Difference between revisions of "Status Effects"

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== Slow damage ==
 
== Slow damage ==
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.
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Slow damage gradually decreases the movement speed and rate of fire of enemy units.
  
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.
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[[File: Weapon slow.jpg]]
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* Unlike EMP or disarm damage, slow damage is tracked and stored directly on the affected unit as a total rather than being converted into a percentage.
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* As long as a unit has slow damage on it, it's slowed in proportion to the slow damage / its maximum health. This means that damaging a unit can increase its slow since the slow damage buffer becomes proportionally larger.
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* Slow damage is always capped at 50% of the unit's current health. If a unit is damaged to the point that slow damage would rise over this limit, the extra slow damage is cleared.
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* Units clear 4% of their current health in slow damage per second.
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* Some units (the [[Limpet]] and [[Moderator]]) apply '''overslow'''. This is a secondary status effect that raises the slow cap of the unit to a higher percentage than 50%. Overslow is tracked and cleared separately from slow.
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Like EMP damage, slow damage is divided by 3 and converted into normal damage against shields. If a weapon deals normal and slow damage together, the slow damage is applied last.
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Slow is purple.
  
 
[[File: Weapon slow.jpg]]
 
[[File: Weapon slow.jpg]]

Revision as of 10:07, 5 October 2021

Zero-K has a lot of status effects, special debuffs that can be applied to enemy units to help suppress them and support your armies in battle. They work by filling separate damage meters underneath the target's hit points, and generate various effects.

EMP damage

EMP damage stuns enemies, completely disabling them and preventing them from moving, using abilities, or returning fire.

Weapon EMP.jpg

  • When an instance of EMP damage is applied to an enemy, it is checked against the enemy's current health and converted into a stacking percentage.
  • When EMP percentage reaches 100% or higher, the unit is stunned.
  • EMP percentage on units decay at a rate of 2.5% per second. The moment the unit's percentage drops below 100%, it is no longer stunned.
  • Even though EMP percentage stacks, it doesn't stack freely: every EMP weapon has a maximum percentage it can raise a unit to. This is described in the weapon stat block as a maximum stun time - each second effectively being a 2.5% maximum over 100% since EMP decays at that rate.
    • For example, a Venom has a maximum stun time of 1s, which means it can at most raise an enemy's stun percentage to 102.5%.
    • Meanwhile a Widow can stun a unit for 30s, which means it can raise an enemy's stun percentage to 100 + 30 * 2.5 = 175%.

Against shields, EMP damage is divided by 3 and converted into normal shield damage. If a weapon deals normal and EMP damage together, the EMP damage is applied last.

EMP is yellow, or in the case of the self-destructing Imp, blue.

Disarm damage

Disarm damage is a particular type of EMP that will leave the afflicted units able to move, but unable to use any weapons or special abilities (this includes jumping, using build power, regeneration or receiving income from the commander's Vanguard economy module). Disarmed units flash yellow instead of blue. Disarm percentage has a separate bar tracked independently from EMP percentage.

Slow damage

Slow damage gradually decreases the movement speed and rate of fire of enemy units.

Weapon slow.jpg

  • Unlike EMP or disarm damage, slow damage is tracked and stored directly on the affected unit as a total rather than being converted into a percentage.
  • As long as a unit has slow damage on it, it's slowed in proportion to the slow damage / its maximum health. This means that damaging a unit can increase its slow since the slow damage buffer becomes proportionally larger.
  • Slow damage is always capped at 50% of the unit's current health. If a unit is damaged to the point that slow damage would rise over this limit, the extra slow damage is cleared.
  • Units clear 4% of their current health in slow damage per second.
  • Some units (the Limpet and Moderator) apply overslow. This is a secondary status effect that raises the slow cap of the unit to a higher percentage than 50%. Overslow is tracked and cleared separately from slow.

Like EMP damage, slow damage is divided by 3 and converted into normal damage against shields. If a weapon deals normal and slow damage together, the slow damage is applied last.

Slow is purple.

Weapon slow.jpg

Capture damage

Dominatrix stuff.