Indice

Effects

List of all status effects and similar

General Buffs

Positive effects

Bolster

:: 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

:: Hyper

> Full AUX and Aerial charges refill

> 100% increased aux regeneration

> 100% reduced loadout speed penalty

> Snare immunity

Gotta go fast

Overcharge

:: 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

:: 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

:: Reinforce

> Full body deflection for duration

> 50% reduced explosive damage recieved

-> Disables optical camouflage

Stronk

Shroud

:: Shroud

> Immunity to: radar, detections, targeting optics, locks

Shroud mutes your vision and gives off a sound when activated

Immunities

Immunities prevent both the base debuff and the enhancement

Specific Buffs

Many augments have buffs specific to them

List:

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

:: 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

:: 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

:: 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

:: 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

:: 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

:: 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

Other

Defense Buffer

:: Defense Buffer

> Additional defense above the defense limit, up to 50

> Cannot be restored

Defense Buffer is caused by certain defense restorations1)

Deflection

:: 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

1)
See: Bolster, Tech 150