Editing Status Effects
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− | 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. | + | 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.<div style="float:right;">__TOC__</div> |
== EMP damage == | == EMP damage == | ||
− | + | EMP damage stuns enemies, completely disabling them and preventing them from moving, using abilities, or returning fire. | |
[[File:Weapon EMP.jpg]] | [[File:Weapon EMP.jpg]] | ||
− | * When an instance of EMP damage is applied to an enemy, it is checked | + | * 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. | * 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. | * 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. | * 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%. | ** 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 | + | ** 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. | 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. | ||
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== Disarm damage == | == 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 | + | Disarm damage 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). Disarmed units flash yellow instead of blue. Disarm percentage has a separate bar tracked independently from EMP percentage. |
== Slow damage == | == Slow damage == | ||
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* 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. | * 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 | + | * 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. | ||
− | * | + | * Units clear 4% of their current health in slow damage 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 cap of the unit to a higher percentage than 50%. Overslow is tracked and cleared separately from slow. |
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− | Like EMP damage, slow damage is divided by 3 and converted into normal damage against shields. | + | 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. | Slow is purple. | ||
− | + | [[File: Weapon slow.jpg]] | |
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− | + | ==Capture damage== | |
+ | Dominatrix stuff. |