Refractive: Difference between revisions
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If a {{name}} item is [[magnetized]], it will have the refraction chance appropriate to its new Floating Nearby slot, not its original slot. | |||
{{Mod Navbox}} | {{Mod Navbox}} |
Revision as of 06:14, 12 August 2020
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This information is reliable as of patch 2.0.200.81. If this is no longer the current patch, you can help by updating it. |
This information is reliable as of patch 2.0.200.81. If this is no longer the current patch, you can help by updating it.
refractive
Category
|
Glove, Headwear, Body, Shield, Boot, Back Armor, Tread Accessory, Exoskeleton |
---|---|
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 | |
ID
|
ModRefractive |
Refractive: This item has a chance to refract light-based attacks. |
refractive is a mod that can be applied on all armor and shields. When this is applied, they have a set chance to refract light; all light based projectiles that are refracted bounce in the opposite direction that it was fired from with a random variance of -90 to +90 degrees.
This chance depends on whether it is armor or a shield/buckler, and where it is worn on:
Worn On | Refract Chance |
---|---|
Body | 40% |
Back | 40% |
Arm | 20% |
Other Armor (Tread armor, boots, gloves, headwear) | 10% |
Shield (on hand) | 30% |
Buckler (on arm) | 10% |
If a refractive item is magnetized, it will have the refraction chance appropriate to its new Floating Nearby slot, not its original slot.
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