Difference between revisions of "User:Weatherby Goode/Buffs And Debuffs"
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{{red|Extremely rough draft, I'm reasonably certain this is correct but don't take my word for it until the page has been reviewed.}} | {{red|Extremely rough draft, I'm reasonably certain this is correct but don't take my word for it until the page has been reviewed.}} | ||
− | Buffs and Debuffs are | + | Buffs and Debuffs are changes to an Aspect of a character's Attributes. |
+ | |||
+ | == Attributes == | ||
+ | Attributes are the general categories that define a character. In their simplest form, both Player Characters and NPCs are merely lists of Attributes and the associated Aspects. | ||
+ | |||
+ | ; Tohit | ||
+ | : Changes to the Tohit Attribute typically modify the Abs value. Changes to the Str aspect are found in | ||
+ | ; Accuracy | ||
+ | : | ||
+ | ; <Defense Type> | ||
+ | : | ||
+ | ; <Elusivity Type> | ||
+ | : | ||
+ | ; <Damage Type> | ||
+ | : | ||
+ | ; Health | ||
+ | : Health Debuffs | ||
+ | ; Endurance | ||
+ | : | ||
+ | ; Regeneration | ||
+ | : | ||
+ | ; Recovery | ||
+ | : | ||
+ | ; Recharge | ||
+ | : | ||
+ | ; <Status Effect Type> | ||
+ | : | ||
+ | ; Perception Radius | ||
+ | : | ||
+ | ; Stealth Radius | ||
+ | : | ||
+ | ; Endurance Discount | ||
+ | : | ||
+ | ; Range | ||
+ | : | ||
+ | ; ThreatLevel | ||
+ | : | ||
+ | ; XPDebtProtection | ||
+ | : | ||
+ | ; RunSpeed | ||
+ | : | ||
+ | ; FlySpeed | ||
+ | : | ||
+ | ; JumpSpeed | ||
+ | : | ||
+ | ; JumpHeight | ||
+ | : | ||
+ | ; | ||
+ | : | ||
+ | |||
+ | |||
+ | |||
+ | == Aspects == | ||
+ | Each Attribute has several associated Aspects that define a character. | ||
+ | |||
+ | ; Strength (Str) | ||
+ | : How good (or bad) you are at something. Whenever you use a power, that power's effects are multiplied by the associated Attribute's Strength value. | ||
+ | ; Resistance (Res) | ||
+ | : How much you resist changes to an Attribute. Any time one of your Attribute's Aspects is changed, the Res value associated with that Attribute will reduce (or possibly increase) that change by a certain amount. | ||
+ | ; Absolute Value (Abs) | ||
+ | : The Abs of an Attribute is the value of an attribute at a certain point in time. Abs and Cur are linked together, changing one changes the other. | ||
+ | ; Current Value (Cur) | ||
+ | : The Cur of an Attribute is the value of an attribute at a certain point in time, defined as a percentage of the Max value. Abs and Cur are linked together, changing one changes the other. | ||
+ | ; Maximum Value (Max) | ||
+ | : The highest value that the Abs aspect can have at a given point in time. Unlike the MaxMax aspect, this can be changed through buffs. | ||
+ | ; Minimum Value (Min) | ||
+ | : The Lowest value that the Abs aspect can have at a given point in time. Unlike the MinMin aspect, this can be changed through debuffs. | ||
+ | ; StrMax ? | ||
+ | : | ||
+ | ; StrMin ? | ||
+ | : | ||
+ | ; ResMax ? | ||
+ | : | ||
+ | ; ResMin ? | ||
+ | : | ||
+ | ; MaxMax | ||
+ | : The absolute maximum value that the Max aspect can have. | ||
+ | ; MaxMin | ||
+ | : | ||
+ | ; MinMin | ||
+ | : he absolute minimum value that the Min aspect can have. | ||
+ | ; MinMax | ||
+ | : | ||
+ | |||
+ | |||
+ | === Defense Types === | ||
+ | |||
+ | ; Base Defense | ||
+ | : | ||
+ | ; Smashing Defense | ||
+ | : | ||
+ | ; Lethal Defense | ||
+ | : | ||
+ | ; Energy Defense | ||
+ | : | ||
+ | ; Negative Defense | ||
+ | : | ||
+ | ; Fire Defense | ||
+ | : | ||
+ | ; Cold Defense | ||
+ | : | ||
+ | ; Psionic Defense | ||
+ | : | ||
+ | ; Melee Defense | ||
+ | : | ||
+ | ; Ranged Defense | ||
+ | : | ||
+ | ; Area of Effect Defense | ||
+ | : | ||
+ | |||
+ | |||
+ | === Elusivity Types === | ||
+ | |||
+ | ; Base Elusivity | ||
+ | : | ||
+ | ; Smashing Elusivity | ||
+ | : | ||
+ | ; Lethal Elusivity | ||
+ | : | ||
+ | ; Energy Elusivity | ||
+ | : | ||
+ | ; Negative Elusivity | ||
+ | : | ||
+ | ; Fire Elusivity | ||
+ | : | ||
+ | ; Cold Elusivity | ||
+ | : | ||
+ | ; Psionic Elusivity | ||
+ | : | ||
+ | ; Melee Elusivity | ||
+ | : | ||
+ | ; Ranged Elusivity | ||
+ | : | ||
+ | ; Area of Effect Elusivity | ||
+ | : | ||
+ | |||
+ | |||
+ | === Damage Types === | ||
+ | |||
+ | ; Smashing | ||
+ | : | ||
+ | ; Lethal | ||
+ | : | ||
+ | ; Energy | ||
+ | : | ||
+ | ; Negative | ||
+ | : | ||
+ | ; Fire | ||
+ | : | ||
+ | ; Cold | ||
+ | : | ||
+ | ; Psionic | ||
+ | : | ||
+ | ; Toxic | ||
+ | : | ||
+ | ; Healing | ||
+ | : | ||
+ | |||
+ | Unique damage types can be found on the [[Damage]] page and work exactly the same as the regular damage types. | ||
+ | |||
+ | |||
+ | === Status Effect Types === | ||
+ | |||
+ | ; Hold | ||
+ | : | ||
+ | ; Immobilize | ||
+ | : | ||
+ | ; Stun | ||
+ | : | ||
+ | ; Sleep | ||
+ | : | ||
+ | ; Confuse | ||
+ | : | ||
+ | ; Terrorize | ||
+ | : | ||
+ | ; Knockback | ||
+ | : | ||
+ | ; Knockup | ||
+ | : | ||
+ | ; Repel | ||
+ | : | ||
+ | ; Teleport | ||
+ | : | ||
+ | ; Fly | ||
+ | : | ||
+ | ; Untouchable | ||
+ | : | ||
+ | ; Affect Only Self | ||
+ | : | ||
+ | ; Afraid | ||
+ | : | ||
+ | ; Avoid | ||
+ | : | ||
+ | ; Taunt | ||
+ | : | ||
+ | ; Placate | ||
+ | : | ||
+ | |||
+ | |||
+ | |||
+ | ---- | ||
== Persistent Buff and Debuff Effects == | == Persistent Buff and Debuff Effects == | ||
These attribute alterations are always accompanied by a duration. | These attribute alterations are always accompanied by a duration. | ||
− | |||
; +/- [[ToHit]] | ; +/- [[ToHit]] | ||
: ToHit Strength Modifiers effects the target's ability to hit its target. ToHit is the opposite of Defense. | : ToHit Strength Modifiers effects the target's ability to hit its target. ToHit is the opposite of Defense. | ||
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=== Resistance === | === Resistance === | ||
− | ; +/- [[Resistance]] <Attribute/Status Effect Type> | + | ; +/- [[Resistance (Mechanics)|Resistance]] <Attribute/Status Effect Type> |
: Resistance Strength Modifiers don't strictly exist. Rather, a target's Attribute's Resistance values are modified by the Attribute Strength Modifier that it is associated with. Resistance buffs and debuffs provide a Resistance Strength value that can be modified by the caster's associated Attribute Strength Modifier. A character's base Resistance is zero and therefore the base Resistance cannot be modified by Attribute Strength Modifiers. Although the game does not use all of them, every Attribute has a linked Attribute Resistance. Also: Resistance is a convoluted mess that makes my head hurt. | : Resistance Strength Modifiers don't strictly exist. Rather, a target's Attribute's Resistance values are modified by the Attribute Strength Modifier that it is associated with. Resistance buffs and debuffs provide a Resistance Strength value that can be modified by the caster's associated Attribute Strength Modifier. A character's base Resistance is zero and therefore the base Resistance cannot be modified by Attribute Strength Modifiers. Although the game does not use all of them, every Attribute has a linked Attribute Resistance. Also: Resistance is a convoluted mess that makes my head hurt. | ||
Latest revision as of 19:24, 9 September 2010
Extremely rough draft, I'm reasonably certain this is correct but don't take my word for it until the page has been reviewed.
Buffs and Debuffs are changes to an Aspect of a character's Attributes.
Attributes
Attributes are the general categories that define a character. In their simplest form, both Player Characters and NPCs are merely lists of Attributes and the associated Aspects.
- Tohit
- Changes to the Tohit Attribute typically modify the Abs value. Changes to the Str aspect are found in
- Accuracy
- <Defense Type>
- <Elusivity Type>
- <Damage Type>
- Health
- Health Debuffs
- Endurance
- Regeneration
- Recovery
- Recharge
- <Status Effect Type>
- Perception Radius
- Stealth Radius
- Endurance Discount
- Range
- ThreatLevel
- XPDebtProtection
- RunSpeed
- FlySpeed
- JumpSpeed
- JumpHeight
Aspects
Each Attribute has several associated Aspects that define a character.
- Strength (Str)
- How good (or bad) you are at something. Whenever you use a power, that power's effects are multiplied by the associated Attribute's Strength value.
- Resistance (Res)
- How much you resist changes to an Attribute. Any time one of your Attribute's Aspects is changed, the Res value associated with that Attribute will reduce (or possibly increase) that change by a certain amount.
- Absolute Value (Abs)
- The Abs of an Attribute is the value of an attribute at a certain point in time. Abs and Cur are linked together, changing one changes the other.
- Current Value (Cur)
- The Cur of an Attribute is the value of an attribute at a certain point in time, defined as a percentage of the Max value. Abs and Cur are linked together, changing one changes the other.
- Maximum Value (Max)
- The highest value that the Abs aspect can have at a given point in time. Unlike the MaxMax aspect, this can be changed through buffs.
- Minimum Value (Min)
- The Lowest value that the Abs aspect can have at a given point in time. Unlike the MinMin aspect, this can be changed through debuffs.
- StrMax ?
- StrMin ?
- ResMax ?
- ResMin ?
- MaxMax
- The absolute maximum value that the Max aspect can have.
- MaxMin
- MinMin
- he absolute minimum value that the Min aspect can have.
- MinMax
Defense Types
- Base Defense
- Smashing Defense
- Lethal Defense
- Energy Defense
- Negative Defense
- Fire Defense
- Cold Defense
- Psionic Defense
- Melee Defense
- Ranged Defense
- Area of Effect Defense
Elusivity Types
- Base Elusivity
- Smashing Elusivity
- Lethal Elusivity
- Energy Elusivity
- Negative Elusivity
- Fire Elusivity
- Cold Elusivity
- Psionic Elusivity
- Melee Elusivity
- Ranged Elusivity
- Area of Effect Elusivity
Damage Types
- Smashing
- Lethal
- Energy
- Negative
- Fire
- Cold
- Psionic
- Toxic
- Healing
Unique damage types can be found on the Damage page and work exactly the same as the regular damage types.
Status Effect Types
- Hold
- Immobilize
- Stun
- Sleep
- Confuse
- Terrorize
- Knockback
- Knockup
- Repel
- Teleport
- Fly
- Untouchable
- Affect Only Self
- Afraid
- Avoid
- Taunt
- Placate
Persistent Buff and Debuff Effects
These attribute alterations are always accompanied by a duration.
- +/- ToHit
- ToHit Strength Modifiers effects the target's ability to hit its target. ToHit is the opposite of Defense.
- +/- Accuracy
- Accuracy Strength Modifiers effect the target's ability to hit its target. Accuracy is the opposite of Elusivity.
- +/- Smashing
- Damage Strength Modifiers affect the target's ability to deal damage and to resist damage dealt to it. It is always paired with a Damage Type, and each damage type is affected independently of the others.
- +/- Lethal
- Damage Strength Modifiers affect the target's ability to deal damage and to resist damage dealt to it. It is always paired with a Damage Type, and each damage type is affected independently of the others.
- +/- Energy
- Damage Strength Modifiers affect the target's ability to deal damage and to resist damage dealt to it. It is always paired with a Damage Type, and each damage type is affected independently of the others.
- +/- Negative
- Damage Strength Modifiers affect the target's ability to deal damage and to resist damage dealt to it. It is always paired with a Damage Type, and each damage type is affected independently of the others.
- +/- Energy
- Damage Strength Modifiers affect the target's ability to deal damage and to resist damage dealt to it. It is always paired with a Damage Type, and each damage type is affected independently of the others.
- +/- Healing
- Healing Strength Modifiers affect the target's ability to Heal themselves and their allies.
- +/- Defense
- Defense Strength Modifiers affect the target's ability to avoid or dodge an attack. Defense Strength modifiers are always paired with an Attack Tag.
- +/- Elusivity
- Elusivity Strength Modifiers affect the target's ability to avoid or dodge and attack. Elusivity Strength modifiers are always paired with an Attack Tag. Currently, Elusivity is only used in PvP.
- +/- Recharge
- Recharge Strength Modifiers affect the refresh rate of the target's powers.
- +/- Recovery
- Recovery Strength Modifiers affect the rate at which the target's endurance bar refills.
- +/- Regeneration
- Regeneration Strength Modifiers affect the rate at which the target's health bar refills.
- +/- Perception
- Perception Strength Modifiers affect the target's ability to detect stealthy foes.
- +/- Stealth
- Strength Modifiers affect the target's ability to hide from foes.
- +/- Range
- Range Strength Modifiers affect the range of the target's powers.
- +/- Endurance Discount
- Endurance Discount Strength Modifiers affect the endurance cost of the target's powers.
- +/- Status Effect Enhancement
- Status Effect Enhancement Strength Modifiers affect the duration (or in some rare cases the Magnitude) of the target's Status Effect powers. It is always paired with a Status Effect type, and each type is affected independently of the others.
- +/- Run Speed
- Run Speed Strength Modifiers affect the target's run speed.
- +/- Jump Height
- Jump Height Strength Modifiers affect the target's maximum possible jump height. This attribute cannot be higher than the Jump Height Limit
- +/- Jump Speed
- Jump Speed Strength Modifiers affect the target's speed while falling and jumping.
- +/- Fly Speed
- Fly Speed Strength Modifiers affect the target's speed while flying.
- +/- Threat Level
- Threat Level Strength Modifiers affect the target's ranking in NPC Threat lists.
Snare
Snares are sometimes referred to as a Status Effect. In reality, Snares are simply powers that Debuff any combination of these Attributes: Run Speed, Max Run Speed, Jump Speed, Jump Height, and Fly Speed. Occasionally Snares provide -Fly (a true status effect) and/or -Recharge (another Debuff). Snare enhancements affect Run Speed, Fly Speed, and Jump Speed.
Powerboost
Powerboost is labeled as a +Special power, however there is no Special Attribute. What Powerboost does is provide a positive Attribute Modifier to a large list of Attributes. These attributes are: Stun Strength, Sleep Strength, Confuse Strength, Terrorize Strength, Immobilize Strength, Held Strength, RunSpeed Strength, FlySpeed Strength, Heal Strength (A positive Hit Point Attribute Modifier), ToHit Strength, Endurance Strength, Defense Strength (All).
Resistance
- +/- Resistance <Attribute/Status Effect Type>
- Resistance Strength Modifiers don't strictly exist. Rather, a target's Attribute's Resistance values are modified by the Attribute Strength Modifier that it is associated with. Resistance buffs and debuffs provide a Resistance Strength value that can be modified by the caster's associated Attribute Strength Modifier. A character's base Resistance is zero and therefore the base Resistance cannot be modified by Attribute Strength Modifiers. Although the game does not use all of them, every Attribute has a linked Attribute Resistance. Also: Resistance is a convoluted mess that makes my head hurt.
Instant Buff and Debuff Effects
These attribute alterations do not have a duration, they apply an instant effect.
- +/- Hit Points Yes, Damage and Healing belong here. In their simplest form they are merely buffs and debuffs to the Hit Point Attribute.
- Hitpoint Strength affects the target's ability to influence a hitpoint bar. Positive values are always typed with the Heal Damage Type and refill the health bar. The Heal Attribute is modified by the Heal Strength Modifier and is resisted by the character's Heal Resistance Strength. Negative values are always paired with a Damage Type and empty the health bar. Damage Strengths are modified by the associated Damage Strength Modifiers and are resisted by the associated Damage Resistance Strengths.
- +/- Endurance
- Endurance Strength affects the target's ability to influence an endurance bar. Positive values refill the bar. Negative values empty the bar and are commonly referred to as Saps or Drains.