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What obeys status effects and what doesn't isn't really documented anywhere, so I made a simple chart of what obeys what.
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What obeys status effects and what doesn't isn't really documented anywhere, so I made a simple chart of what obeys what.
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If a thing obeys slow, it gets reduced by whatever slow% the unit has; for reclaim it means it gets disabled when the unit is partially reclaimed, and for EMP/disarm it means it gets disabled as long as the unit has over 100% in either of those.
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Obedience is green, resistance is red, yellow is "depends" - see explanations below.
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Obedience is green, resistance is red, yellow is "depends" - see explanations below.
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DSR is Disarm, RCL is partial reclaim.
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DSR is Disarm, RCL is partial reclaim.
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[img]http://i.imgur.com/9WAr4Ay.png[/img]
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[img]http://i.imgur.com/9WAr4Ay.png[/img]
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1) Windgens disobey slow, everything else obeys.
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1) Windgens disobey slow, everything else obeys.
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2) Animation includes deployment (Slasher, Crabe, Djinn beacon placement) and is per-unit -- most units disobey.
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2) Animation includes deployment (Slasher, Crabe, Djinn beacon placement) and is per-unit -- most units disobey.
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3) Non-combat Morph cleanses EMP on use and grants EMP immunity as long as it's active (but cannot be activated if already EMPed).
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3) Non-combat Morph cleanses EMP on use and grants EMP immunity as long as it's active (but cannot be activated if already EMPed).
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4) Reclaimed units cannot be picked up but units already being transported can be reclaimed.
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4) Reclaimed units cannot be picked up but units already being transported can be reclaimed.
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5) Teleporting is only disabled by EMP/Disarm when Djinn or Lamp are stunned, not the passenger.
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5) Teleporting is only disabled by EMP/Disarm when Djinn or Lamp are stunned, not the passenger.
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6) Only dedicated sensors obey (ie. a Conjurer's jammer or a Reef's radar will stay). The dedicated sensors are Sneaky Peet, Eraser, both Radar Towers, Sonar Station, and Vulture.
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6) Only dedicated sensors obey (ie. a Conjurer's jammer or a Reef's radar will stay). The dedicated sensors are Sneaky Peet, Eraser, both Radar Towers, Sonar Station, and Vulture.
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Now here's some values related to status effects.
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Now here's some values related to status effects.
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The decay rate is 2.5%/s for EMP and Disarm and happens constantly.
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The decay rate is 2.5%/s for EMP and Disarm and happens constantly.
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For slow, the decay is 4%/s but gets stopped for 0.5s upon refreshment.
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For slow, the decay is 4%/s but gets stopped for 0.5s upon refreshment.
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The shield damage conversion ratio is 1/3.
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The shield damage conversion ratio is 1/3.
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They are ownerless.
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They are ownerless.
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Status effects obey armor and work upon current health value.
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Status effects obey armor and work upon current health value.
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Max Slow is 50% but it works at whatever % it currently is at; EMP and Disarm only work when over 100% and how high they can go depends on the weapon.
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Max Slow is 50% but it works at whatever % it currently is at; EMP and Disarm only work when over 100% and how high they can go depends on the weapon.
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Capture decays at 4%/s without stopping, ignores shields, ignores armor, is separate for every alliance, works on cost instead of health and gets scaled with health in a weird way: the multiplier is x(3 - 2*HP/maxHP).
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Capture decays at 4%/s without stopping, ignores shields, ignores armor, is separate for every alliance, works on cost instead of health and gets scaled with health in a weird way: the multiplier is x(3 - 2*HP/maxHP).
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