Triple-jointed

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Revision as of 23:28, 9 December 2020 by 174.92.48.77 (talk) (Shield slam is about as strength-based as it gets. Do you even need agility to hit with it?)
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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.
As of Patch This information is reliable as of patch 2.0.201.48.
Triple-jointed
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 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.

Formulas

The following formulas are used to determine Agility bonus (rounded down) and "cooldown cancel" chance based on mutation level. [9]

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
  • Somewhat counter-intuitive on what skills are considered Agility-based or not

References

  1. XLR.World.Parts.Skill.Tactics_Run, method "FireEvent"
  2. XLR.World.Parts.Skill.Tactics_Juke, method "FireEvent"
  3. XLR.World.Parts.Skill.Acrobatics_Jump, method "FireEvent"
  4. XLR.World.Parts.Skill.Shortblades_Shank, method "FireEvent"
  5. XLR.World.Parts.Skill.Shield_Slam, method "FireEvent"
  6. XLR.World.Parts.Skill.Pistol_EmptyTheClips, method "FireEvent"
  7. XLR.World.Parts.Skill.Dual_Wield_Fussilade, method "FireEvent"
  8. XLR.World.Parts.Skill.Rifle_OneShot
  9. XLR.World.Parts.Mutation.HeightenedAgility