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UCP

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Reborn

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diff --git a/reborn/assassin.html b/reborn/assassin.html new file mode 100644 index 0000000..af10eaf --- /dev/null +++ b/reborn/assassin.html @@ -0,0 +1,215 @@ + + + + + Borderlands 2 Skill Calculator: Assassin + + + + + + + +
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Borderlands2 skill calculator
(Reborn)

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Zer0

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Level 5 Assassin

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HeadSh0t

% Critical Hit Damage per level.
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0ptics

% Zoom, % Aim Steadiness, and % Aim Speed and reduced Aim Disruption per level.
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Killer

Kill Skill. Killing an enemy gives you % Critical Hit Damage and % Reload Speed per level for a few seconds.
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Precisi0n

% Accuracy per level.
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B0re

Shots pierce through enemies, gaining % damage per enemy pierced. Enemy crit locations highlighted in Decepti0n.
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0ne Sh0t 0ne Kill

The first shot from a fully loaded magazine deals % Damage per level.
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Vel0city

% Bullet Speed, % Critical Hit Damage, and % Gun Damage per level.
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Kill C0nfirmed

Up to % Critical Hit Damage per level depending on how long you aim down the sights.
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At 0ne with the Gun

% Hip-Shot accuracy, % Reload Speed, and Magazine Size with Sniper Rifles per level.
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Critical Ascensi0n

Scoring a Critical Hit with a Sniper Rifle gives you % Critical Hit Damage and % Damage with Sniper Rifles. Can stack up to 999 times. Stacks begin to decay if you haven't scored a critical hit in a while.
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Fast Hands

% Reload Speed and % Weapon Swap Speed per level.
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C0unter Strike

After getting hit, your next melee attack has a chance to deal % damage per level.
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Grim

Kill Skill. Killing an enemy regenerates % of your shield per second and gives % Action Skill cooldown rate per level for a few seconds.
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Ambush

% damage per level when attacking enemies from behind or when attacking an enemy who is targeting someone other than you.
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Death Mark

Dealing melee damage marks a target for 8 seconds. Marked targets take % additional damage from all sources.
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Rising Sh0t

Each successful ranged or melee attack gives you % Gun Damage and % Melee Damage per level for a short time. This bonus can stack up to 5 times. Faster weapons can gain stacks more quickly, but slower weapons retain stacks for a longer period of time.
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Unf0rseen

Your holographic decoy explodes when you become visible again, causing rank shock damage per level to nearby enemies.
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Innervate

While Decepti0n is active you gain % Status Effects Duration Reduction, % Movement Speed, and regenerate % of your Maximum Health per second per level.
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Tw0 Fang

Every time you fire you have a % chance per level to fire twice.
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Death Bl0ss0m

Action Skill Augment. Throws a handful of Kunai knives. Has a random elemental effect. Does not take character out of Decepti0n. Can be used five times per cooldown. Can apply Death Mark.
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Killing Bl0w

% Melee Damage per level against enemies with low health.
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Ir0n Hand

% Melee Damage and Health Damage Reduction per level.
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Fearless

% Fire Rate and % Health Regeneration per level when your shield is depleted.
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Be Like Water

Shooting an enemy gives % damage per level to your next melee attack. Melee Attacks give % damage per level to your next gun attack.
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Execute

Melee Override Skill. While Decepti0n is active and a target is under your crosshairs, melee to dash forward a short distance and perform a special melee attack, dealing massive damage. Has a range of 3 meters.
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F0ll0wthr0ugh

Kill Skill. Killing an enemy gives % Movement Speed, % Gun Damage, and % Melee Damage per level for a few seconds.
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Backstab

Your melee attacks deal % damage per level when hitting an enemy in the back, dealing massive damage.
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Resurgence

Killing an enemy with a melee attack restores up to % of your health per level depending on how low your health is.
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Like The Wind

% chance to dodge bullets and status effects per level when moving.
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Many Must Fall

Killing an enemy with a Melee Attack during Decepti0n deploys an additional holographic decoy and extends the duration of Decepti0n instead of ending it.
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+ + diff --git a/reborn/commando.html b/reborn/commando.html new file mode 100644 index 0000000..16e61d4 --- /dev/null +++ b/reborn/commando.html @@ -0,0 +1,223 @@ + + + + + Borderlands 2 Skill Calculator: Commando + + + + + + + +
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Borderlands2 skill calculator
(Reborn)

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Axton

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Level 5 Commando

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Sentry

shots fired per burst per level and seconds turret duration per level.
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Ready

% Reload Speed per level.
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Laser Sight

% Turret Accuracy and % Turret Fire Rate per level.
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Willing

% Shield Recharge Rate and % Shield Recharge Delay per level.
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Scorched Earth

Adds Multi-Rocket Pods to your Sabre Turret. 22 Rockets per Volley. Also Increases Axton's Explosive Damage by 10%
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Onslaught

Kill Skill. Killing an enemy gives you % Gun Damage and % Movement Speed per level for a short time.
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Able

Damaging an enemy regenerates % of your Maximum Health per second per level for 3 seconds.
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Grenadier

Grenade Capacity and % Grenade Damage per level.
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Resourceful

% Action Skill Cooldown Rate per level.
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Double Up

Adds a second gun to the Sabre Turret and both guns fire Slag bullets. Also increases Sabre Turret Damage by 30%.
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Impact

% Gun Damage and % Accuracy per level.
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Expertise

% weapon swap and aim speed per level; % movement speed when aiming per level.
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Overload

% Magazine Size and % Ammo Capacity.
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Metal Storm

Kill Skill. Killing an enemy gives % Fire Rate and % Recoil Reduction per level for a short time.
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Longbow Turret

% Turret Deploy Range, % Turret Health.
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Steady

% Recoil Reduction, % Grenade Damage, and % Rocket Launcher damage per level.
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Do or Die

Allows you to throw grenades while in Fight for Your Life. % Grenade and Rocket Launcher damage.
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Battlefront

% Gun, Critical Hit Damage, and Grenade damage per level while turret is deployed.
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Duty Calls

% Gun Damage and % Critical Hit Damage with non-elemental guns.
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Ranger

% Gun Damage, Accuracy, Critical Hit Damage, Fire Rate, Magazine Size, Reload Speed, and Maximum Health per level.
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Nuke

Deploying your Sabre Turret sets off a small Nuclear Blast and passively increase Axton's Cooldown Rate by 20%.
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Healthy

% Maximum Health per level.
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Preparation

% shield capacity per level; regenerate % health per second per level when shields are full.
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Last Ditch Effort

% Gun Damage and Fight For Your Life time as well as % Movement Speed per level during Fight For Your Life.
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Pressure

Up to % Reload Speed and % Shield Recharge Delay per level depending on how low your health is.
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Phalanx Shield

Your Sabre Turret projects a shield that attempts to block enemy ranged fire but lets friendly ranged attacks pass through. Also passively increases Axton's Shield Capacity by 20%
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Forbearance

% Status Effect duration on you and % Damage Reduction per level.
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Mag-Lock

Your Sabre Turret can be deployed on walls and ceilings.
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Quick Charge

Kill Skill. Killing an enemy regenerates % of your shield per second per level for a short time.
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Crisis Management

% Gun Damage and % Damage Reduction per level when shields are depleted.
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Grit

You have a % chance per level to ignore damage that would otherwise kill you. In addition to not taking damage from the attack, you will also regain half your maximum health.
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Gemini

Allows you to deploy two Sabre Turrets. Additionally gives the turret 30% Fire Rate and 3 more shots per burst.
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+ + + diff --git a/reborn/gunzerker.html b/reborn/gunzerker.html new file mode 100644 index 0000000..0a03c5b --- /dev/null +++ b/reborn/gunzerker.html @@ -0,0 +1,237 @@ + + + + + Borderlands 2 Skill Calculator: Gunzerker + + + + + + + +
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Borderlands2 skill calculator
(Reborn)

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Salvador

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Level 5 Gunzerker

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Locked And Loaded

Reloading your gun gives you % Fire Rate per level for a short time.
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Quick Draw

% Weapon Swap Speed and % Weapon Equip Time per level.
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I'm Your Huckleberry

% Damage and Reload Speed per level with pistols.
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All I Need is One

Swapping weapons causes your next shot fired to deal up to % damage per level. This bonus decreases as your magazine is emptied.
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Auto-Loader

Killing an enemy Instantly Reloads all of the guns that you have equipped that are not currently in your hands. Swapping guns after Auto-Loader has reloaded a gun triggers Locked & Loaded. Additionally passively increases Salvador's Reload Speed by 15% now.
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Divergent Likeness

% Damage when Gunzerking with two of the same type of guns. % Accuracy when Gunzerking with two different types of guns.
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Down Not Out

You can Gunzerk while in Fight for Your Life.
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Money Shot

The last bullet fired from any gun does % damage per level per magazine size, up to % damage per level.
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Lay Waste

Kill Skill. Killing an enemy gives % Fire Rate and % Critical Hit Damage and ammo regeneration with guns per level for a short time. Rockets receive heavily reduced regeneration.
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Keep It Piping Hot

While Gunzerking is in the process of cooling down you gain % Gun Damage, Melee Damage, and Grenade Damage per level.
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No Kill Like Overkill

Any excess damage dealt to an enemy that kills them is transferred to the next enemy fired at.
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I'm Ready Already

% Gunzerking Cooldown Rate.
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Filled to the Brim

% Magazine Capacity and % Ammo Regeneration per level for all ammo types. Rockets receive heavily reduced regeneration.
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All in the Reflexes

% Reload Speed and Melee Damage per level.
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Last Longer

seconds Gunzerking duration per level.
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Steady as She Goes

% Recoil Reduction and % chance to improve Accuracy on hit when Gunzerking.
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Inconceivable

Up to % chance per level for shots not to consume ammo. The more ammo is currently in your magazine the greater the chance of Free Shots.
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Double Your Fun

Throwing a grenade while Gunzerking throws two grenades instead of one. The second grenade doesn't cost ammo.
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5 Shots or 6

Kill Skill. Killing an enemy grants a % chance per level to add an extra round of ammunition when firing instead of expending ammunition.
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Yippie Ki Yay

Increases the duration of Gunzerking by seconds per level every time an enemy is killed while Gunzerking.
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Get Some

Critically Hitting an enemy decreases Gunzerking cooldown by seconds per level. Has a cooldown of 4 seconds. Also passively increases crit damage by % per level.
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Keep Firing

While Gunzerking, you gain up to % Fire Rate and % Reload Speed depending on how long you hold down the trigger.
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Hard to Kill

% Maximum Health and regenerate % of your Maximum Health per second per level.
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Incite

Taking damage gives % Movement Speed and % Reload Speed per level for a few seconds.
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Asbestos

% Negative Status Effect Duration per level.
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I'm the Juggernaut

Kill Skill. Killing an enemy gives % Damage Reduction for a short time.
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Fistful of Hurt

Melee Override. Throw a heavy punch dealing massive damage and knockback, as well as healing Salvador slightly. Has a cooldown of 16 seconds. This cooldown is halved while Gunzerking.
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Ain't Got Time To Bleed

While Gunzerking you regenerate up to % of your Maximum Health per second per level depending on how low your health is.
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Just Got Real

Up to % Gun Damage and Melee Damage per level depending on how low your health and shields are.
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All Out of Bubblegum

% Fire Rate per level when shield is depleted.
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Bus That Can't Slow Down

% Movement Speed per level while Gunzerking.
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Sexual Tyrannosaurus

Taking damage gives % Health Regeneration and % Melee Override Cooldown per level for 5 seconds. It also reduces Gunzerking Cooldown by sec per hit per level. This effect does not stack.
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Come At Me, Bro

While Gunzerking, you can press [Action Skill] to taunt your enemies into attacking you. You instantly heal to Full Health and gain massive damage reduction for a few seconds. You also gain bonus Melee Damage and Melee Override Cooldown.
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+ + + + + diff --git a/reborn/mechromancer.html b/reborn/mechromancer.html new file mode 100644 index 0000000..00f1572 --- /dev/null +++ b/reborn/mechromancer.html @@ -0,0 +1,240 @@ + + + + + Borderlands 2 Skill Calculator: Mechromancer + + + + + + + +
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Borderlands2 skill calculator
(Reborn)

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Gaige

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Level 5 Mechromancer

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Cooking Up Trouble

While your gun's magazine is more than half full you regenerate % per level of maximum health per second.
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Smaller, Lighter, Faster

Increases you reload speed % per level but decreases your magazine size % per level.
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Fancy Mathematics

Improves shield recharge delay (up to % per level) and shield recharge rate (up to % per level) based on how low your health is. The lower your health the greater the bonuses.
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Buck Up

Deathtrap Ability. Deathtrap restores the shields of one ally to full. Additionally increases Gaige's Shield Capacity by 15%.
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The Better Half

When your magazine is at least half empty you gain gun damage % per level and fire rate % per level.
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Upshot Robot

While Deathtrap is active, if you or Deathtrap kill an enemy it increases Deathtrap's duration by 5 seconds and grants both of you a 4% stackable melee damage bonus. Bonuses are lost when Deathtrap goes away.
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Potent as a Pony

Increases maximum health for you (% per level) and Deathtrap (% per level).
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Explosive Clap

Deathtrap Ability. Deathtrap causes an explosion in front of him, dealing explosive damage to all nearby enemies. Additionally increases Gaige's Melee Damage by 20%.
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Unstoppable Force

Killing an enemy grants you % per level movement speed and % shield regeneration per level for a short while.
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Made of Sterner Stuff

You and Deathtrap gain % per level damage reduction against all damage types. Deathtrap gains % per level melee damage.
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20% Cooler

Increases the cooldown rate of your action skill by % per level.
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Sharing is Caring

Grants a copy of your shield to Deathtrap. Additionally increases both Gaige's Shield Capacity and Recharge Rate by 15%.
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Wires Talk

Increases all Shock and Electrocute Damage that you inflict by % per level, and Electrocute Chance by % per level.
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Myelin

Grants you % per level Resistance to Shock Damage. Also increases your Shield Capacity by % per level.
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Shock Storm

Killing an enemy with Shock Damage causes an Electrical Storm, dealing Rank ( per level) Shock Damage to nearby enemies. Electrical Storms are also caused by Deathtrap whenever he kills an enemy.
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The Stare

Deathtrap Ability. Deathtrap fires a laser beam and sweeps it across the battlefield, dealing Incendiary Damage and possibly Igniting enemies.
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Strength of Five Gorillas

Increases Gun Damage for you and Melee Damage for Deathtrap by % per level.
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Shock and "AAAGGGGHHH!"

Reloading your gun causes an Electrical Explosion, damaging nearby enemies. Additionally passively increases Gaige's reload speed by 10%.
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Electrical Burn

When your Electrocute Status Effects deal damage to enemies, there is a % (per level) chance they will burst into flames and take Burn Damage. The amount of Burn Damage is based on the Electrocute damage dealt.
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One Two Boom

Deathtrap Ability. Deathtrap shoots out an orb of energy at an enemy. If you shoot the orb it will explode, dealing massive Shock Damage to nearby enemies.
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Interspersed Outburst

Not shooting an enemy for a short time grants you a stack of Interspersed Outburst (up to 5 stacks). The next time you shoot an enemy, all stacks of Interspersed Outburst are consumed and you deal Rank ( per level) Slag Damage. The more stacks are consumed, the greater the chance of slagging the target.
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Hot Pepper

Killing an enemy increases your Burn Damage by % per level and Weapon Swap Speed by % per level for a short period of time.
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Evil Enchantress

Killing an enemy increases your Elemental Effect Chance by % per level for a short period of time.
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Make it Sparkle

Shooting Deathtrap with an elemental weapon charges him with that element, causing his melee attacks to deal additional damage of that element. Additionally passively increases Gaige's Elemental Effect Chance and Damage by 15%.
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Close Enough

Your bullets that hit walls or other objects have a % chance per level to ricochet toward a nearby enemy dealing % damage per level.
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Anarchy

Killing an enemy or fully emptying your gun's magazine while in combat grants you a stack of Anarchy (up to stacks per level). For every stack of Anarchy you have, you gain +2.50% bonus gun damage, but your accuracy is decreased -2.50%. Prematurely reloading your guns removes all stacks of Anarchy. Anarchy stacks are quickly lost while in "Fight for Your Life."
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Blood Soaked Shields

Killing an enemy immediately restores % of your shields per level, but you lose % of your current health per level. Does not trigger without Anarchy.
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Robot Rampage

Deathtrap Ability. Deathtrap lashes out with a flurry of attacks. Additionally passively increases Gaige's Melee Damage by 20%.
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Preshrunk Cyberpunk

Increases the maximum number of Anarchy stacks you can have by per level.
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Discord

Prematurely reloading activates Discord granting you +65% accuracy, +25% fire rate, and 3% per second health regeneration. You constantly lose Anarchy stacks while Discord is active. Discord can be shut off by prematurely reloading again.
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Annoyed Android

Increases the movement speed of Deathtrap by % per level.
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Rational Anarchist

If you have 0 stacks of Anarchy, then the next time you would gain an Anarchy stack you instead gain 20.
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Typecast Iconoclast

Whenever you get a stack of Anarchy there is a % per level chance you get an additional stack.
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The Nth Degree

Every per level bullets that hits an enemy, one of them will ricochet toward another nearby enemy.
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Death From Above

Shooting an enemy while in midair consumes stacks of Anarchy (1 per level) and causes a Rank ( per level) Shock-splosion, damaging nearby enemies.
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With Claws

Melee Override Skill. While you have a stack of Anarchy, melee to digistruct claws and swipe twice at an enemy, dealing +7.5% melee Shock Damage per Anarchy stack and restoring up to 30% health. The lower your health the more health you gain. This attack consumes an Anarchy stack.
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+ + + \ No newline at end of file diff --git a/reborn/psycho.html b/reborn/psycho.html new file mode 100644 index 0000000..158f90d --- /dev/null +++ b/reborn/psycho.html @@ -0,0 +1,240 @@ + + + + + Borderlands 2 Skill Calculator: Psycho + + + + + + + +
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Borderlands2 skill calculator
(Reborn)

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Krieg

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Level 5 Psycho

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Blood-filled Guns

% Magazine Size per Bloodlust stack per level.
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Blood Twitch

% Weapon Swap speed per Bloodlust stack per level.
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Taste of Blood

% damage reduction during Buzz Axe Rampage per Bloodlust stack per level, up to a max of % damage reduction per level. Bloodlust stacks per kill per level during Buzz Axe Rampage.
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Bloody Revival

% Gun damage during Fight For Your Life per Bloodlust stack per level.
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Blood Overdrive

Kill Skill. Killing an enemy gives % Melee Damage and s Grenade Fuse Time per Bloodlust stack per level for a short time.
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Buzz Axe Bombardier

When thrown, your buzz axe now has Dynamite attached to it which explodes on impact.
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Fuel the Blood

Kill Skill. Killing an enemy with a melee attack gives % Grenade Damage per Bloodlust stack per level for a short time and adds Bloodlust stacks per level.
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Boiling Blood

Increases the time before Bloodlust stacks start to decay by seconds per level.
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Blood Euphoria

Instantly heal for 0.6% Maximum Health per Bloodlust stack when kill skills end
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Blood Bath

Kill Skill. Killing an enemy with a grenade or explosion gives % weapon damage per Bloodlust stack per level for a short time. Enemies killed this way have a % chance per level of dropping Grenade ammunition.
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Blood Trance

Increases the duration of Buzz Axe Rampage by seconds per Bloodlust stack (at time of activation) per level.
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Nervous Blood

Kill Skill. Killing an enemy gives % Reload Speed per Bloodlust stack per level for a short time.
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Bloodsplosion

Killing an enemy causes them to explode with an Elemental Nova matching the element of the damage that killed it + (Non-elemental damage will cause an explosive nova). Overkill damage is added to this damage. Each Bloodlust stacks increases this damage by 5%.
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Empty the Rage

% Melee Damage per level; additional % per level when shields or magazine is empty.
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Feed the Meat

% Max Health and sec Shield Recharge Delay per level.
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Embrace the Pain

% Fire Rate per level when shields are down. sec Shield Recharge Delay per level.
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Pull the Pin

When you die, you drop a free grenade. If you kill an enemy with it, you get double XP. Additionally increases Grenade Damage by %.
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Fuel the Rampage

% Buzz Axe Rampage cooldown from taking damage per level; additional % per level from Health damage. Taking damage also gives you % movement speed per level.
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Light the Fuse

Fight For Your Life is replaced with Light the Fuse. During Light the Fuse you pull out a live bundle of dynamite and can move normally. The bundle detonates when the timer runs out. If you kill someone you are revived. Getting a revive with the bundle explosion gives you % bonus Movement Speed for the remainder of the time that was left in Light the Fuse. Throw Dynamite sticks with Fire. Detonate bundle by holding Action.
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Strip the Flesh

% Explosive damage per level; additional % per level in Fight For Your Life.
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Redeem the Soul

You can instantly Revive teammates at the cost of downing yourself. You may revive in this way only once each time Buzz axe Rampage is on cooldown. % Fight For Your Life time.
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Salt the Wound

Taking damage from an enemy while your shield is down adds a stack of Salt the Wound to a maximum of 20. % Melee Damage and % Shotgun damage per stack per level.
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Thrill of the Kill

Up to % per level of overkill damage is returned to you as Health, depending on how low your health is. Also increases max health by % per level.
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Silence the Voices

% Melee Damage per level. % chance to attack yourself with melee attacks.
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Release the Beast

Activating the Buzz Axe Rampage when at or below 33% of your max health remaining (i.e., when the ! is showing) instantly refills your health and transforms you into a Badass Psycho Mutant with % Melee Damage and % Damage Reduction. Buzz Axe Rampage is instantly recharged afterwards.
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Burn, Baby, Burn

% (% when on fire) burn damage per level. % chance per level to set self on fire when igniting an enemy.
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Fuel the Fire

Kill Skill. % chance per level set self on fire when igniting an enemy. Killing an enemy gives % Elemental Effect Chance per level for a short time.
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Numbed Nerves

% damage reduction per level when on fire.
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Pain is Power

% (% when on fire) Weapon and Melee Damage per level (except for Sniper Rifles). % Critical Hit Damage per level
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Delusional Damage

All Elemental Status Effects you cause have a chance to light yourself on fire. Ignite chances are determined by those accumulated from Burn, Baby, Burn and Fuel the Fire.
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Elemental Elation

When Elemental Status Effect Damage is being done to enemies you gain stacks of Elemental Elation up to a maximum of 20. Each stack gives % Fire Rate and Magazine Size per level. Stacks will not decay while you are on fire.
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Hellfire Halitosis

Melee Override Skill. Pressing Melee causes you to breathe fire in a cone in front of you. Cooldown is 20 seconds.
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Fire Fiend

Melee Attacks have a 10% per level chance to Ignite enemies. % Weapon Accuracy and % Reload Speed when on fire.
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Elemental Empathy

Burn status effect damage heals you for % of the damage dealt per level.
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Flame Flare

% Burn Duration on you per level. % chance per level for your Burn effects to apply another Burn effect. You also gain % burn damage resistance per level.
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Raving Retribution

While you are on fire, taking damage from enemies will spawn homing balls of fire that seek out the attacker and explode on impact. Fireballs only trigger once per second.
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+ + + diff --git a/reborn/reborn.html b/reborn/reborn.html new file mode 100644 index 0000000..03a2c78 --- /dev/null +++ b/reborn/reborn.html @@ -0,0 +1,42 @@ + + + + + Borderlands 2 Skill Calculator + + + + + +
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Borderlands2 skill calculator
(Reborn)

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Salvador

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Gunzerker

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Axton

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Commando

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Zer0

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Assassin

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Maya

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Siren

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Gaige

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Mechromancer

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Krieg

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Psycho

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+ + diff --git a/reborn/siren.html b/reborn/siren.html new file mode 100644 index 0000000..486425f --- /dev/null +++ b/reborn/siren.html @@ -0,0 +1,230 @@ + + + + + Borderlands 2 Skill Calculator: Siren + + + + + + + +
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Borderlands2 skill calculator
(Reborn)

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Maya

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Level 5 Siren

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Ward

% Shield Capacity and % Shield Recharge Delay per level.
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Accelerate

% Gun Damage and Bullet Speed per level.
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Suspension

Increases the duration of Phaselock by s per level.
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Inertia

Kill Skill. Killing an enemy regenerates % of your Shield per second and increases your Reload Speed by % per level for a short time.
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Converge

Your Phaselock ability now also pulls nearby enemies toward the original target. This deals a small amount of damage to the affected enemies.
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Fleet

Your Movement Speed increases by % per level while your shields are depleted.
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Sub-Sequence

When an enemy dies under the effects of Phaselock, there is a chance for your Phaselock to seek out and affect another target (% chance per level).
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Quicken

Increases the Cooldown Rate of Phaselock and your Weapon Swap Speed by % per level.
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Kinetic Reflection

Kill Skill. Killing an enemy causes you to gain a % chance per level deflect bullets against nearby enemies, reducing damage to you by % and dealing % damage per level for a short time.
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Thoughtlock

Phaselock causes enemies to switch allegiance and fight amongst themselves. Additionally, Phaselock's duration is increased by 4s.
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Mind's Eye

% Critical Hit Damage and % Accuracy per level.
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Sweet Release

Killing an enemy who is currently Phaselocked creates Life Orb per level which automatically seeks out and heals you and your friends. The healing is stronger when you or your friend's health is low (up to 15% per Orb).
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Restoration

% Maximum Health and attack allies to heal them for % of the attack damage per level.
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Bursting Bubbles

While you have an enemy Phaselocked, you and your friends gain % fire rate, reload speed, and movement speed per level.
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Res

You can instantly revive a friend in Fight for Your Life by using Phaselock on him/her. +35% Fight For your Life time
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Elated

You and your friends regenerate % health per second per level while you have an enemy Phaselocked.
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Recompense

Taking Health damage has a % chance per level of dealing an equal amount of damage to your attacker.
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Sustenance

Regenerate up to % of your missing Health per second per level. The lower your health the more powerful the regeneration.
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Life Tap

Kill Skill. Killing an enemy gives you % Life Steal per level for a short while.
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Purple Haze

Kill Skill. Killing an enemy creates a Cloud of Decay, dealing constant Slag Damage to enemies who touch it.
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Foresight

Increases Magazine Size and Reload Speed with all weapon types by % per level.
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Flicker

% Incendiary Damage and Burn Damage per level. Increases Burn Chance by per level.
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Heavy Hitter

Adds % Gun Damage per level, but reduces fire rate and reload speed by % per level.
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Immolate

Kill Skill. Adds % Gun Damage per level as Fire Damage to all shots fired after killing an enemy.
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Prometheus

Melee Override skill. Pressing Melee throws an Orb of Fire that constantly burns enemies near it. Cooldown is 24 seconds.
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Chain Reaction

While you have an enemy Phaselocked all of your bullets that hit enemies have a % chance per level to ricochet and hit another nearby enemy.
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Void Portal

Phaselocking an enemy causes a Slag Explosion, Slagging all nearby enemies.
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Backdraft

Your melee attacks deal additional Fire Damage. Also, when your shields become depleted you create a fiery explosion, damaging nearby enemies. Your shields must fully recharge between explosions. Backdraft Damage Rank per level.
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Reaper

You deal % increased Gun Damage per level to any enemy who has more than 50% of his health remaining.
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Blight Phoenix

Kill Skill. Killing an enemy causes you to deal constant Fire and Corrosive Damage to nearby enemies and regenerate bullets per second for a short time. The damage is based on your Level and the Level of the Blight Phoenix. Blight Phoenix Damage Rank per level.
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Ruin

Action Skill Augmentation. Phaselock now Burns, Electrocutes and Corrodes all nearby enemies.
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+ + + + + diff --git a/reborn/skillManagerReborn.js b/reborn/skillManagerReborn.js new file mode 100644 index 0000000..7b08a10 --- /dev/null +++ b/reborn/skillManagerReborn.js @@ -0,0 +1,192 @@ +var mousedownbegin; +var lastTouched; +var touchtimer; +var levelRequirements = [0, 5, 10, 11, 16, 21, 26]; + +function handleMousedown(event) { + event.preventDefault(); + switch (event.which) { + case 1: //left mouse button + window.clearTimeout(touchtimer); + mousedownbegin = (new Date()).getTime(); + lastTouched = $(this); + touchtimer = window.setTimeout('checkLongTouch(true)',500); + break; +// case 2: //middle mouse button +// break; +// case 3: //right mouse button +// break; + } +} +function handleMouseup(event) { + event.preventDefault(); + switch (event.which) { + case 1: //left mouse button + window.clearTimeout(touchtimer); + checkLongTouch(false); + break; + case 3: //right mouse button + updatePoints($(this), -1); + break; + } +} + +function checkLongTouch(fromTimer) { + if (lastTouched !== null) { + if (fromTimer === true) { + updatePoints(lastTouched, -1); + updatePoints(lastTouched, -1); + updatePoints(lastTouched, -1); + updatePoints(lastTouched, -1); + updatePoints(lastTouched, -1); + } else { + updatePoints(lastTouched, 1); + } + lastTouched = null; + } +} + +function updatePoints(skillHandle, change) { + var tree = skillHandle.parent().parent(); + var thisLevel = parseInt(skillHandle.parent().attr("data-level")); + var invested = parseInt(skillHandle.parent().attr("data-invested")); + var tierTotal = parseInt(skillHandle.parent().attr("data-total")); + var treeTotal = parseInt(tree.find("span.totalPoints").text()); + var points = parseInt(skillHandle.attr("data-points")); + var max = parseInt(skillHandle.attr("data-max")); + var charLevel = parseInt($("span.charLevel").text()); + + //var canReachLevel = treeTotal >= levelRequirements[thisLevel]; + //var canReachLevel_ = canReachLevel(treeTotal, thisLevel); + + if(change > 0) { + if (points < max && canReachLevel(treeTotal, thisLevel) && charLevel < 72) { + ++points; + } + } else { + if (points > 0) { + var ok = true; + tree.children("div.tier").each(function(index) { + var level = parseInt($(this).attr("data-level")); + var total = parseInt($(this).attr("data-total")) - (level == thisLevel ? 1 : 0); + var invested = parseInt($(this).attr("data-invested")) - (level > thisLevel ? 1 : 0); + ok &= ( + (level == thisLevel && total == 0 && treeTotal >= invested + total) || + (level != thisLevel && total == 0) || + //(total > 0 && (level * 5 <= invested)) + (total > 0 && (canReachLevel(invested, level))) + ); + }); + if (ok) { + --points; + } + } + } + skillHandle.attr("data-points", points); + updateTree(tree); + updateStats(); +} + +function canReachLevel(treeTotal, thisLevel) { + //var levelRequirements = [0, 5, 10, 11, 16, 21, 26]; + return treeTotal >= levelRequirements[thisLevel]; +} + +function updateTree(treeHandle) { + var totalPoints = 0; + $(treeHandle).find("div.tier").each(function(index) { + $(this).attr("data-invested", totalPoints); //the PREVIOUS tier running total + var tierLevel = parseInt($(this).attr("data-level")); + var tierTotal = 0; + $(this).children("div.skill").each(function(index) { + var p = parseInt($(this).attr("data-points")); + var m = parseInt($(this).attr("data-max")); + totalPoints += p; + tierTotal += p; + $(this).children("div.points").html( + p + "/" + m + ); + //$(this).children("div.points").css("visibility", (totalPoints < levelRequirements[tierLevel]) ? "hidden" : "visible"); + $(this).children("div.points").css("visibility", canReachLevel(totalPoints, tierLevel) ? "visible" : "hidden"); + $(this).removeClass("partial full"); + if (p != 0) { + $(this).addClass(p < m ? "partial" : "full"); + } + $(this).find("em").each(function(index) { + var mod = parseFloat($(this).attr("data-mod")); + if (isNaN(mod)) mod = 0; + var base = parseFloat($(this).attr("data-base")); + var sum = Math.round((Math.max(p,1) * base + mod)*100)/100; //Math.round to eliminate goofy float errors + var plus = ($(this).attr("data-base").substring(0,1) === "+" ? "+" : ""); + $(this).html((sum > 0 ? plus : (sum == 0 ? "" : "-")) + sum); + }); + }); + $(this).attr("data-total", tierTotal); + }); + $(treeHandle).find("span.totalPoints").html(totalPoints); + //$(treeHandle).parent().children(".color").height(Math.min(80 + totalPoints * 59.0 / 5 + (totalPoints > 25 ? 21 : 0), 396)); + //var levelRequirements = [0, 5, 10, 11, 16, 21, 26]; + var tiersPast = 0; + for (var i = 1; i < 7; i++) { + if (canReachLevel(totalPoints, i)) + tiersPast++; + else + break; + } + var midwayPoints = totalPoints - levelRequirements[tiersPast]; + var displayPoints = tiersPast * 5 + midwayPoints; + $(treeHandle).parent().children(".color").height(Math.min(80 + displayPoints * 59.0 / 5 + (displayPoints > 25 ? 21 : 0), 396)); + //console.clear(); + //console.log("tiersPast: " + tiersPast); + //console.log("midwayPoints: " + midwayPoints); + //console.log("displayPoints: " + displayPoints); +} + +function updateStats() { + var total = 0; + $("span.totalPoints").each(function(index) { + total += parseInt($(this).text()); + }); + $("span.charLevel").html(5+total); + var descriptions = ""; + $("div.skill").each(function(index) { + var p = parseInt($(this).attr("data-points")); + if (p > 0) { + descriptions += "
" + $(this).children("div.description").html().replace("

","").replace("

", " " + p + ":
") + "
"; + } + }); + $("div.descriptionContainer").html(descriptions); + var url = window.location.href.split("#")[0] + "#" + getHash(); + $("a.permalink").attr("href",url); + window.location.replace(url); +} + +function loadHash(hash) { + var h = hash.replace("#",""); + $("div.skill").each(function(index) { + $(this).attr("data-points", Math.min(h.charAt(index),parseInt($(this).attr("data-max")))); + }); + updateStats(); +} + +function getHash() { + var hash = ""; + $("div.skill").each(function(index) { + hash += $(this).attr("data-points"); + }); + return hash; +} + +$(document).ready(function () { + $('div.skill').mousedown(handleMousedown); + $('div.skill').mouseup(handleMouseup); + $("div.treewrapper").bind("contextmenu", function() { return false; }); + if (window.location.hash != "") { + loadHash(window.location.hash); + } + + $("div.tree").each(function(index) { + updateTree($(this)); + }); + updateStats(); +});