Refractive: Difference between revisions
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{{Mod | {{Mod | ||
| title | | title = {{qud shader|refractive|refractive}} | ||
| type | | type = Glove, Gauntlet, Headwear, Body, Cloak, Shield, Boot, Tread Accessory, Exoskeleton | ||
| id | | id = ModRefractive | ||
| reliconly | | reliconly = no | ||
| rarity | | rarity = R | ||
| tinkerable = yes | | tinkerable = yes | ||
| tinkertier = 5 | | tinkertier = 5 | ||
| nativetier = 4 | | nativetier = 4 | ||
| value | | value = 1.3 | ||
| difficulty = 1 | | difficulty = 1 | ||
| complexity = 1 | | complexity = 1 | ||
| desc | | empsensitive = no | ||
| powerloadsensitive = no | |||
| realitydistortion = no | |||
| desc = &CRefractive: This item has a chance to refract light-based attacks. | |||
| restriction = Must not already refract light | |||
}} | }} | ||
{{name}} | The {{name}} mod can be applied on most worn equipment as well as shields. Modded items have a set chance to [[refract]] light; all light based projectiles that are refracted by this mod bounce back towards the direction they were fired from with a random variance of -90° to +90° degrees. | ||
The refract chance depends on what type of equipment the mod is applied to:{{Code Reference|class=ModRefractive|name=ModRefractive}} | |||
{|class="wikitable" | {|class="wikitable" | ||
!Type | |||
!Worn On | !Worn On | ||
!Refract Chance | !Refract Chance | ||
|- | |- | ||
| Body | | Armor | ||
| [[List_of_Body_Parts#Body|Body]] | |||
| 40% | | 40% | ||
|- | |- | ||
| Back | | Armor | ||
| [[List_of_Body_Parts#Worn on Back|Back]] | |||
| 40% | | 40% | ||
|- | |- | ||
| Arm | | Armor | ||
| [[List_of_Body_Parts#Arm|Arm]] | |||
| 20% | | 20% | ||
|- | |- | ||
| | | Armor | ||
| [[List_of_Body_Parts|All other body parts]] | |||
| 10% | | 10% | ||
|- | |- | ||
| Shield | | Shield | ||
| [[Shield#Available_Shields|Hand]] | |||
| 30% | | 30% | ||
|- | |- | ||
| | | Shield | ||
| [[Shield#Available_Shields|Arm]] | |||
| 10% | | 10% | ||
|} | |} | ||
If a {{name}} item is [[magnetized]], it will have the refraction chance appropriate to its new Floating Nearby slot, not its original slot. | If a {{name}} item is also [[magnetized]], it will have the refraction chance appropriate to its new Floating Nearby slot (i.e. 10%), not the chance associated with its original slot. | ||
Items that already refract light are not eligible for this mod.{{Code Reference|class=ModRefractive|name=ModRefractive}} This includes the following items: | |||
{{#cargo_query: | |||
| tables = ExtraInfo=EI,Characters=C | |||
| join on = EI.JoinKey=C.JoinKey | |||
| fields = CONCAT('{{(}}favilink id{{!}}',EI.ObjectID,'{{)}}')=Item | |||
| where = EI.Info IS NOT NULL AND EI.Info LIKE '%Refractive,,,%' AND C.Demeanor IS NULL | |||
| format = table | |||
}} | |||
{{references|2.0.201.114}} | |||
{{Mod Navbox}} | {{Mod Navbox}} |
Latest revision as of 18:43, 3 May 2022
Category
|
Glove, Gauntlet, Headwear, Body, Cloak, Shield, Boot, Tread Accessory, Exoskeleton |
---|---|
Restrictions
|
Must not already refract light |
Native tierLess likely to appear on items
of a lower tier than this. |
4 |
Rarity
|
Rare |
Tinkerable
|
yes |
Tinker skill
|
|
Bit required
|
<5> |
AutotinkerableCan appear spontaneously on an
item you create with tinkering. |
yes |
Value multiplier
|
1.3 |
+1 | |
+1 | |
no | |
OverloadableWhether this mod is power-load sensitive, and
can be further enhanced by the overloaded mod? |
no |
Distorts realityWhether this item is susceptible
to normality effects? |
no |
ID
|
ModRefractive |
Refractive: This item has a chance to refract light-based attacks. |
The refractive mod can be applied on most worn equipment as well as shields. Modded items have a set chance to refract light; all light based projectiles that are refracted by this mod bounce back towards the direction they were fired from with a random variance of -90° to +90° degrees.
The refract chance depends on what type of equipment the mod is applied to:[1]
Type | Worn On | Refract Chance |
---|---|---|
Armor | Body | 40% |
Armor | Back | 40% |
Armor | Arm | 20% |
Armor | All other body parts | 10% |
Shield | Hand | 30% |
Shield | Arm | 10% |
If a refractive item is also magnetized, it will have the refraction chance appropriate to its new Floating Nearby slot (i.e. 10%), not the chance associated with its original slot.
Items that already refract light are not eligible for this mod.[1] This includes the following items:
Item |
---|
kaleidocera cape |
kaleidocera krakows |
kaleidocera muffs |
mirrorshades |
rainboweave cloak |
References
This information is reliable as of patch 2.0.201.114. |
|