Difference between revisions of "Power Icons Legend"
m (Robot: Cosmetic changes) |
Cannonfodder (Talk | contribs) m (→Hierarchy: wiki'd +formatting) |
||
Line 4: | Line 4: | ||
== Hierarchy == | == Hierarchy == | ||
− | + | If one effect of a power is much stronger than the other, the primary effect's icon is used. For example, [[Ice Armor#Frozen Armor|Frozen Armor]] provides [[defense]] and [[resistance]], but the primary effect of the power is to provide defense, therefore the defense symbol is used. | |
− | + | ||
− | + | ||
− | If one effect of a power is much stronger than the other, the primary effect's icon is used. Frozen Armor provides defense and resistance, but the primary effect of the power is to provide defense | + | |
− | + | ||
− | + | ||
− | + | ||
+ | *[[Control]] trumps [[buff]]/[[debuff]] trumps [[resistance|resist]]/[[defense]] trumps [[damage]]. | ||
There are a couple of specific things that trump one another in the same general category. | There are a couple of specific things that trump one another in the same general category. | ||
− | Compound symbols (see below) trump standard icons | + | *Compound symbols (see below) trump standard icons. |
− | + | ||
− | + | ||
− | + | *[[Hold]] trumps [[disorient]] trumps [[sleep]] trumps [[immobilize]]. | |
− | + | *Increase [[recharge]] speed ([[Speed#Hasten|Hasten]]) trumps increase run speed ([[Fitness#Swift|Swift]]). | |
− | + | *Running trumps [[jumping]] trumps [[flying]]. | |
− | + | *[[Healing]] trumps [[endurance]]. | |
− | + | *Defense trumps resistance. | |
− | + | *Damage trumps [[accuracy]] if the power's effect is equal. | |
+ | *[[Knockback]]/[[knockup|up]]/[[knockdown|down]] sometimes trumps other control powers even when it is not the strongest effect. | ||
== Instant and Persistent / Buffs and Debuffs == | == Instant and Persistent / Buffs and Debuffs == |
Revision as of 03:04, 15 June 2009
Contents
Overview
This page is intended to provide a key for the symbols used inside the City of Heroes power icons.
Hierarchy
If one effect of a power is much stronger than the other, the primary effect's icon is used. For example, Frozen Armor provides defense and resistance, but the primary effect of the power is to provide defense, therefore the defense symbol is used.
There are a couple of specific things that trump one another in the same general category.
- Compound symbols (see below) trump standard icons.
- Hold trumps disorient trumps sleep trumps immobilize.
- Defense trumps resistance.
- Damage trumps accuracy if the power's effect is equal.
Instant and Persistent / Buffs and Debuffs
Buff/debuffs have two main types of symbols. One is an arc, the other is a triangle. Buff/debuffs with the triangle have an instant effect. Buffs/debuffs with an arc have persistant effects. A triangle or arc at the top of the icon means a buff. A triangle at the bottom of the icon means a debuff. The exchange symbol is only used when the two things being affected are the same. Powers that buff/debuff multiple aspects should be using the icons found in Powers like Equip Thugs, Tactical Upgrade and Serum. Usage of which icon depends on the strength of the buff/debuff.
Compound Symbols
A few of the symbols used in power icons are combinations of two or more icon graphics. Some of the best examples of this are the power icons for Unchain Essence (defeated plus damage), Invincibility (defense plus accuracy/to hit plus buff) and Shiver (slow recharge plus slow movement). Many, many of the powers currently in the game could use compound icons to replace the current graphic. For example, Dark Extraction could use the defeated plus single pet summon icon. Stygian Circle could use the defeated plus heal buff icon.
Icon Table
Some of the images in the table below are not found in the game, but are provided for reference purposes.
Icon Type | Icon | Notes |
---|---|---|
Buff, Accuracy | Persistent accuracy or tohit buff. | |
Buff, Damage | Persistent damage buff. | |
Buff, Defense | Persistent defense buff. | |
Buff, Defense, Area of Effect | Persistent buff to area of effect defense. | |
Buff, Defense, Energy and Negative Energy | Persistent buff to energy and negative energy defense. | |
Buff, Defense, Fire and Cold | Persistent buff to fire and cold defense. | |
Buff, Defense, Melee | Persistent buff to melee defense. | |
Buff, Defense, Psionic | Persistent buff to psionic defense. | |
Buff, Defense, Ranged | Persistent buff to ranged defense. | |
Buff, Defense, Smashing and Lethal | Persistent buff to smashing and lethal defense. | |
Buff, Defense and To-Hit | To-Hit and defense granting buff. | |
Buff, Hit Points | Hit point granting buff. | |
Buff, Hit Points, Defeated | Hit point granting buff that requires a defeated target. | |
Buff, Hit Points, Timed | Hit point buff for a fixed period of time. | |
Buff, Endurance | Endurance granting buff. | |
Buff, Instant | A buff that provides an instant benefit. | |
Buff, Jump, Height | Jump height buff. | |
Buff, Mega | Potent buff to multiple attributes with trade-offs after power expires. | |
Buff, Multiple | Persistent buff to multiple attributes. | |
Buff, Multiple, Defeated | Persistent buff to multiple attributes that requires a defeated target. | |
Buff, Persistent | A buff that remains after the power has activated. | |
Buff, Range | Persistent range buff. | |
Buff, Recharge | Buff that increases the recharge speed of a targets' powers. | |
Buff, Recovery | Persistent recovery buff. | |
Buff, Regeneration | Persistent regeneration buff. | |
Buff, Run Speed | Increases the run speed of a power. | |
Buff, Secondary Effects | Buffs heals, defense buffs, endurance drains, disorients, holds, immobilizes, knockbacks and more. | |
Confusion | Confuse control effect. | |
Damage | Damage power. | |
Damage, Assassination | An interuptable melee power that does extra damage when hidden. | |
Damage, Chaining | A power that does damage to one target and has the chance "jump" to do damage to another target. | |
Damage, Defeated | Power that requires a defeated target to work. | |
Damage, Extreme | Power with extreme damage. | |
Damage, Melee, Heavy | Power with heavy melee damage. | |
Damage, Melee, Minor | Power with minor melee damage. | |
Damage, Melee, Moderate | Power with moderate melee damage. | |
Damage, Melee, Over Time | Melee power that does damage over time. | |
Damage, Melee, Superior | Power with superior melee damage. | |
Damage, Over Time | Power that does damage over time. | |
Damage, Ranged, Heavy | Ranged damage power that does heavy damage. | |
Damage, Ranged, Minor, Fast | Minor damage ranged power that has a recharge of fast. | |
Damage, Ranged, Minor, Very Fast | Minor damage ranged power that has a recharge of very fast. | |
Damage, Ranged, Moderate | Ranged damage power that does moderate damage. | |
Damage, Ranged, Short | Ranged damage power with decreased range. | |
Damage, Ranged, Sniper | An interuptable ranged damage power with increased range. | |
Damage, Weapon | Power that creates a weapon from one of the four classic elements (air, earth, fire, ice). | |
Damage, Weapon, Greater | Power that creates a superior weapon from one of the four classic elements (air, earth, fire, ice). | |
Debuff, Accuracy | Accuracy or to-hit debuff. | |
Debuff, Damage | Persistent damage debuff. | |
Debuff, Defense | Persistent defense debuff. | |
Debuff, Endurance | Endurance debuff. | |
Debuff, Hit Points | Hit point debuff. | |
Debuff, Instant | Debuff that has an instant effect. | |
Debuff, Mez | Debuff to control-type powers.. | |
Debuff, Multiple | Debuff to multiple attributes. | |
Debuff, Perception | Persistent perception debuff. | |
Debuff, Persistent | A debuff with persistent effects. | |
Debuff, Recovery | Persistent recovery debuff. | |
Debuff, Regeneration | Persistent regeneration debuff. | |
Debuff, Resistance | Persistent resistance debuff. | |
Disorient | Disorient control effect. | |
Effect Over Time | A power that has an effect over a period of time. | |
Endurance | Endurance related power. | |
Exchange | A power that exchanges the same attribute between caster and target.. | |
Fear | Fear control effect. | |
Fly | Flight related power. | |
Force Bubble | Power that prevents foes from entering and remaining in melee range. | |
Hold | Hold control effect. | |
Immobilize | Immobilization control effect. | |
Intangibility | Intangibility related power. | |
Invisibility | Power that causes invisibility. | |
Jump, Distance | Jump distance power. | |
Jump, Height | Jump height power. | |
Knockback | Knockback related power. | |
Knockdown | Knockdown related power. | |
Knockup | Knockup related power. | |
Mez | Control related power. | |
Placate | Placate related power. | |
Resistance | Damage resistance related power. | |
Resistance, Cold | Power that provides cold resistance. | |
Resistance, Energy | Power that provides energy resistance. | |
Resistance, Energy and Negative Energy | Power that provides energy and negative energy resistance. | |
Resistance, Fire and Cold | Power that provides fire and cold resistance. | |
Resistance, Negative Energy | Power that provides negative energy resistance. | |
Resistance, Mez | Power that provides protection from control-type effects. | |
Resistance, Psionic | Power that provides psionic resistance. | |
Resistance, Smashing and Lethal | Power that provides smashing and lethal resistance. | |
Resurrection | Power that revives a fallen character. | |
Shapeshift | Power that shifts form. | |
Sleep | Sleep control effect. | |
Slow, Movement | Movement-slowing power. | |
Slow, Recharge | Power that increases target's recharge time. | |
Slow, Recharge and Movement | Power that increases the recharge time and decreases the movement speed of the target(s). | |
Stealth | Power that provides stealth to the target. | |
Summon | Power that summons a pet or henchman. | |
Summon, Buff, Multiple | Power that provides a buff to multiple attributes of a pet or henchman. | |
Summon, Equip | Power that provides a moderate increase to the capabilities of a pet or henchman. | |
Summon, Extraction | Summons one pet or henchman from a defeated target. | |
Summon, Fear | Summons or upgrades a pet or henchman with fear abilities. | |
Summon, Multiple | Summons a large number of pets. | |
Summon, One Ally | Summons one pet or henchman. | |
Summon, Placate | Summons a pet or henchman with placate abilities. | |
Summon, Taunt | Summons a pet or henchman with taunt abilities. | |
Summon, Three Allies | Summons three pets or henchmen. | |
Summon, Two Allies | Summons two pets or henchmen. | |
Summon, Upgrade | Power that provides further increase to the capabilities of a pet or henchman. | |
Taunt | Taunt related power. | |
Teleportation | Power that teleports target from one location to another without physically touching the space in-between. | |
Teleportation, Group | Power that teleports a group from one location to another. | |
Teleportation, Target | Power that teleports a foe from one location to another. |
Comments
- There are many internal inconsistencies within the game that makes some of this page guesswork rather than fact. If the power rings and the power symbols were consistent within the game, it would be easy to identify what a power does just by it's icon.