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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 changes to an Aspect of a character's Attributes.
+
Buffs and Debuffs are changes to an Aspect of a character's Attributes.  
  
  
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; Tohit
 
; Tohit
:  
+
: Changes to the Tohit Attribute typically modify the Abs value.  Changes to the Str aspect are found in
 
; Accuracy
 
; Accuracy
 
:  
 
:  
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:  
 
:  
 
; Health
 
; Health
 +
: Health Debuffs
 +
; Endurance
 
:  
 
:  
; Recharge
+
; Regeneration
 
:  
 
:  
 
; Recovery
 
; Recovery
 
:  
 
:  
; Regeneration
+
; Recharge
 
:  
 
:  
 
; <Status Effect Type>
 
; <Status Effect Type>
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; Range
 
; Range
 
:  
 
:  
 +
; ThreatLevel
 +
:
 +
; XPDebtProtection
 +
:
 +
; RunSpeed
 +
:
 +
; FlySpeed
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:
 +
; JumpSpeed
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:
 +
; JumpHeight
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:
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;
 +
:
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Each Attribute has several associated Aspects that define a character.
 
Each Attribute has several associated Aspects that define a character.
  
; '''Str'''ength
+
; 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.
 
: 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.
; '''Res'''istance
+
; 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.
 
: 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.
; '''Cur'''rrent Value
+
; Absolute Value (Abs)
: The Cur of an Attribute is the value of an attribute at a certain point in time, defined by a percentage of the Max value.  Abs and Cur are linked together, changing one changes the other.
+
; '''Abs'''olute Value
+
 
: 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.
 
: 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.
; '''Max'''imum Value
+
; 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.
 
: 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
 
; MaxMax
: The absolute maximum value that the Max aspect can have. This value defines what are generally known as Hard Caps.
+
: The absolute maximum value that the Max aspect can have.
 +
; MaxMin
 +
:
 +
; MinMin
 +
: he absolute minimum value that the Min aspect can have.
 +
; MinMax
 +
:
  
  
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; Healing
 
; Healing
 
:
 
:
 +
 +
Unique damage types can be found on the [[Damage]] page and work exactly the same as the regular damage types.
  
  
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:  
 
:  
 
; Affect Only Self
 
; Affect Only Self
:
 
; Threat Level
 
 
:  
 
:  
 
; Afraid
 
; Afraid
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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.