Difference between revisions of "Status Effects"

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* Slow damage is always capped at 50% of the unit's current health. If a unit is damaged to the point that slow damage would rise over this limit, the extra slow damage is cleared.
 
* Slow damage is always capped at 50% of the unit's current health. If a unit is damaged to the point that slow damage would rise over this limit, the extra slow damage is cleared.
 
* Units clear 4% of their current health in slow damage per second.
 
* Units clear 4% of their current health in slow damage per second.
* Some units (the [[Limpet]] and [[Moderator]]) apply '''overslow'''. This is a secondary status effect that raises the slow cap of the target to a higher percentage than 50%. Overslow is tracked and cleared separately from slow.
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Some units (the [[Limpet]] and [[Moderator]]) apply '''overslow'''. This is a secondary status effect that raises the slow cap of the target to a higher percentage than 50%. Even when a unit's slow damage is higher than 50% of its current health thanks to overslow, it is still only slowed down by 50%. Overslow is tracked and cleared separately from slow.
  
 
Like EMP damage, slow damage is divided by 3 and converted into normal damage against shields. If a weapon deals normal and slow damage together, the slow damage is applied last.
 
Like EMP damage, slow damage is divided by 3 and converted into normal damage against shields. If a weapon deals normal and slow damage together, the slow damage is applied last.

Revision as of 09:14, 5 October 2021

Zero-K has a lot of status effects, special debuffs that can be applied to enemy units to help suppress them and support your armies in battle. They work by filling separate damage meters underneath the target's hit points, and generate various effects.

EMP damage

EMP damage stuns enemies, completely disabling them and preventing them from moving, using abilities, or returning fire.

Weapon EMP.jpg

  • When an instance of EMP damage is applied to an enemy, it is checked against the enemy's current health and converted into a stacking percentage.
  • When EMP percentage reaches 100% or higher, the unit is stunned.
  • EMP percentage on units decay at a rate of 2.5% per second. The moment the unit's percentage drops below 100%, it is no longer stunned.
  • Even though EMP percentage stacks, it doesn't stack freely: every EMP weapon has a maximum percentage it can raise a unit to. This is described in the weapon stat block as a maximum stun time - each second effectively being a 2.5% maximum over 100% since EMP decays at that rate.
    • For example, a Venom has a maximum stun time of 1s, which means it can at most raise an enemy's stun percentage to 102.5%.
    • Meanwhile a Widow can stun a unit for 30s, which means it can raise an enemy's stun percentage to 100 + 30 * 2.5 = 175%.

Against shields, EMP damage is divided by 3 and converted into normal shield damage. If a weapon deals normal and EMP damage together, the EMP damage is applied last.

EMP is yellow, or in the case of the self-destructing Imp, blue.

Disarm damage

Disarm is a particular type of EMP that will leave the afflicted units able to move, but unable to use any weapons or special abilities (this includes jumping, using build power, regeneration or receiving income from the commander's Vanguard economy module). Disarm damage is converted into a separate disarm percentage bar tracked independently from EMP percentage. Disarmed units flash yellow instead of blue.

Slow damage

Slow damage gradually decreases the movement speed and rate of fire of enemy units.

Weapon slow.jpg

  • Unlike EMP or disarm damage, slow damage is tracked and stored directly on the affected unit as a total rather than being converted into a percentage.
  • As long as a unit has slow damage on it, it's slowed in proportion to the slow damage / its maximum health. This means that damaging a unit can increase its slow since the slow damage buffer becomes proportionally larger.
  • Slow damage is always capped at 50% of the unit's current health. If a unit is damaged to the point that slow damage would rise over this limit, the extra slow damage is cleared.
  • Units clear 4% of their current health in slow damage per second.

Some units (the Limpet and Moderator) apply overslow. This is a secondary status effect that raises the slow cap of the target to a higher percentage than 50%. Even when a unit's slow damage is higher than 50% of its current health thanks to overslow, it is still only slowed down by 50%. Overslow is tracked and cleared separately from slow.

Like EMP damage, slow damage is divided by 3 and converted into normal damage against shields. If a weapon deals normal and slow damage together, the slow damage is applied last.

Slow is purple.

Capture damage

Dominatrix stuff.