====== Foundations ====== Foundations are the equivalent of leveling, each foundation can be 4 at most unless it's the [[#Dominant Foundation]] See [[CR]] and [[Matrix]] ==== Dominant Foundation ==== Only Dominant foundation can be Calibrated and Advanced you can select only one dominant foundation ==== Primed Passives ==== Primed passive ammount of an item is doubled(( Displayed below as unequipped ammount - equipped ammount)) if equipped or when the foundation becomes dominant ===== Body ===== :: Foundation: body ---- :: Improved: //1 body// > Max vitals and defense can no longer be reduced below 25% ---- :: Developed: //2 body// > 25% increased acceleration > 25% increased aerial maneuver charge regeneration ---- :: Refined: //3 body// > Additional aerial maneuver charge, regenerate charges on kill ---- :: Optimised: //4 body// > +25% increased acceleration > +25% increased aerial maneuver charge regeneration > 25% reduced weapon handling speed penalties > 25% reduced debuff damage received > 25% reduced aux regeneration penalties ---- :: Calibrated: //5 body// > Second Wind: 2.5s Hyper on aux power depletion, 15s cooldown ---- :: Advanced: //6 body// > +25% reduced weapon handling speed penalties > +25% reduced debuff damage received > +25% reduced aux regeneration penalties Body focuses on survivability and movement **Primed Asset passives:** * Shell: 6-12% reduced direct damage received while knocked down (50% cap). * Augment: 1-2% aux power used restored to max vitals (25% cap). * Weapon: 4-8% increased lunge speed, duration, and bonus melee damage (50% cap). * Device: 4-8% of missing vitals restored on enhancement device use (25% cap). ===== Tech ===== :: Foundation: tech ---- :: Improved: //1 tech// > Active Core can be cancelled, refunding 25 charge ---- :: Developed: //2 tech// > 25% increased Nano-wire range > 25% reduced defense regeneration delay ---- :: Refined: //3 tech// > Can no longer be detected while scanning ---- :: Optimised: //4 tech// > +25% increased Nano-wire range > +25% reduced defense regeneration delay > 25% reduced direct defense damage received during Core > 25% reduced scan and nano-wire cooldowns > 25% increased defense + core regeneration ---- :: Calibrated: //5 tech// > 25 defense and max defense restored on kill or manual core activation, can gain defense buffer ---- :: Advanced: //6 tech// > +25% reduced direct defense damage received during Core > +25% reduced scan and nano-wire cooldowns > +25% increased defense + core regeneration Tech focuses on Core and technology **Primed Asset passives:** * Augment: 1-2% of active defense regeneration applies to vitals (25% cap). * Attachment: 1-2% increased Core duration while firearm equipped (25% cap). * Device: 4-8% reduced active device cooldowns on manual Core activation (50% cap). ===== Hardware ===== :: Foundation: hardware ---- :: Improved: //1 hardware// > 100% increased non-loadout weapon reserve ammo, reload on pick-up ---- :: Developed: //2 hardware// > 25% increased reserve ammo regeneration > 25% increased hard target damage ---- :: Refined: //3 hardware// > Additional weapon mod slot + primary stim charge ---- :: Optimised: //4 hardware// > +25% increased reserve ammo regeneration > +25% increased hard target damage > 25% reduced weapon and device speed penalties > 25% increased explosive resistance > 25% reduced device cooldowns ---- :: Calibrated: //5 hardware// > 5% increased firearm and explosive far damage, and vitals restored by primary stim, every 10 s up to 50% ---- :: Advanced: //6 hardware// > +25% reduced weapon and device speed penalties > +25% increased explosive resistance > +25% reduced device cooldowns Hardware focuses on weapons, devices and hardware in general **Calibrated:** far range damage is capped at the near range damage (meaning cant deal more damage at range than point blank) **Primed Asset passives:** * Augment: 1-2% reduced direct damage received while reloading (25% cap). * Weapon: 2-4% reduced speed penalty of holstered weapons (50% cap). * Attachment: 1-2% increased firearm velocity (25% cap). * Device: 4-8% reduced explosive and firearm damage dealt to self and allies (50% cap).