Triple-jointed: Difference between revisions
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{{Mutation | {{Mutation | ||
| title = {{PAGENAME}} | | title = {{PAGENAME}} | ||
| image = | | image = {{mutation page image}} | ||
| type = Physical | | type = Physical | ||
| cost = 3 | | cost = 3 | ||
| id = HeightenedAgility | | id = HeightenedAgility | ||
| | | startingmutation = yes | ||
| gameversion = 2.0.206.63 | |||
| desc = Your joints stretch much further than usual. | | desc = Your joints stretch much further than usual. | ||
+&C(level based)&y Agility\n&C(level based)&y% chance that Agility-based | +&C(level based)&y Agility\n&C(level based)&y% chance that Agility-based skills don't go on cooldown after use | ||
| realitydistort =no | | realitydistort =no | ||
}} | }} | ||
'''Triple-jointed''' is a [[Mutations#Physical Mutations|physical mutation]] that grants the player heightened [[Agility]] and a mutation level based chance for activated [[ | '''Triple-jointed''' is a [[Mutations#Physical Mutations|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 "{{qud text|&YYou do that with ease.}}", and some floating text will appear that says "{{qud text|&GNo cooldown!}}". This can occur multiple times in succession. | ||
== Agility-Based Skills == | |||
The following abilities are affected by triple jointed's chance to ignore cooldowns. | |||
* [[Sprint]] {{Code Reference | |||
| namespace = XLR.World.Parts.Skill | |||
| class = Tactics_Run | |||
| method = "FireEvent" | |||
}} | |||
* [[Juke]] {{Code Reference | |||
| namespace = XLR.World.Parts.Skill | |||
| class = Tactics_Juke | |||
| method = "FireEvent" | |||
}} | |||
* [[Lunge]] (Aggressive Stance Only) {{Code Reference | |||
| namespace = XLR.World.Parts.Skill | |||
| class = LongBlades2Proficiency | |||
| method = "FireEvent" | |||
}} | |||
*[[Hobble]] | |||
* [[Shank]] {{Code Reference | |||
| namespace = XLR.World.Parts.Skill | |||
| class = Shortblades_Shank | |||
| method = "FireEvent" | |||
}} | |||
* [[Empty the Clips]]{{Code Reference | |||
| namespace = XLR.World.Parts.Skill | |||
| class = Pistol_EmptyTheClips | |||
| method = "FireEvent" | |||
}} | |||
* [[Flurry]] {{Code Reference | |||
| namespace = XLR.World.Parts.Skill | |||
| class = Dual_Wield_Fussilade | |||
| method = "FireEvent" | |||
}} | |||
* [[Ultra Fire]] {{Code Reference | |||
| namespace = XLR.World.Parts.Skill | |||
| class = Rifle_OneShot | |||
}} | |||
== 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.Mutation | |||
| class = HeightenedAgility | |||
}} | |||
{| class="wikitable" | {| class="wikitable" | ||
! Agility Bonus | ! Agility Bonus | ||
Line 21: | Line 65: | ||
| {{simple formula| 7 + Level * 3 }} | | {{simple formula| 7 + Level * 3 }} | ||
|} | |} | ||
== Advancement Table == | == Advancement Table == | ||
<div style="display:flex;flex-wrap:wrap;"> | |||
<div style="margin-right: 2.5em;"> | |||
{| class="wikitable" | {| class="wikitable" | ||
!Mutation Level | !Mutation Level | ||
!Agility Bonus | !Agility Bonus | ||
!Cooldown Cancel Chance | !Cooldown<br>Cancel Chance | ||
|- | |- | ||
|1 | |1 | ||
Line 67: | Line 117: | ||
|37% | |37% | ||
|} | |} | ||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
{| class="wikitable" | |||
!Mutation Level | |||
!Agility Bonus | |||
!Cooldown<br>Cancel Chance | |||
|- | |||
|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% | |||
|} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
{| class="wikitable" | |||
!Mutation Level | |||
!Agility Bonus | |||
!Cooldown<br>Cancel Chance | |||
|- | |||
|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% | |||
|} | |||
</div> | |||
</div> | |||
== Advantages & Disadvantages == | == Advantages & Disadvantages == | ||
Line 75: | Line 228: | ||
=== Disadvantages === | === Disadvantages === | ||
* Moderate cost at character creation | * Moderate cost at character creation | ||
==Creatures with Triple-jointed== | |||
{{Creatures with the mutation|Triple-jointed}} | |||
{{references|2.0.201.60}} | |||
{{Mutation Navbox}} | {{Mutation Navbox}} |
Latest revision as of 00:02, 4 February 2024
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 |
Infobox data from game version 2.0.206.63
|
Your joints stretch much further than usual.
+(level based) Agility
(level based)% chance that Agility-based skills 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 some floating text will appear that says "No cooldown!". This can occur multiple times in succession.
Agility-Based Skills
The following abilities are affected by triple jointed's chance to ignore cooldowns.
Formulas
The following formulas are used to determine Agility bonus (rounded down) and "cooldown cancel" chance based on mutation level. [8]
Agility Bonus | 2 + (Level - 1) / 2
|
---|---|
Cooldown Cancel Chance | 7 + Level × 3
|
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% |
Mutation Level | Agility Bonus | Cooldown Cancel Chance |
---|---|---|
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% |
Mutation Level | Agility Bonus | Cooldown Cancel Chance |
---|---|---|
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
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
Creatures with Triple-jointed
- Barathrumite arconaut(Level 3)
- Barathrumite tinker(Level 3)
- Jacobo(Level 3)
- Iseppa(Level 3)
- Sparafucile(Level 3)
- Mafeo(Level 3)
- Hortensa(Level 3)
- Barathrum the Old(Level 3)
- Neek(Level 3)
- Otho(Level 3)
- Q Girl(Level 3)
- Aloysius(Level 3)
- Dardi(Level 3)
- Svenlainard, Trophy Hunter(Level 5)
- Crowsong(Level 5)
References
- ↑
XLR.World.Parts.Skill.Tactics_Run
, method"FireEvent"
- ↑
XLR.World.Parts.Skill.Tactics_Juke
, method"FireEvent"
- ↑
XLR.World.Parts.Skill.LongBlades2Proficiency
, method"FireEvent"
- ↑
XLR.World.Parts.Skill.Shortblades_Shank
, method"FireEvent"
- ↑
XLR.World.Parts.Skill.Pistol_EmptyTheClips
, method"FireEvent"
- ↑
XLR.World.Parts.Skill.Dual_Wield_Fussilade
, method"FireEvent"
- ↑
XLR.World.Parts.Skill.Rifle_OneShot
- ↑
XLR.World.Parts.Mutation.HeightenedAgility