====== Effects ====== List of all status effects and similar ===== General Buffs ===== Positive effects ==== Amplify ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% Enhances one's vision and hearing ==== Bolster ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% %$effect.tooltip.3% %$effect.tooltip.4% %$effect.tooltip.5% Supercharges your defense, making your skin gray Overrides shell's passive defense regeneration, max defense regeneration for duration, max defense reductions go back to where they were when duration ends ==== Hyper ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% %$effect.tooltip.3% Gotta go fast ==== Overcharge ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% Overcharge is indicated by a 3m radius sphere of sparks and electricity ==== Overkill ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% %$effect.tooltip.3% %$effect.tooltip.4% Definitely an Overkill ==== Reinforce ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% Stronk ==== Shroud ==== :: %$effect.name% %$effect.tooltip.0% 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: * [[Augments#Addict]] * [[Augments#Adrenaline Rush]] * [[Augments#Auxiliary Vitals]] * [[Augments#Bloodsport]] * [[Bison#Specializations | Combat Focus]] * [[Dragon#Specializations | Crossfeed]] * [[Augments#Professional | Dispatch]] * [[Augments#Exploit Weakness]] * [[Augments#Failsafe]] * [[Augments#Hardened]] * [[Augments#Hot Swap| Hotmag]] * [[Augments#Perpetual Motion]] * [[Augments#Potent Stimulants]] * [[Hydra#Specializations | Post-kill Clarity]] * [[Rhino#Specializations | Power Relay]] * [[Ghost#Specializations | Safety Measure]] * [[Augments#Specialist]] * [[Ghost | Surge]] ===== Debuffs ===== Negative effects, re-applying base debuff re-applies the enhancement too, immunity to the base debuff also gives immunity to the enhancement and vice versa Enhancement has all the effects of the base debuff + additional ones, Enhancements are represented as Debuff+ (Eg Disable+, Snare+) ==== Bleed ==== :: %$effect.name% %$effect.tooltip.0% ---- :: Enhancement: %$effect.enhancement% %$effect.enh_tooltip.0% %$effect.enh_tooltip.1% Bleed has one tick per 0.5s, 5% of the direct or vital damage dealt to the vitals converts to bleed damage per tick, by default max damage per tick is 5 and the damage threshold is 0.5 damage per tick ==== Burn ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% %$effect.tooltip.3% ---- :: Enhancement: %$effect.enhancement% %$effect.enh_tooltip.0% Burn has 10 ticks, one tick per 0.5s, combust changes the color of the flames to blue, by default max damage per tick is 10 and the damage threshold is 0.5 damage per tick ==== Corrode ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% ---- :: Enhancement: %$effect.enhancement% %$effect.enh_tooltip.0% %$effect.enh_tooltip.1% Corrode always lasts 2s by default, corrode is indicated by a sound ==== Desync ==== :: %$effect.name% %$effect.tooltip.0% ---- :: Enhancement: %$effect.enhancement% %$effect.enh_tooltip.0% %$effect.enh_tooltip.1% In short: Desync makes the target switch teams, including their devices now targeting them ==== Disable ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% ---- :: Enhancement: %$effect.enhancement% %$effect.enh_tooltip.0% %$effect.enh_tooltip.1% %$effect.enh_tooltip.2% Classic EMP effect, disables disablable things ==== Snare ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% ---- :: Enhancement: %$effect.enhancement% %$effect.enh_tooltip.0% %$effect.enh_tooltip.1% Slow ==== Debuff Combinations ==== ==== Cauterize ==== :: %$effect.name% ---- :: %$effect.enhancement% %$effect.tooltip.0% %$effect.tooltip.1% Autodoc found dead ==== Volatile ==== :: %$effect.name% ---- :: %$effect.enhancement% %$effect.tooltip.0% %$effect.tooltip.1% Hot ===== Other ===== ==== Defense Buffer ==== :: Defense Buffer > Additional defense above the defense limit, up to 50 > Cannot be restored Defense Buffer is caused by certain defense restorations((See: Bolster, Calibrated Tech)) ==== Deflection ==== :: Deflection > Projectile and melee strike defense penetration and effects immunity > Deflects projectiles and devices > 50 - 75% reduced direct damage received from projectiles and melee strikes > 50% reduced direct damage dealt by deflected bullets All deflections count as hard targets((See: [[Weapons#Hard Target]])) Damage reduction depends on the deflection (Akanami gets 75%, rest get 50%), and is not affected by things that bypass damage reductions or reduce damage reduction effectiveness Damage that would bypass/penetrate defense is dealt to defense instead ==== Drop Shield ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% %$effect.tooltip.3% Aquired when jumping from a dropship, 5s duration immune to out of bounds deaths