Triple-jointed: Difference between revisions

From Caves of Qud Wiki
Jump to navigation Jump to search
mNo edit summary
imported>Schematix
(Added a list of skills affected by triple jointed's cooldown ignoring chance. Expanded the advancement table to level 30. Added a references section and several references.)
Line 1: Line 1:
{{As Of Patch|2.0.201.46}}
{{As Of Patch|2.0.201.48}}
{{Mutation
{{Mutation
| title = {{PAGENAME}}
| title = {{PAGENAME}}
Line 14: Line 14:
'''Triple-jointed''' is a [[Mutations#Physical Mutations|physical mutation]] that grants the player heightened [[Agility]] and a mutation level based chance for activated [[Skills and Powers|skills]] that use Agility as their primary stat to not incur their cooldown when used. When this happens, the message log will return "{{qud text|&YYou do that with ease.}}", and a popup will appear that says "{{qud text|&GNo cooldown!}}". This can occur multiple times in succession.  
'''Triple-jointed''' is a [[Mutations#Physical Mutations|physical mutation]] that grants the player heightened [[Agility]] and a mutation level based chance for activated [[Skills and Powers|skills]] that use Agility as their primary stat to not incur their cooldown when used. When this happens, the message log will return "{{qud text|&YYou do that with ease.}}", and a popup will appear that says "{{qud text|&GNo cooldown!}}". This can occur multiple times in succession.  
== Formulas ==  
== Formulas ==  
The following formulas are used to determine Agility bonus (rounded down) and "cooldown cancel" chance based on mutation level.  
The following formulas are used to determine Agility bonus (rounded down) and "cooldown cancel" chance based on mutation level. {{Code Reference
| namespace = XLR.World.Parts
| class    = Mutation
| method    = HeightenedAgility
}}
 
{| class="wikitable"
{| class="wikitable"
! Agility Bonus
! Agility Bonus
Line 22: Line 27:
| {{simple formula| 7 + Level * 3 }}
| {{simple formula| 7 + Level * 3 }}
|}
|}
== Agility-based skill powers ==
The following abilities are affected by triple jointed's chance to ignore cooldowns.
* [[Sprint]] {{Code Reference
| namespace = XLR.World.Parts
| class    = Skill
| method    = Tactics_Run
| case      = "FireEvent"
}}
* [[Juke]] {{Code Reference
| namespace = XLR.World.Parts
| class    = Skill
| method    = Tactics_Juke
| case      = "FireEvent"
}}
* [[Jump]] {{Code Reference
| namespace = XLR.World.Parts
| class    = Skill
| method    = Acrobatics_Jump
| case      = "FireEvent"
}}
* [[Shank]] {{Code Reference
| namespace = XLR.World.Parts
| class    = Skill
| method    = Shortblades_Shank
| case      = "FireEvent"
}}
* [[Shield Slam]] {{Code Reference
| namespace = XLR.World.Parts
| class    = Skill
| method    = Shield_Slam
| case      = "FireEvent"
}}
* [[Empty the Clips]]{{Code Reference
| namespace = XLR.World.Parts
| class    = Skill
| method    = Pistol_EmptyTheClips
| case      = "FireEvent"
}}
* [[Flurry]] {{Code Reference
| namespace = XLR.World.Parts
| class    = Skill
| method    = Dual_Wield_Fussilade
| case      = "FireEvent"
}}
* [[Ultra Fire]] {{Code Reference
| namespace = XLR.World.Parts
| class    = Skill
| method    = Rifle_OneShot
}}
== Advancement Table ==
== Advancement Table ==
{| class="wikitable"
{| class="wikitable"
Line 67: Line 122:
| +6
| +6
|37%
|37%
|-
|11
| +7
|40%
|-
|12
| +7
|43%
|-
|13
| +8
|46%
|-
|14
| +8
|49%
|-
|15
| +9
|52%
|-
|16
| +9
|55%
|-
|17
| +10
|58%
|-
|18
| +10
|61%
|-
|19
| +11
|64%
|-
|20
| +11
|67%
|-
|21
| +12
|70%
|-
|22
| +12
|73%
|-
|23
| +13
|76%
|-
|24
| +13
|79%
|-
|25
| +14
|82%
|-
|26
| +14
|85%
|-
|27
| +15
|88%
|-
|28
| +15
|91%
|-
|29
| +16
|94%
|-
|30
| +16
|97%
|}
|}


Line 76: Line 211:
=== Disadvantages ===
=== Disadvantages ===
* Moderate cost at character creation
* Moderate cost at character creation
== References ==
<references />
{{Mutation Navbox}}
{{Mutation Navbox}}

Revision as of 23:42, 4 November 2020

This information is reliable as of patch 2.0.201.48. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.48.
Triple-jointed
Category

Physical

Cost

3

ID?Use this ID to wish for the mutation
(example: mutation:HeightenedAgility)

HeightenedAgility

Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.

no

Triple-jointed

Your joints stretch much further than usual.

+(level based) Agility
(level based)% chance that Agility-based skill powers don't go on cooldown after use

Triple-jointed is a physical mutation that grants the player heightened Agility and a mutation level based chance for activated skills that use Agility as their primary stat to not incur their cooldown when used. When this happens, the message log will return "You do that with ease.", and a popup will appear that says "No cooldown!". This can occur multiple times in succession.

Formulas

The following formulas are used to determine Agility bonus (rounded down) and "cooldown cancel" chance based on mutation level. [1]

Agility Bonus
2 + (Level - 1) / 2
Cooldown Cancel Chance
7 + Level × 3

Agility-based skill powers

The following abilities are affected by triple jointed's chance to ignore cooldowns.

Advancement Table

Mutation Level Agility Bonus Cooldown Cancel Chance
1 +2 10%
2 +2 13%
3 +3 16%
4 +3 19%
5 +4 22%
6 +4 25%
7 +5 28%
8 +5 31%
9 +6 34%
10 +6 37%
11 +7 40%
12 +7 43%
13 +8 46%
14 +8 49%
15 +9 52%
16 +9 55%
17 +10 58%
18 +10 61%
19 +11 64%
20 +11 67%
21 +12 70%
22 +12 73%
23 +13 76%
24 +13 79%
25 +14 82%
26 +14 85%
27 +15 88%
28 +15 91%
29 +16 94%
30 +16 97%

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

Advantages

  • Gives the player an alternate source of Agility than using attribute points, allowing those points to go elsewhere
  • Great for builds that utilize Agility-based skills such as Flurry

Disadvantages

  • Moderate cost at character creation

References

  1. XLR.World.Parts.Mutation, method HeightenedAgility
  2. XLR.World.Parts.Skill, method Tactics_Run, in the "FireEvent" case
  3. XLR.World.Parts.Skill, method Tactics_Juke, in the "FireEvent" case
  4. XLR.World.Parts.Skill, method Acrobatics_Jump, in the "FireEvent" case
  5. XLR.World.Parts.Skill, method Shortblades_Shank, in the "FireEvent" case
  6. XLR.World.Parts.Skill, method Shield_Slam, in the "FireEvent" case
  7. XLR.World.Parts.Skill, method Pistol_EmptyTheClips, in the "FireEvent" case
  8. XLR.World.Parts.Skill, method Dual_Wield_Fussilade, in the "FireEvent" case
  9. XLR.World.Parts.Skill, method Rifle_OneShot