3 m for 2 s
Overcharge is indicated by a 3m radius sphere of sparks and electricity
Overkill
:: Overkill
> Melee attacks and body impacts bypass defense
> 100% increased body impact damage
> 100% reduced AUX drain from all soruces
> 100% reduced speed penalties and aux drain from all sources
> 50% increased dexterity
> Snare immunity
<B>> 0 - 100% increased direct damage recieved, scaling proportionally with duration active from 0 - 5 s
Definitely an Overkill
Reinforce
:: Reinforce
> Defense penetration immunity
> Deflects projectiles
> 50% reduced direct damage recieved
-> Disables optical camouflage
Makes your skin gray
Shroud
:: Shroud
> Immunity to: radar, detections, thermals, locks
Shroud mutes your vision and gives off a sound when activated
Immunities
Immunities prevent both the base debuff and the enhancement
- Bleed Immunity
- Burn Immunity
- Corrode Immunity
- Desync Immunity
- Disable Immunity
- Snare Immunity
Specific Buffs
Many augments have buffs specific to them
List:
Debuffs
Negative effects, re-applying base debuff re-applies the enhancement too
Bleed
:: Bleed
-> Constant bleed damage, up to 10/s
:: Enhancement: Hemorrhage
-> Absorbs one bleed clear, downgrades to bleed
> 75% reduced bleed damage on downgrade
Bleed has one tick per 0.5s, 5% of the damage dealt to the vitals converts to bleed damage per tick, by default max damage per tick is 5
Burn
:: Burn
-> Constant fire damage and stat reduction, up to 20/s
-> 50% decreased dexterity
-> Burn ticks don't deplete while moving over 8m/s
> 5 burn ticks removed on roll
:: Enhancement: Combust
-> 50% increased damage taken to defense
Burn has 10 ticks, one tick per 0.5s, combust changes the color of the flames to blue, max damage per tick is 10
Corrode
:: Corrode
-> 100% reduced vitals restored from all sources
-> 10/s defense drain
:: Enhancement: Necrosis
-> 50% of attempted vitals restoration drains vitals
-> Duration constantly refreshed while bleeding
Corrode always lasts 2s by default, corrode is indicated by a sound
Desync
:: Desync
-> Scrambles radar, detections and targeting systems
:: Enhancement: Feedback
-> 10 /s shock damage + stun while Core active
->25 shock damage + 4 s stun on relocation
In short: Desync makes the target switch teams, including their devices now targeting them
Disable
:: Disable
-> Disables: set augments/devices/projectiles, all forms of detections, radar, terminals, defense and ammo regeneration
-> Pauses active device/scan/tag/stim cooldowns for duration
:: Enhancement: Stun
-> Visual and audio distortion
-> 100% increased weapon spread
-> 50% reduced turn speed
Classic EMP effect
Snare
:: Snare
-> 50% reduced ground speed
-> 80 /s AUX drain
:: Enhancement: Cripple
-> Removes all aerial charges, maneuvers and the ability to climb
-> Enviroment impacts deal damage
Slow