Triple-jointed: Difference between revisions

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(Shield slam is about as strength-based as it gets. Do you even need agility to hit with it?)
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{{As Of Patch|2.0.201.48}}
{{Mutation
{{Mutation
| title = {{PAGENAME}}
| title = {{PAGENAME}}
| image = none
| image = {{mutation page image}}
| type = Physical
| type = Physical
| cost = 3
| cost = 3
| id = HeightenedAgility
| id = HeightenedAgility
| code = b2
| 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 skill powers don't go on cooldown after use
+&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 [[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]] 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 Skill Powers ==
== Agility-Based Skills ==
The following abilities are affected by triple jointed's chance to ignore cooldowns.  
The following abilities are affected by triple jointed's chance to ignore cooldowns.  
* [[Sprint]] {{Code Reference
* [[Sprint]] {{Code Reference
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| method    = "FireEvent"
| method    = "FireEvent"
}}
}}
* [[Jump]] {{Code Reference
* [[Lunge]] (Aggressive Stance Only) {{Code Reference
| namespace = XLR.World.Parts.Skill
| namespace = XLR.World.Parts.Skill
| class    = Acrobatics_Jump
| class    = LongBlades2Proficiency
| method    = "FireEvent"
| method    = "FireEvent"
}}
}}
*[[Hobble]]
* [[Shank]] {{Code Reference
* [[Shank]] {{Code Reference
| namespace = XLR.World.Parts.Skill
| namespace = XLR.World.Parts.Skill
| class    = Shortblades_Shank
| class    = Shortblades_Shank
| method    = "FireEvent"
}}
* [[Shield Slam]] {{Code Reference
| namespace = XLR.World.Parts.Skill
| class    = Shield_Slam
| method    = "FireEvent"
| method    = "FireEvent"
}}
}}
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</div>
</div>
 
</div>
<div style="margin-right: 2.5em;">


== Advantages & Disadvantages ==
== Advantages & Disadvantages ==
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=== Disadvantages ===
=== Disadvantages ===
* Moderate cost at character creation
* Moderate cost at character creation
*Somewhat counter-intuitive on what skills are considered Agility-based or not


== References ==
==Creatures with Triple-jointed==
<references />
{{Creatures with the mutation|Triple-jointed}}
 
{{references|2.0.201.60}}
{{Mutation Navbox}}
{{Mutation Navbox}}

Latest revision as of 00:02, 4 February 2024

Triple-jointed
Triplejointed mutation.png
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

Triple-jointed

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

This section is opinion-based. Your mileage may vary.

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

References

This information is reliable as of patch 2.0.201.60.
  1. XLR.World.Parts.Skill.Tactics_Run, method "FireEvent"
  2. XLR.World.Parts.Skill.Tactics_Juke, method "FireEvent"
  3. XLR.World.Parts.Skill.LongBlades2Proficiency, method "FireEvent"
  4. XLR.World.Parts.Skill.Shortblades_Shank, method "FireEvent"
  5. XLR.World.Parts.Skill.Pistol_EmptyTheClips, method "FireEvent"
  6. XLR.World.Parts.Skill.Dual_Wield_Fussilade, method "FireEvent"
  7. XLR.World.Parts.Skill.Rifle_OneShot
  8. XLR.World.Parts.Mutation.HeightenedAgility