Triple-jointed: Difference between revisions

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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.)
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{{As Of Patch|2.0.201.46}}
{{As Of Patch|2.0.201.48}}
{{Mutation
{{Mutation
| title = {{PAGENAME}}
| title = {{PAGENAME}}
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'''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
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| {{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"
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| +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%
|}
|}


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