List of all status effects and similar
Positive effects
:: Bolster
> Bleed and knockdown immunity
> 0 s defense regen delay
> 40 /s defense regeneration, can gain defense buffer
-> 50% reduced speed and vitals restored from all sources
-> Disables optical camouflage
-> Prevented by Burn
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
> Full AUX and Aerial charges refill
> 100% increased aux regeneration
> 100% reduced loadout speed penalty
> Snare immunity
Gotta go fast
:: Overcharge
> Disable immunity
> 15% increased ground speed, climb speed and dexterity
> 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
> Melee attacks and body impacts bypass defense
> 100% increased body impact damage
> 100% reduced speed penalties and aux drain from all sources
> 50% increased dexterity and accuracy
> Snare immunity
-> 100% increased direct damage recieved
Definitely an Overkill
:: Reinforce
> Full body deflection for duration
> 50% reduced explosive damage recieved
-> Disables optical camouflage
Stronk
:: Shroud
> Immunity to: radar, detections, targeting optics, locks
Shroud mutes your vision and gives off a sound when activated
Immunities prevent both the base debuff and the enhancement
Many augments have buffs specific to them
List:
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
-> Up to 10/s bleed damage
:: Enhancement:
-> 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
-> Up to 20/s Burn damage
-> 50% decreased dexterity
-> Burn ticks don't deplete while moving over 8m/s
> 5 burn ticks removed on roll
:: Enhancement:
-> 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
-> 100% reduced vitals restored from all sources
-> 20/s chemical damage
:: Enhancement:
-> 50% of attempted vitals restoration received as vital damage
-> Duration constantly refreshed while bleeding
Corrode always lasts 2s by default, corrode is indicated by a sound
:: Desync
-> Scrambles radar, detections and targeting systems
:: Enhancement:
-> 10 /s shock damage and Disable+ while Core active
->25 shock damage and 4s Disable+ on relocation
In short: Desync makes the target switch teams, including their devices now targeting them
:: Disable
-> Disables: set augments/devices/projectiles, all forms of detections, radar, defense and ammo regeneration, device activation
-> Pauses active device/stim cooldowns and objectives for duration
:: Enhancement:
-> Visual and audio distortion
-> 100% increased weapon spread
-> 50% reduced turn speed
Classic EMP effect, disables disablable things
:: Snare
-> 50% reduced ground speed
-> 40/s AUX drain
:: Enhancement:
-> Removes all aerial charges, maneuvers and the ability to climb
-> Enviroment impacts deal damage
Slow
:: Defense Buffer
> Additional defense above the defense limit, up to 50
> Cannot be restored
Defense Buffer is caused by certain defense restorations1)
:: Deflection
> Projectile and melee strike defense penetration and effects immunity
> Deflects projectiles and devices
> 50 - 75% reduced damage received from projectiles and melee strikes
> 50% reduced damage dealt by deflected bullets
All deflections count as hard targets2)
Damage reduction depends on the deflection (Akanami gets 75%, rest get 50%)
Damage that would bypass/penetrate defense is dealt to defense instead