Difference between revisions of "Status Effects"
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* 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. | * 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. | * 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. | ||
− | * | + | * After 0.5s of taking no slow damage, units start clearing slow damage = 4% of their current health per second. |
* Some units (the [[Limpet]] and [[Moderator]]) apply '''overslow''': | * Some units (the [[Limpet]] and [[Moderator]]) apply '''overslow''': | ||
** This is a secondary status effect that raises the slow damage cap of the target to a higher percentage than 50%. | ** This is a secondary status effect that raises the slow damage cap of the target to a higher percentage than 50%. | ||
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* When an instance of capture damage is applied to an enemy, it is directly converted into a percentage just like with EMP damage. Unlike with EMP damage, it's divided by (the target enemy's current HP + 1000) instead of just the target's current HP. | * When an instance of capture damage is applied to an enemy, it is directly converted into a percentage just like with EMP damage. Unlike with EMP damage, it's divided by (the target enemy's current HP + 1000) instead of just the target's current HP. | ||
+ | * When a unit reaches 100% capture percentage, it is captured and belongs to the Dominatrix's player. It stays this way until the Dominatrix that dealt the final instance of capture damage is destroyed. | ||
+ | * If a captured unit's controlling Dominatrix is destroyed, it is returned to its original controller with 95% capture percentage. | ||
+ | * Even though capture percentage stacks, it does not stack between players who belong on different teams (say, in a 3 player FFA). Each team gets their own capture bar for the target unit, and the UI will only display the highest percentage. | ||
+ | * After 5s of taking no capture damage, capture percentage decays at a rate of 4% per second. |
Revision as of 09:40, 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.
- When an instance of EMP damage is applied to an enemy, it is checked in proportion to 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.
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.
- 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.
- After 0.5s of taking no slow damage, units start clearing slow damage = 4% of their current health per second.
- Some units (the Limpet and Moderator) apply overslow:
- This is a secondary status effect that raises the slow damage 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 can only "stretch out" a 50% slow longer.
- Overslow is tracked and cleared separately from slow.
Like EMP damage, slow damage is divided by 3 and converted into normal damage against shields.
Slow is purple.
Capture damage
Capture damage is a special kind of damage only dealt by the Dominatrix. It can steal a unit from an enemy and place it under your (potentially permanent) control.
- When an instance of capture damage is applied to an enemy, it is directly converted into a percentage just like with EMP damage. Unlike with EMP damage, it's divided by (the target enemy's current HP + 1000) instead of just the target's current HP.
- When a unit reaches 100% capture percentage, it is captured and belongs to the Dominatrix's player. It stays this way until the Dominatrix that dealt the final instance of capture damage is destroyed.
- If a captured unit's controlling Dominatrix is destroyed, it is returned to its original controller with 95% capture percentage.
- Even though capture percentage stacks, it does not stack between players who belong on different teams (say, in a 3 player FFA). Each team gets their own capture bar for the target unit, and the UI will only display the highest percentage.
- After 5s of taking no capture damage, capture percentage decays at a rate of 4% per second.