Triple-jointed
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. |
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 |
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.
Agility-Based Skill Powers
The following abilities are affected by triple jointed's chance to ignore cooldowns.
- Sprint [1]
- Juke [2]
- Lunge (Aggressive Stance Only) [3]
- Shank [4]
- Empty the Clips[5]
- Flurry [6]
- Ultra Fire [7]
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
- Somewhat counter-intuitive on what skills are considered Agility-based or not
References
This information is reliable as of patch 2.0.201.60. |
- ↑
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