Update Operative skills

Updated all skills to current values as of Patch 5, December 12, 2019. Also cleaned up some text to remove redundant wording, improve term consistency, and make descriptions more clear.
This commit is contained in:
chronofreak 2020-01-02 15:59:29 -06:00 committed by GitHub
parent 0e3df19f68
commit 7229b63256
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -7,13 +7,95 @@ function flat (rank, level, unit) {
return Math.floor(rank * unit); return Math.floor(rank * unit);
} }
// Stiff Upper Lip Damage Resistance
function getStiffUpperLipDamageResistance(rank) {
switch (rank) {
case 1:
return 6;
case 2:
return 12;
case 3:
return 16;
default:
return 0;
}
}
// Nerves of Steel Handling
function getNervesOfSteelHandling(rank) {
switch (rank) {
case 1:
return 2.4;
case 2:
return 4.8;
case 3:
return 7;
default:
return 0;
}
}
// Cold Bore Weapon Swap Speed
function getColdBoreWeaponSwapSpeed(rank) {
switch (rank) {
case 1:
return 13;
case 2:
return 23;
case 3:
return 31;
case 4:
return 38;
case 5:
return 43;
default:
return 0;
}
}
// Cool Hand Passive Reload Speed
function getCoolHandPassiveReloadSpeed(rank) {
switch (rank) {
case 1:
return 2.9;
case 2:
return 5.7;
case 3:
return 8.3;
case 4:
return 10.7;
case 5:
return 13;
default:
return 0;
}
}
// Cool Hand After Kill Reload Speed
function getCoolHandAfterKillReloadSpeed(rank) {
switch (rank) {
case 1:
return 4;
case 2:
return 7;
case 3:
return 11;
case 4:
return 14;
case 5:
return 17;
default:
return 0;
}
}
/* eslint-disable quotes */ /* eslint-disable quotes */
const skills = { const skills = {
"Under Cover": { "Under Cover": {
"0": { "0": {
"Barrier": { "Barrier": {
text: "Drop a deployable Barrier that blocks incoming projectiles. Zane and his allies can shoot through the Barrier, dealing increased Gun Damage. Pressing LB or RB (controller) while Barrier is active picks up and holds the Barrier, but the size and bonuses are decreased.", text: "Drop a deployable Barrier that blocks incoming projectiles. Zane and his allies can shoot through the Barrier, dealing increased Gun Damage. Pressing [Action Skill key] while Barrier is active picks up and holds the Barrier, but the size and bonuses are decreased.",
effect: (rank, level) => `Duration 9 sec, Cooldown 18 sec, Damage Amp +20%`, effect: (rank, level) => `Duration: 14 seconds, Cooldown: 24 seconds, Gun Damage Amp: +25%`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
ranks: 0, ranks: 0,
}, },
@ -22,58 +104,58 @@ const skills = {
"Adrenaline": { "Adrenaline": {
text: "Zane gains increased Action Skill Cooldown Rate. This bonus is based on the amount of shield he has. The more percent full, the greater the bonus.", text: "Zane gains increased Action Skill Cooldown Rate. This bonus is based on the amount of shield he has. The more percent full, the greater the bonus.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Action Skill Cooldown Rate - Up to +${percent(rank, 4)}%`, effect: (rank, level) => `Action Skill Cooldown Rate: Up to +${percent(rank, 7)}%`,
}, },
"Hearty Stock": { "Hearty Stock": {
text: "Zane gains increased Maximum Shield Capacity.", text: "Zane gains increased Maximum Shield Capacity.",
ranks: 3, ranks: 3,
effect: (rank, level) => `Max Shield +${percent(rank, 6)}%`, effect: (rank, level) => `Maximum Shield Capacity: +${percent(rank, 10)}%`,
}, },
"Ready for Action": { "Ready for Action": {
text: "Zane gains improved Shield Recharge Rate and Shield Recharge Delay.", text: "Zane gains improved Shield Recharge Rate and Shield Recharge Delay.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Shield Recharge Rate +${percent(rank, 6)}%, Shield Recharge Delay -${percent(rank, 8)}%`, effect: (rank, level) => `Shield Recharge Rate: +${percent(rank, 6)}%, Shield Recharge Delay: -${percent(rank, 7)}%`,
}, },
}, },
"2": { "2": {
"Charged Relay": { "Charged Relay": {
text: "Whenever Zane or an ally touches the Barrier, they gain increased Movement Speed and Fire Rate for a few seconds.", text: "Whenever Zane or an ally touches the Barrier, they gain increased Movement Speed and Reload Speed for a few seconds.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Fire Rate +13%, Movement Speed +11%, Duration 8 sec after moving away from barrier`, effect: (rank, level) => `Reload Speed: +20%, Movement Speed: +11%, Duration: 8 seconds after moving away from Barrier`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Brainfreeze": { "Brainfreeze": {
text: "Whenever Zane scores a Critical Hit on an enemy, there's a chance they will be Slowed.", text: "Whenever Zane scores a Critical Hit on an enemy, there's a chance they will be Slowed. This effect stacks until the target is Frozen.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Slow Chance ${percent(rank, 2.5)}%`, effect: (rank, level) => `Slow Chance: +${percent(rank, 4)}%`,
}, },
"Stiff Upper Lip": { "Stiff Upper Lip": {
text: "Whenever Zane is damaged, he gains Damage Resistance against that damage type.", text: "Whenever Zane is damaged, he gains Damage Resistance against that damage type.",
ranks: 3, ranks: 3,
effect: (rank, level) => `Damage Resistance +${percent(rank, 5)}%`, effect: (rank, level) => `Damage Resistance: +${getStiffUpperLipDamageResistance(rank)}%`,
}, },
"Rise to the Occasion": { "Rise to the Occasion": {
text: "Zane gains Health Regeneration. The lower his shield is, the higher the bonus. While Zane's shields are full, he does not receive any health regeneration.", text: "Zane gains Health Regeneration. The lower his shield is, the higher the bonus.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Health Regeneration up to +${percent(rank, 1)}% of Max Health`, effect: (rank, level) => `Health Regeneration: Up to +${percent(rank, 1)}% of Maximum Health per second`,
}, },
}, },
"3": { "3": {
"Nanites or Some Shite": { "Nanites or Some Shite": {
text: "Zane and his allies gain Health Regeneration, increased Reload Speed, and greatly improved Shield Recharge Delay while near his Barrier. The lower their health, the more health is regenerated.", text: "Zane and his allies gain Health Regeneration, increased Reload Speed, and greatly improved Shield Recharge Delay while near his Barrier. The lower their health, the more health is regenerated.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Health Regeneration up to 4% of Max Health, Shield Recharge Delay -33%, Reload Speed +11%`, effect: (rank, level) => `Health Regeneration: Up to +4% of Maximum Health per second, Shield Recharge Delay: -33%, Reload Speed: +11%`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Confident Competence": { "Confident Competence": {
text: "While Zane's shields are active, he gains increased Gun Damage and Accuracy. This bonus is based on the amount of shields he has. The more percent full, the greater the bonus.", text: "While Zane's shields are active, he gains increased Gun Damage and Accuracy. These bonuses are based on the amount of shields he has. The more percent full, the greater the bonuses.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Gun Damage up to +10%, Accuracy up to +22%`, effect: (rank, level) => `Gun Damage: Up to +35%, Accuracy: Up to +33%`,
}, },
"All-rounder": { "All-Rounder": {
text: "Zane's Barrier becomes a dome, covering all sides.", text: "Zane's Barrier becomes a dome, covering all sides.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Barrier cooldown +20%`, effect: (rank, level) => `Barrier Cooldown: +20%`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -81,28 +163,28 @@ const skills = {
"Redistribution": { "Redistribution": {
text: "Zane and allies near the Barrier gain increased Gun Damage for a few seconds after the Barrier takes damage.", text: "Zane and allies near the Barrier gain increased Gun Damage for a few seconds after the Barrier takes damage.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Gun Damage +9%, Duration 3 sec`, effect: (rank, level) => `Gun Damage: +10%, Duration: 3 seconds`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Really Expensive Jacket": { "Really Expensive Jacket": {
text: "Elemental damage over time effects applied to Zane have reduced duration.", text: "Elemental Status Effects applied to Zane have reduced duration.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Elemental Effect Duration -50%`, effect: (rank, level) => `Status Effect Duration: -50%`,
}, },
"Best Served Cold": { "Best Served Cold": {
text: "Whenever Zane kills an enemy, they create a Cryo Nova, dealing damage to all nearby enemies. This skill has a short cooldown.", text: "Kill Skill. Whenever Zane kills an enemy, they create a Cryo Nova, dealing damage to all nearby enemies. This skill has a short cooldown.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Damage ${flat(rank, level, 3)}, Cooldown 3 sec`, effect: (rank, level) => `Damage: ${flat(rank, level, 2)} (increases with character level), Cooldown: 3 seconds`,
}, },
"Futility Belt": { "Futility Belt": {
text: "Zane gains resistance to non-elemental damage. Kill Skill - All elemental damage Zane takes is converted to non-elemental damage.", text: "Zane gains resistance to non-elemental damage. Kill Skill. After killing an enemy, all elemental damage Zane takes is converted to non-elemental damage.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Damage Reduction +22%, Duration 8 sec`, effect: (rank, level) => `Damage Reduction: +15%, Duration: 8 seconds`,
}, },
"Deterrence Field": { "Deterrence Field": {
text: "Enemies that touch the Barrier take Shock Damage and are staggered.", text: "Enemies that touch the Barrier take Shock Damage and are staggered.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Shock Damage ${flat(1, level, 18)}`, effect: (rank, level) => `Shock Damage: ${flat(1, level, 27)} (increases with character level)`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -110,22 +192,22 @@ const skills = {
"Refreshment": { "Refreshment": {
text: "Whenever Zane damages a frozen enemy with his weapon, he gains some of that damage back as health.", text: "Whenever Zane damages a frozen enemy with his weapon, he gains some of that damage back as health.",
ranks: 3, ranks: 3,
effect: (rank, level) => `Life Steal ${percent(rank, 8)}% of damage dealt`, effect: (rank, level) => `Life Steal: +${percent(rank, 8)}% of damage dealt`,
}, },
"Calm, Cool, Collected": { "Calm, Cool, Collected": {
text: "Whenever Zane Freezes an enemy, his shield instantly begins recharging. If Zane's shields are already full, he regenerates health for a few seconds. If Zane's health is already full, his Action Skill Cooldowns and Durations are immediately reset.", text: "Whenever Zane Freezes an enemy, his shield instantly begins recharging. If Zane's shields are already full, he regenerates health for a few seconds. If Zane's health is already full, his Action Skill Cooldowns and Durations are immediately reset.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Health Regeneration up to 4% max health, Regeneration Duration 3 sec`, effect: (rank, level) => `Health Regeneration: +3% of Maximum Health per second, Health Regeneration Duration: 3 seconds`,
}, },
"Nerves of Steel": { "Nerves of Steel": {
text: "Zane gains increasing Accuracy and Handling. The longer his shield is full, the greater the bonus.", text: "Zane gains increasing Accuracy and Handling. The longer his shield is full, the greater the bonuses.",
ranks: 3, ranks: 3,
effect: (rank, level) => `Accuracy +${percent(rank, 2)}% per sec, Handling +${percent(rank, 2.5)}% per sec, 99 Max Stacks`, effect: (rank, level) => `Accuracy: +${percent(rank, 2)}% per second, Handling: +${getNervesOfSteelHandling(rank)}% per second, Maximum Stacks: 15`,
}, },
}, },
"6": { "6": {
"Distributed Denial": { "Distributed Denial": {
text: "Zane's barrier gains the effects of his currently equipped Shield Mod. Additionally, shield effects are applied to all allies near the barrier. Bonuses to Zane are reduced.", text: "Zane's Barrier gains the effects of his currently equipped Shield Mod. Additionally, shield effects are applied to all allies near the Barrier. Bonuses to Zane are reduced.",
ranks: 1, ranks: 1,
}, },
}, },
@ -133,27 +215,27 @@ const skills = {
"Hitman": { "Hitman": {
"0": { "0": {
"SNTNL": { "SNTNL": {
text: "Send into battle an automated SNTL drone that continually flies through the environment and attacks enemies with its Machine Guns. Pressing LB or RB (controller) while SNTNL is active causes it to attack the enemy under Zane's crosshairs, if any.", text: "Send into battle an automated SNTL drone that continually flies through the environment and attacks enemies with its Machine Guns. Pressing [Action Skill key] while SNTNL is active causes it to attack the enemy under Zane's crosshairs, if any.",
effect: (rank, level) => `Machine Gun Damage: ${flat(rank, level, 10)}, Duration: 24 sec, Cooldown: 36 sec`, effect: (rank, level) => `Machine Gun Damage: ${flat(rank, level, 6)} (increases with character level), Duration: 24 seconds, Cooldown: 60 seconds`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
ranks: 0, ranks: 0,
} }
}, },
"1": { "1": {
"Violent Speed": { "Violent Speed": {
text: "After killing an enemy, Zane gains increased Movement Speed for a few seconds.", text: "Kill Skill. After killing an enemy, Zane gains increased Movement Speed for a few seconds. This effect stacks twice.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Movement Speed +${percent(rank, 4)}%, Duration 8 sec`, effect: (rank, level) => `Movement Speed: +${percent(rank, 4)}%, Duration: 8 seconds`,
}, },
"Cold Bore": { "Cold Bore": {
text: "Zane gains increased Weapon Swap Speed. The next shot fired after swapping weapons deals Bonus Cryo Damage.", text: "Zane gains increased Weapon Swap Speed. The next shot fired after swapping weapons deals Bonus Cryo Damage.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Weapon Swap Speed +${percent(rank, 15)}%, Bonus Cryo Damage ${percent(rank, 6)}%`, effect: (rank, level) => `Weapon Swap Speed: +${getColdBoreWeaponSwapSpeed(rank)}%, Bonus Cryo Damage: +${percent(rank, 6)}% of damage dealt`,
}, },
"Violent Momentum": { "Violent Momentum": {
text: "Zane's Gun Damage is increased while moving. The quicker he moves, the greater the Gun Damage bonus.", text: "Zane's Gun Damage is increased while moving. The quicker he moves, the greater the bonus.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Gun Damage +${percent(rank, 6)}% at regular walk speed`, effect: (rank, level) => `Gun Damage: +${percent(rank, 4)}% at default walk speed`,
}, },
}, },
"2": { "2": {
@ -163,37 +245,37 @@ const skills = {
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Cool Hand": { "Cool Hand": {
text: "Zane gains increased Reload Speed. After killing an enemy, Zane's Reload Speed is increased for a few seconds.", text: "Zane gains increased Reload Speed. Kill Skill. After killing an enemy, Zane's Reload Speed is increased for a few seconds. This effect stacks twice.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Reload Speed +${percent(rank, 2)}% (+${percent(rank, 3)}% after kill), Duration 8 sec `, effect: (rank, level) => `Reload Speed: +${getCoolHandPassiveReloadSpeed(rank)}%, Reload Speed: +${getCoolHandAfterKillReloadSpeed(rank)}% after kill, Duration: 8 seconds `,
}, },
"Drone Delivery": { "Drone Delivery": {
text: "SNTRY will occasionally drop a free grenade based on your current grenade mod while attacking enemies.", text: "SNTRY will occasionally drop a free grenade based on your current grenade mod while attacking enemies.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Cooldown 15 sec`, effect: (rank, level) => `Cooldown: 15 seconds`,
}, },
"Salvation": { "Salvation": {
text: "After killing an enemy, Zane's weapons gain Life Steal for a few seconds.", text: "Kill Skill. After killing an enemy, Zane's weapons gain Life Steal for a few seconds.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Life Steal ${percent(rank, 4)}% of damage, Duration 8 sec`, effect: (rank, level) => `Life Steal: +${percent(rank, 2)}% of damage dealt, Duration: 8 seconds`,
}, },
}, },
"3": { "3": {
"Bad Dose": { "Bad Dose": {
text: "SNTNL occasionally shoots out a beam of Radiation that weakens enemies and buffs Zane.", text: "SNTNL occasionally shoots out a beam of Radiation that weakens enemies and buffs Zane. For every weakened enemy, Zane's Movement Speed and Fire Rate are increased. Weakened enemies have decreased Movement Speed and Attack Speed.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Fire Rate +3% per enemy, Movement Speed +6% per enemy, Damage ${flat(rank, level, 2)}, Duration 12 sec, Cooldown 8 sec`, effect: (rank, level) => `Fire Rate: +2% per affected enemy, Movement Speed: +6% per affected enemy, Damage ${flat(rank, level, 4)} (increases with character level), Duration: 12 seconds, Cooldown: 8 sec`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Death Follows Close": { "Death Follows Close": {
text: "All of Zane's kill skills gain increased effect and duration.", text: "All of Zane's Kill Skills gain increased effect and duration.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Kill Skill Duration +7 sec, Kill Skill Bonus +25%`, effect: (rank, level) => `Kill Skill Duration: +7 seconds, Kill Skill Bonus: +25%`,
}, },
"Static Field": { "Static Field": {
text: "SNTNL emits a static field that sends a Shock beam to nearby enemies, draining their shields and replenishing Zane's.", text: "SNTNL emits a static field that sends a Shock Beam to nearby enemies, draining their shields and replenishing Zane's.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Shield Damage ${flat(rank, level, 2)} per sec, Cooldown 2 sec`, effect: (rank, level) => `Shield Damage: ${flat(rank, level, 2)} per second, Cooldown: 2 seconds`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
@ -201,36 +283,36 @@ const skills = {
"Boomsday": { "Boomsday": {
text: "SNTNL adds a rocket pod to its primary weapons, allowing it to shoot rockets as well as machine guns.", text: "SNTNL adds a rocket pod to its primary weapons, allowing it to shoot rockets as well as machine guns.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Rocket Damage ${flat(rank, level, 50)}`, effect: (rank, level) => `Rocket Damage: ${flat(rank, level, 32)} (increases with character level)`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Violent Violence": { "Violent Violence": {
text: "After killing an enemy, Zane gains increased Fire Rate for a few seconds.", text: "Kill Skill. After killing an enemy, Zane gains increased Fire Rate for a few seconds. This effect stacks twice.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Fire Rate +${percent(rank, 4)}%, Cooldown 8 sec`, effect: (rank, level) => `Fire Rate: +${percent(rank, 33)}%, Cooldown: 8 seconds`,
}, },
"Playing Dirty": { "Playing Dirty": {
text: "After killing an enemy, Zane's next five shots all have a chance to fire an additional projectile.", text: "Kill Skill. After killing an enemy, Zane's next five shots all have a chance to fire an additional projectile.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Extra Shot Chance ${percent(rank, 10)}%`, effect: (rank, level) => `Extra Shot Chance: +${percent(rank, 10)}%`,
}, },
"Almighty Ordnance": { "Almighty Ordnance": {
text: "Hold down LB or RB (controller) while SNTNL is deployed to paint a target area. SNTNL fires a missile barrage at that area, and if an enemy is killed, Almighty Ordnance's duration is reset. This can only be used once per Action Skill use.", text: "Hold down [Action Skill key] while SNTNL is deployed to paint a target area. SNTNL fires a missile barrage at that area, and if an enemy is killed, SNTNL's duration is reset. This can only be used once per Action Skill use.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Missile Damage ${flat(rank, level, 25)}, 5 Missiles per Barrage`, effect: (rank, level) => `Missile Damage: ${flat(rank, level, 56)} (increases with character level), Missiles per Barrage: 4`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
"5": { "5": {
"Good Misfortune": { "Good Misfortune": {
text: "Killing an enemy increases Zane's Action Skill Duration. This skill has diminishing returns.", text: "Kill Skill. Killing an enemy increases Zane's Action Skill Duration. This skill has diminishing returns.",
ranks: 3, ranks: 3,
effect: (rank, level) => `Kill skill, initial action skill bonus duration +${percent(rank, 5)}%`, effect: (rank, level) => `Action Skill Duration: Up to +${percent(rank, 4)}% Maximum Action Skill Duration`,
}, },
}, },
"6": { "6": {
"Seein' Red": { "Seein' Red": {
text: "Activating an Action Skill automatically activates all of Zane's kill skills.", text: "Activating an Action Skill automatically activates all of Zane's Kill Skills.",
ranks: 1, ranks: 1,
} }
} }
@ -238,120 +320,122 @@ const skills = {
"Doubled Agent": { "Doubled Agent": {
"0": { "0": {
"Digi-Clone": { "Digi-Clone": {
text: "Spawn a Digi-Clone of Zane. The clone stays in place, but distracts and fires at enemies. Pressing LB or RB (controller) while the Clone is active causes Zane and the Clone to swap places.", text: "Spawn a Digi-Clone of Zane. The Digi-Clone stays in place, but distracts and fires at enemies. Pressing [Action Skill key] while the Digi-Clone is active causes Zane and the Digi-Clone to swap places.",
effect: (rank, level) => `Duration - 18 seconds, Cooldown - 26 sec`, effect: (rank, level) => `Duration: 15 seconds, Cooldown: 28 seconds`,
type: SKILLS.ACTION_SKILL, type: SKILLS.ACTION_SKILL,
ranks: 0, ranks: 0,
}, },
}, },
"1": { "1": {
"Synchronicity": { "Synchronicity": {
text: "Whenever one or more of Zane's action skills are active, he gains increased Gun Damage for each active action skill.", text: "Zane gains increased Gun Damage for each active Action Skill.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Gun Damage +${percent(rank, 2)}% per active action skill`, effect: (rank, level) => `Gun Damage: +${percent(rank, 4)}% per active Action Skill`,
}, },
"Praemunitus": { "Praemunitus": {
text: "Zane and his Dig-Clone gain increased Magazine Size.", text: "Zane and his Dig-Clone gain increased Magazine Size.",
ranks: 3, ranks: 3,
effect: (rank, level) => `Magazine Size +${percent(rank, 4)}%`, effect: (rank, level) => `Magazine Size: +${percent(rank, 8.333)}%`,
}, },
"Borrowed Time": { "Borrowed Time": {
text: "Zane gains increased Action Skill Duration for every active action skill.", text: "Zane gains increased Action Skill Duration for each active Action Skill.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Action Skill Duration +${percent(rank, 4)}% per active action skill`, effect: (rank, level) => `Action Skill Duration: +${percent(rank, 6)}% per active Action Skill`,
}, },
}, },
"2": { "2": {
"Binary System": { "Binary System": {
text: "Whenever Zane swaps places with his Clone, a Cryo Nova is triggered around Zane and his Clone.", text: "Whenever Zane swaps places with his Digi-Clone, a Cryo Nova is triggered around Zane and his Digi-Clone.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Nova Damage ${flat(rank, level, 66)}`, effect: (rank, level) => `Nova Damage: ${flat(rank, level, 46)} (increases with character level)`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Donnybrook": { "Donnybrook": {
text: "Whenever Zane kills an enemy ,he and his Digi-Clone receive increased Gun Damage and gain Health Regeneration for a few seconds.", text: "Kill Skill. Whenever Zane kills an enemy, he and his Digi-Clone receive increased Gun Damage and gain Health Regeneration for a few seconds. This effect stacks twice.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Gun Damage +${percent(rank, 2)}%, Health Regen ${percent(rank, 0.5)}% of missing health, Duration 8 sec`, effect: (rank, level) => `Gun Damage: +${percent(rank, 3)}%, Health Regeneration: +${percent(rank, 0.5)}% of Missing Health per second, Duration: 8 sec`,
}, },
"Fractal Frags": { "Fractal Frags": {
text: "The Digi-Clone throws a copy of Zane's current grenade mod when it is first activated. If the Digi-Clone is killed, it drops a free grenade. Killing an enemy while the Digi-Clone is active gives the Clone a chance to throw a grenade.", text: "The Digi-Clone throws a copy of Zane's current grenade mod when it is first activated. If the Digi-Clone is killed, it drops a free grenade. Killing an enemy while the Digi-Clone is active gives the Digi-Clone a chance to throw a grenade.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Grenade Chance 30%`, effect: (rank, level) => `Grenade Chance: 30%`,
}, },
"Duct Tape Mod": { "Duct Tape Mod": {
text: "The first shot fired from Zane's gun has a chance to also fire a grenade. The more grenades in his capacity, the higher the chance.", text: "The first shot fired from Zane's gun has a chance to also fire a grenade. This skill has a short cooldown.",
ranks: 5, ranks: 5,
effect: (rank, level) => `Grenade Chance up to ${percent(rank, 5)}%`, effect: (rank, level) => `Grenade Chance: ${percent(rank, 4)}%, Cooldown: 8 seconds`,
}, },
}, },
"3": { "3": {
"Schadenfreude": { "Schadenfreude": {
text: "Whenever the Clone takes damage, Zane's shield is restored by a portion of that damage.", text: "Whenever the Digi-Clone takes damage, Zane's shield is restored by a portion of that damage.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Shields Restored +11% of damage`, effect: (rank, level) => `Shields Restored: +100% of damage taken by Digi-Clone`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Quick Breather": { "Quick Breather": {
text: "Whenever Zane swaps places with his Clone, his shield immediately begins recharging.", text: "Whenever Zane swaps places with his Digi-Clone, his shield immediately begins recharging. The Digi-Clone also immediately restores health.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Digi-Clone Heal: Up to 50% of Digi-Clone's Maximum Health`,
}, },
"Which One's Real?": { "Which One's Real?": {
text: "Enemies are more likely to target the Clone for a few seconds after it's summoned and after swapping places.", text: "Enemies are more likely to target the Digi-Clone for a few seconds after it's summoned and after swapping places.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Duration 6 sec`, effect: (rank, level) => `Duration: 4 seconds`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
"4": { "4": {
"Dopplebanger": { "Dopplebanger": {
text: "Hold down LB or RB (controller) to end the action skill early. When Zane's Action Skill is ended, the Clone explodes, dealing Fire Damage to all nearby enemies. The more Action Skill time remaining, the greater the damage.", text: "Hold down [Action Skill key] to end the action skill early. When Zane's Action Skill is ended, the Digi-Clone explodes, dealing Splash Damage to all nearby enemies. The more Action Skill time remaining, the greater the damage.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Damage Up to ${flat(rank, level, 1326)}`, effect: (rank, level) => `Damage: Up to ${flat(rank, level, 280)} (increases with character level)`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
"Pocket Full of Grenades": { "Pocket Full of Grenades": {
text: "After killing an enemy, Zane gains Grenade Regeneration for a few seconds.", text: "Kill Skill. After killing an enemy, Zane gains Grenade Regeneration for a few seconds.",
ranks: 3, ranks: 3,
effect: (rank, level) => `Grenade Regeneration ${percent(rank, 5)}%, Duration 8 sec`, effect: (rank, level) => `Grenade Regeneration: ${percent(rank, 5)}% per second, Duration: 8 seconds`,
}, },
"Old-U": { "Old-U": {
text: "Press LB or RB (controller) during Fight for Your Life if Digi-Clone is active to destroy the clone and immediately gain a Second Wind with full health.", text: "Press [Action Skill key] during Fight for Your Life if Digi-Clone is active to destroy the Digi-Clone and immediately gain a Second Wind with full health.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Health Restored: 100% of Maximum Health`,
}, },
"Supersonic Man": { "Supersonic Man": {
text: "Whenever one or more of Zane's Action Skills are active, he gains increased Movement Speed for each active Action Skill.", text: "Zane gains increased Movement Speed for each active Action Skill.",
ranks: 3, ranks: 3,
effect: (rank, level) => `Movement Speed +${percent(rank, 4)}% per active action skill`, effect: (rank, level) => `Movement Speed: +${percent(rank, 4)}% per active Action Skill`,
}, },
"Digital Distribution": { "Digital Distribution": {
text: "If Zane takes health damage while the Clone is active, a portion of that damage is shared to his Clone instead.", text: "If Zane takes health damage while the Digi-Clone is active, a portion of that damage is inflicted on his Digi-Clone instead.",
ranks: 0, ranks: 0,
effect: (rank, level) => `Shared Health Damage +75%`, effect: (rank, level) => `Shared Health Damage: +75%`,
type: SKILLS.AUGMENT_CHEVRON, type: SKILLS.AUGMENT_CHEVRON,
}, },
}, },
"5": { "5": {
"Like a Ghost": { "Like a Ghost": {
text: "Zane and his Digi-Clone gain a chance to ignore bullets. This chance is increased for a few seconds after activating an action skill. This effect stacks.", text: "Zane and his Digi-Clone gain a chance to ignore bullets. This chance is increased for a few seconds after activating an Action Skill. This effect stacks.",
ranks: 3, ranks: 3,
effect: (rank, level) => `Ignore Bullet Chance ${percent(rank, 4)}%, Additional Ignore Bullet Chance +${percent(rank, 1)}%, Duration 8 sec`, effect: (rank, level) => `Ignore Bullet Chance: +${percent(rank, 2)}%, Additional Ignore Bullet Chance: +${percent(rank, 3)}%, Duration: 8 seconds`,
}, },
"Boom. Enhance.": { "Boom. Enhance.": {
text: "Whenever Zane summons his Digi-Clone, it consumes up to 3 grenades. For every grenade consumed, the Digi-Clone gains increased Gun Damage, Max Health, Fire Rate, and Reload Speed.", text: "Whenever Zane summons his Digi-Clone, it consumes up to 3 grenades. For every grenade consumed, the Digi-Clone gains increased Gun Damage, Maximum Health, Fire Rate, Reload Speed, and Digi-Clone Duration.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Gun Damage +11% per grenade, Max Health +17% per grenade, Fire Rate +17% per grenade, Reload Speed +12% per grenade`, effect: (rank, level) => `Digi-Clone Gun Damage: +20% per grenade, Digi-Clone Maximum Health: +81% per grenade, Digi-Clone Fire Rate: +5% per grenade, Digi-Clone Reload Speed: +31% per grenade, Digi-Clone Duration: +25% per grenade`,
}, },
"Trick of the Light": { "Trick of the Light": {
text: "Zane deals Bonus Shock Damage to enemies that aren't targeting him.", text: "Zane deals Bonus Cryo Damage to enemies that aren't targeting him.",
ranks: 3, ranks: 3,
effect: (rank, level) => `Bonus Damage ${percent(rank, 6)}% of damage dealt`, effect: (rank, level) => `Bonus Cryo Damage: +${percent(rank, 12)}% of damage dealt`,
}, },
}, },
"6": { "6": {
"Double Barrel": { "Double Barrel": {
text: "The Clone is equipped with a copy of Zane's Current Weapon when activated. Swapping places with the Clone causes Zane and his clone to gain increased Gun Damage.", text: "The Digi-Clone is equipped with a copy of Zane's Current Weapon when activated. Swapping places with the Digi-Clone causes Zane and his Digi-Clone to gain increased Gun Damage.",
ranks: 1, ranks: 1,
effect: (rank, level) => `Gun Damage +10%, Item Duping +100%`, effect: (rank, level) => `Item Duping: +100%, Gun Damage: +25%`,
}, },
}, },
}, },