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Merge pull request #33 from chronofreak/patch-1
Updated gunner 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:
commit
dd6dc3815c
1 changed files with 194 additions and 68 deletions
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@ -4,6 +4,132 @@ function percent (rank, unit) {
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return Math.round(rank * unit * 10) / 10;
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return Math.round(rank * unit * 10) / 10;
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}
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}
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function percentTwoDecimals (rank, unit) {
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return Math.round(rank * unit * 100) / 100;
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}
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// Matched Set Heat Per Shot
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function getMatchedSetHeatPerShot(rank) {
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switch (rank) {
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case 1:
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return 2;
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case 2:
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return 4;
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case 3:
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return 6;
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case 4:
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return 9;
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case 5:
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return 11;
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default:
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return 0;
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}
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}
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// Scrappy Handling
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function getScrappyHandling(rank) {
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switch (rank) {
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case 1:
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return 10.7;
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case 2:
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return 19.4;
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case 3:
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return 26.5;
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case 4:
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return 32.4;
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case 5:
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return 37.5;
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default:
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return 0;
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}
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}
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// Scrappy Weapon Swap Speed
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function getScrappyWeaponSwapSpeed(rank) {
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switch (rank) {
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case 1:
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return 16;
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case 2:
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return 27.5;
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case 3:
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return 36.3;
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case 4:
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return 43.2;
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case 5:
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return 48.7;
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default:
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return 0;
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}
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}
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// Scrappy Mode Switch Speed
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function getScrappyModeSwitchSpeed(rank) {
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switch (rank) {
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case 1:
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return 16;
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case 2:
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return 27.5;
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case 3:
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return 36.3;
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case 4:
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return 43.2;
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case 5:
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return 48.7;
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default:
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return 0;
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}
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}
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// Armored Infantry Damage Reduction
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function getArmoredInfantryDamageReduction(rank) {
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switch (rank) {
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case 1:
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return 3;
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case 2:
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return 6;
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case 3:
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return 8;
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case 4:
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return 11;
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case 5:
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return 13;
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default:
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return 0;
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}
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}
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// Vladof Ingenuity Shock Damage Resistance
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function getVladofIngenuityShockDamageResistance(rank) {
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switch (rank) {
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case 1:
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return 15;
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case 2:
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return 26;
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case 3:
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return 35;
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case 4:
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return 42;
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case 5:
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return 47;
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default:
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return 0;
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}
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}
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// Behind the Iron Curtain Shield Recharge Delay
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function getBehindTheIronCurtainShieldRechargeDelay(rank) {
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switch (rank) {
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case 1:
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return 7;
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case 2:
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return 14;
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case 3:
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return 19;
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default:
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return 0;
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}
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}
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/* eslint-disable quotes */
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/* eslint-disable quotes */
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const skills = {
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const skills = {
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"Bottomless Mags": {
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"Bottomless Mags": {
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@ -16,9 +142,9 @@ const skills = {
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},
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},
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"1": {
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"1": {
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"Cloud of Lead": {
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"Cloud of Lead": {
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text: "Occasionally, Moze's and Iron Bear's shots will deal additional Fire Damage and won't consume ammo.",
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text: "Occasionally, Moze's and Iron Bear's shots will deal additional Incendiary Damage and won't consume ammo.",
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ranks: 5,
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ranks: 5,
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effect: (rank, level) => `Bonus Fire Damage: +${percent(rank, 2.25)}%, Every ${9 - rank} shots does not consume ammo`,
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effect: (rank, level) => `Effects are triggered every ${9 - rank} shots, Bonus Incendiary Damage: +${percentTwoDecimals(rank, 2.25)}%`,
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},
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},
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"Dakka Bear": {
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"Dakka Bear": {
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text: "Adds a manned turret to the back of Iron Bear.",
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text: "Adds a manned turret to the back of Iron Bear.",
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@ -26,34 +152,34 @@ const skills = {
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effect: (rank, level) => `Fasten your seatbelt, it's going to be a bumpy ride.`,
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effect: (rank, level) => `Fasten your seatbelt, it's going to be a bumpy ride.`,
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},
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},
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"Matched Set": {
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"Matched Set": {
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text: "Moze's currently equipped weapon gains a stacking bonus to Magazine Size and Decreased Heat Per Shot for every piece of Equipped Gear that has a matching manufacturer.",
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text: "Moze's currently equipped weapon gains a stacking bonus to Magazine Size and Decreased Heat Per Shot for every piece of equipped gear that has a matching manufacturer.",
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ranks: 5,
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ranks: 5,
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effect: (rank, level) => `Magazine Size: +${percent(rank, 2)}%, Heat Per Shot: -${percent(rank, 2)}%`,
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effect: (rank, level) => `Magazine Size: +${percent(rank, 2)}%, Heat Per Shot: -${getMatchedSetHeatPerShot(rank)}%`,
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},
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},
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},
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},
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"2": {
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"2": {
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"Let Off Some Steam": {
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"Let Off Some Steam": {
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text: "Minigun deals more damage as heat increases, and can be fired for longer before overheating.",
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text: "Minigun deals more damage as heat increases, and can be fired for longer before overheating.",
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type: SKILLS.AUGMENT_CHEVRON,
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type: SKILLS.AUGMENT_CHEVRON,
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effect: (rank, level) => `Damage: up to +80%, Minigun Heat Capacity: +35%`,
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effect: (rank, level) => `Minigun Damage: Up to +80%, Minigun Heat Capacity: +35%`,
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},
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},
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"Stoke the Embers": {
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"Stoke the Embers": {
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text: "Increases Moze and Iron Bear's Fire Damage.",
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text: "Increases Moze and Iron Bear's Incendiary Damage.",
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ranks: 3,
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ranks: 3,
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effect: (rank, level) => `Fire Damage: +${percent(rank, 10)}%%`,
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effect: (rank, level) => `Incendiary Damage: +${percent(rank, 10)}%`,
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},
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},
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"Redistribution": {
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"Redistribution": {
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text: "After Moze scores a Critical Hit, she regenerates ammo for a few seconds.",
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text: "After Moze scores a Critical Hit, she regenerates ammo for a few seconds.",
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ranks: 1,
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ranks: 1,
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effect: (rank, level) => `Ammo Regeneration: +${percent(rank, 5)}% of Magazine, Redistribution Duration: 3 seconds`,
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effect: (rank, level) => `Ammo Regeneration: +${percent(rank, 5)}% of Magazine Size, Duration: 3 seconds`,
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},
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},
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"Scrappy": {
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"Scrappy": {
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text: "Increases Moze's Handling. While moving, Moze's Weapon Swap and Mode Switch Speed are increased.",
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text: "While moving, Moze's Handling, Weapon Swap and Mode Switch Speed are increased.",
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ranks: 5,
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ranks: 5,
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effect: (rank, level) => `Handling: +${percent(rank, 7.5)}%, Weapon Swap Speed: +${percent(rank, 7.5)}%, Mode Switch Speed: +${percent(rank, 7.5)}%`,
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effect: (rank, level) => `Handling: +${getScrappyHandling(rank)}%, Weapon Swap Speed: +${getScrappyWeaponSwapSpeed(rank)}%, Mode Switch Speed: +${getScrappyModeSwitchSpeed(rank)}%`,
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},
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},
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"Salamander": {
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"Salamander": {
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text: "The Salamander is a flamethrower that deals Fire Damage to enemies at close range. Though the Salamander has infinite ammo, it drains Fuel with use.",
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text: "The Salamander is a flamethrower that deals Incendiary Damage to enemies at close range. Though the Salamander has infinite ammo, it drains Fuel with use.",
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type: SKILLS.AUGMENT_ACTION_SKILL,
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type: SKILLS.AUGMENT_ACTION_SKILL,
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effect: (rank, level) => `Fire... for effect.`,
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effect: (rank, level) => `Fire... for effect.`,
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},
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},
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@ -62,7 +188,7 @@ const skills = {
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"General Winter": {
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"General Winter": {
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text: "Minigun fires Cryo rounds which reduce Heat Gain and Fuel Drain, but deal reduced damage.",
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text: "Minigun fires Cryo rounds which reduce Heat Gain and Fuel Drain, but deal reduced damage.",
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type: SKILLS.AUGMENT_CHEVRON,
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type: SKILLS.AUGMENT_CHEVRON,
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effect: (rank, level) => `Fuel Drain: -40%, Minigun Damage: -30%, Cryo Efficiency: +20%, Converts to Cryo Damage`,
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effect: (rank, level) => `Converts to Cryo Damage, Fuel Drain: -40%, Minigun Damage: -30%, Cryo Efficiency: +20%`,
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},
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},
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"Rushin' Offensive": {
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"Rushin' Offensive": {
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text: "Moze can sprint and shoot at the same time.",
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text: "Moze can sprint and shoot at the same time.",
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@ -70,14 +196,14 @@ const skills = {
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effect: (rank, level) => `I don't want any messages saying "I'm holding my position."`,
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effect: (rank, level) => `I don't want any messages saying "I'm holding my position."`,
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},
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},
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"Scorching RPM's": {
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"Scorching RPM's": {
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text: "Moze gains increased Fire Rate and Critical Hit Damage.",
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text: "Moze gains increased Fire Rate and Critical Hit Damage. Iron Bear gains increased Hard Point damage.",
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ranks: 5,
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ranks: 5,
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effect: (rank, level) => `Fire Rate: +${percent(rank, 1.5)}%, Critical Hit Damage: +${percent(rank, 2.5)}%`,
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effect: (rank, level) => `Fire Rate: +${percent(rank, 3)}%, Critical Hit Damage: +${percent(rank, 4)}%, Iron Bear Damage: +${percent(rank, 5)}%`,
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},
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},
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"Fuel Economy": {
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"Fuel Economy": {
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text: "Reduces Salamander's Fuel Drain. Additionally, Iron Bear's Movement Speed is increased after damaging an enemy with Salamander.",
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text: "Reduces Salamander's Fuel Drain. Additionally, Iron Bear's Movement Speed is increased after damaging an enemy with Salamander.",
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type: SKILLS.AUGMENT_CHEVRON,
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type: SKILLS.AUGMENT_CHEVRON,
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effect: (rank, level) => `Fuel Drain: -25%, Movement Speed: +25% for 3s`,
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effect: (rank, level) => `Fuel Drain: -25%, Movement Speed: +25%, Movement Speed Duration: 3 seconds`,
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},
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},
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},
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},
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"4": {
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"4": {
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@ -89,32 +215,32 @@ const skills = {
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"The Iron Bank": {
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"The Iron Bank": {
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text: "Increases Moze's Magazine Size.",
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text: "Increases Moze's Magazine Size.",
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ranks: 5,
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ranks: 5,
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effect: (rank, level) => `Magazine Size: +${percent(rank, 4)}%`,
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effect: (rank, level) => `Magazine Size: +${percent(rank, 7)}%`,
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},
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},
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"Specialist Bear": {
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"Specialist Bear": {
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text: "Equipping two of the same Weapons on Iron Bear increases the damage they deal.",
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text: "Equipping two of the same Weapons on Iron Bear increases the damage they deal.",
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ranks: 1,
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ranks: 1,
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effect: (rank, level) => `Iron Bear Damage: +${percent(rank, 10)}%`,
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effect: (rank, level) => `Iron Bear Damage: +${percent(rank, 25)}%`,
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},
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},
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"Chemical Warfare": {
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"Chemical Warfare": {
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text: "Salamander now deals Corrosive Damage. Additionally, Salamander's Melt Damage is increased.",
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text: "Salamander now deals Corrosive Damage. Additionally, Salamander's Melt Damage is increased.",
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type: SKILLS.AUGMENT_CHEVRON,
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type: SKILLS.AUGMENT_CHEVRON,
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effect: (rank, level) => `Melt Damage: +50%, Converts to Corrosive Damage`,
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effect: (rank, level) => `Converts to Corrosive Damage, Melt Damage: +50%`,
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},
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},
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},
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},
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"5": {
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"5": {
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"Some for the Road": {
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"Some for the Road": {
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text: "Moze gains infinite ammo for a few seconds after exiting Iron Bear.",
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text: "Moze gains infinite ammo for a few seconds after exiting Iron Bear.",
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ranks: 1,
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ranks: 1,
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effect: (rank, level) => `Some for the Road Duration: 5 seconds`,
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effect: (rank, level) => `Duration: 5 seconds`,
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},
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},
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"Click, Click": {
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"Click, Click...": {
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text: "Moze gains increased Gun Damage as her magazine empties. The less ammo there is remaining, the greater the increase.",
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text: "Moze gains increased Gun Damage as her magazine empties. The less ammo there is remaining, the greater the increase. If Moze has a COV gun equipped, she gains Gun Damage as her gun's heat increases.",
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ranks: 3,
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ranks: 3,
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effect: (rank, level) => `Gun Damage: up to +${percent(rank, 12)}%`,
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effect: (rank, level) => `Gun Damage: Up to +${percent(rank, 12)}%`,
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},
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},
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"Molten Roar": {
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"Molten Roar": {
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text: "The Salamander burst-fires 3 projectiles with increased Fuel Drain, the first of which leaves a large Fire area.",
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text: "The Salamander burst-fires 3 projectiles with increased Fuel Drain, the first of which leaves a large Incendiary area.",
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type: SKILLS.AUGMENT_CHEVRON,
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type: SKILLS.AUGMENT_CHEVRON,
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effect: (rank, level) => `Fuel Drain: +25%`,
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effect: (rank, level) => `Fuel Drain: +25%`,
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},
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},
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@ -123,7 +249,7 @@ const skills = {
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"Forge": {
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"Forge": {
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text: "Moze constantly regenerates ammo for her currently equipped weapon.",
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text: "Moze constantly regenerates ammo for her currently equipped weapon.",
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ranks: 1,
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ranks: 1,
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effect: (rank, level) => `Ammo Regeneration: +${percent(rank, 1.5)}% of magazine/sec`,
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effect: (rank, level) => `Ammo Regeneration: +${percent(rank, 5)}% of Magazine Size per second`,
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},
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},
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},
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},
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},
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},
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@ -138,19 +264,19 @@ const skills = {
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},
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},
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"1": {
|
"1": {
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"Fire in the Skag Den": {
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"Fire in the Skag Den": {
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text: "Whenever Moze deals Splash Damage, she deals bonus Fire Damage.",
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text: "Whenever Moze deals Splash Damage, she deals bonus Incendiary Damage.",
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ranks: 5,
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ranks: 5,
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effect: (rank, level) => `Bonus Fire Damage: +${percent(rank, 3)}%`,
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effect: (rank, level) => `Bonus Incendiary Damage: +${percent(rank, 3)}% of damage dealt`,
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},
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},
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"Deadlines": {
|
"Deadlines": {
|
||||||
text: "Firing Iron Bear Weapons drains less Fuel. Killing an enemy while Iron Bear is active increases Fuel. This skill has diminishing returns.",
|
text: "Firing Iron Bear Weapons drains less Fuel. Killing an enemy while Iron Bear is active increases Fuel. This skill has diminishing returns.",
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ranks: 3,
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ranks: 3,
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effect: (rank, level) => `Fuel Returned: Up to ${percent(rank, 2)}%, Fuel Drain: -${percent(rank, 10)}%`,
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effect: (rank, level) => `Fuel Drain: -${percent(rank, 10)}%, Fuel Returned: Up to ${percent(rank, 2)}%`,
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||||||
},
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},
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||||||
"Grizzled": {
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"Grizzled": {
|
||||||
text: "Kill Skill. Killing an enemy reduces Moze's remaining Action Skill Cooldown Time. This skill has diminishing returns.",
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text: "Kill Skill. Killing an enemy reduces Moze's remaining Action Skill Cooldown Time. This skill has diminishing returns.",
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||||||
ranks: 5,
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ranks: 5,
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||||||
effect: (rank, level) => `Iron Bear Cooldown Time: -${rank * 1}) seconds`,
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effect: (rank, level) => `Iron Bear Cooldown Time: -${rank * 1} seconds`,
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||||||
},
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},
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||||||
},
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},
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||||||
"2": {
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"2": {
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||||||
|
@ -162,17 +288,17 @@ const skills = {
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||||||
"Means of Destruction": {
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"Means of Destruction": {
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||||||
text: "Whenever Moze deals Splash Damage, there is a chance to add ammo to her currently equipped weapon's magazine, with a smaller chance to return a grenade.",
|
text: "Whenever Moze deals Splash Damage, there is a chance to add ammo to her currently equipped weapon's magazine, with a smaller chance to return a grenade.",
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||||||
ranks: 3,
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ranks: 3,
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effect: (rank, level) => `Ammo Chance: ${percent(rank, 3.3)}%, Grenade Chance: ${percent(rank, 2)}%`,
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effect: (rank, level) => `Ammo Chance: +${percent(rank, 3.333)}%, Grenade Chance: +${percent(rank, 2)}%, Cooldown: 0.3 seconds`,
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},
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},
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||||||
"Torgue Cross-Promotion": {
|
"Torgue Cross-Promotion": {
|
||||||
text: "All Splash Damage dealt by Moze has a chance to double in size.",
|
text: "All Splash Damage dealt by Moze has a chance to double in size.",
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||||||
ranks: 5,
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ranks: 5,
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||||||
effect: (rank, level) => `+${percent(rank, 3)}% chance to double Splash Damage Radius`,
|
effect: (rank, level) => `Chance to double Splash Radius: +${percent(rank, 3)}%`,
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||||||
},
|
},
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||||||
"Stainless Steel Bear": {
|
"Stainless Steel Bear": {
|
||||||
text: "Iron Bear gains additional armor and increased Maximum Fuel.",
|
text: "Iron Bear gains additional armor and increased Maximum Fuel.",
|
||||||
ranks: 5,
|
ranks: 5,
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||||||
effect: (rank, level) => `Maximum Fuel: +${percent(rank, 4)}%, Iron Bear Armor: +${percent(rank, 6)}%`,
|
effect: (rank, level) => `Iron Bear Armor: +${percent(rank, 6)}%, Maximum Fuel: +${percent(rank, 4)}%`,
|
||||||
},
|
},
|
||||||
"Vanquisher Rocket Pod": {
|
"Vanquisher Rocket Pod": {
|
||||||
text: "The Vanquisher Rocket Pod is a rocket launcher capable of rapid-firing volleys of unguided explosive rockets.",
|
text: "The Vanquisher Rocket Pod is a rocket launcher capable of rapid-firing volleys of unguided explosive rockets.",
|
||||||
|
@ -187,9 +313,9 @@ const skills = {
|
||||||
effect: (rank, level) => `Singularity: Every 7th grenade`,
|
effect: (rank, level) => `Singularity: Every 7th grenade`,
|
||||||
},
|
},
|
||||||
"Pull the Holy Pin": {
|
"Pull the Holy Pin": {
|
||||||
text: "Moze's grenades have a chance to score a Critical Hit, dealing greatly increased damage.",
|
text: "Moze's grenades have a chance to score a Critical Hit, dealing greatly increased damage. Sources of Critical Hit Damage do not affect grenade Critical Hits.",
|
||||||
ranks: 3,
|
ranks: 3,
|
||||||
effect: (rank, level) => `Critical Hit Chance: +${percent(rank, 10)}%`,
|
effect: (rank, level) => `Grenade Critical Hit Chance: +${percent(rank, 10)}%`,
|
||||||
},
|
},
|
||||||
"Auto Bear": {
|
"Auto Bear": {
|
||||||
text: "After Moze exits Iron Bear, it will remain deployed in place for a short time. While Auto Bear remains active, it will target and attack nearby enemies until its duration ends, then it will charge at an enemy and self-destruct.",
|
text: "After Moze exits Iron Bear, it will remain deployed in place for a short time. While Auto Bear remains active, it will target and attack nearby enemies until its duration ends, then it will charge at an enemy and self-destruct.",
|
||||||
|
@ -197,36 +323,36 @@ const skills = {
|
||||||
effect: (rank, level) => `Auto Bear Duration: 15 seconds`,
|
effect: (rank, level) => `Auto Bear Duration: 15 seconds`,
|
||||||
},
|
},
|
||||||
"Active Tracking": {
|
"Active Tracking": {
|
||||||
text: "The Vanquisher Rocket Pod now fires homing rockets and has increased Reload Speed. Hold down Fire Button and aim at enemies to designate up to 6 targets. Releasing Fire Button launches a volley of homing rockets at the designated targets.",
|
text: "The Vanquisher Rocket Pod now fires homing rockets and has increased Reload Speed. Hold down [Action Skill key] and aim at enemies to designate up to 6 targets. Releasing Fire Button launches a volley of homing rockets at the designated targets.",
|
||||||
type: SKILLS.AUGMENT_CHEVRON,
|
type: SKILLS.AUGMENT_CHEVRON,
|
||||||
effect: (rank, level) => `Reload Speed: +25%`,
|
effect: (rank, level) => `Vanquisher Reload Speed: +25%`,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
"4": {
|
"4": {
|
||||||
"Lock and Speedload": {
|
"Lock and Speedload": {
|
||||||
text: "The V-35's Reload Speed is greatly increased and it now fires a 5-round burst.",
|
text: "The V-35's Reload Speed is greatly increased and it now fires a 5-round burst.",
|
||||||
type: SKILLS.AUGMENT_CHEVRON,
|
type: SKILLS.AUGMENT_CHEVRON,
|
||||||
effect: (rank, level) => `Reload Speed: +25%`,
|
effect: (rank, level) => `V-35 Reload Speed: +25%`,
|
||||||
},
|
},
|
||||||
"Vampyr": {
|
"Vampyr": {
|
||||||
text: "Whenever Moze damages an enemy with a grenade, for every enemy hit, she restores a portion of her missing health.",
|
text: "Whenever Moze damages an enemy with a thrown grenade, for every enemy hit, she restores a portion of her missing health. Iron Bear also restores health whenever it deals Splash Damage.",
|
||||||
ranks: 5,
|
ranks: 5,
|
||||||
effect: (rank, level) => `Restores +${percent(rank, 4)}% of missing health per enemy hit`,
|
effect: (rank, level) => `Moze Health Restored: ${percent(rank, 4)}% of Missing Health per enemy hit, Iron Bear Health Restored: ${percent(rank, 2)}% of Iron Bear Missing Health per enemy hit`,
|
||||||
},
|
},
|
||||||
"Why Can't I Carry All These Grenades": {
|
"Why Can't I Carry All These Grenades": {
|
||||||
text: "Increases Moze's grenade carrying capacity",
|
text: "Increases Moze's grenade carrying capacity.",
|
||||||
ranks: 3,
|
ranks: 3,
|
||||||
effect: (rank, level) => `Grenade Capacity: +${rank}`,
|
effect: (rank, level) => `Grenade Capacity: +${rank}`,
|
||||||
},
|
},
|
||||||
"Target Softening": {
|
"Target Softening": {
|
||||||
text: "The Vanquisher Rocket Pod deals greatly reduced damage per rocket, but fires in a 6-rocket spread. Additionally, enemies hit by Vanquisher Rocket Pod rockets take increased damage frmo all sources.",
|
text: "The Vanquisher Rocket Pod deals greatly reduced damage per rocket, but fires in a 6-rocket spread. Additionally, enemies hit by Vanquisher Rocket Pod rockets take increased damage from all sources.",
|
||||||
type: SKILLS.AUGMENT_CHEVRON,
|
type: SKILLS.AUGMENT_CHEVRON,
|
||||||
effect: (rank, level) => `Damage: -74%, Enemy Damage Taken: +15%`,
|
effect: (rank, level) => `Vanquisher Damage: -74%, Enemy Damage Taken: +15%`,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
"5": {
|
"5": {
|
||||||
"To the Last": {
|
"To the Last": {
|
||||||
text: "Moze gains the ability to throw grenades while in Fight For Your Life. If she threw a grenade before gaining Second Wind, a grenade is refunded.",
|
text: "Moze gains the ability to throw grenades while in Fight For Your Life. If she threw a grenade before gaining a Second Wind, a grenade is refunded.",
|
||||||
ranks: 1,
|
ranks: 1,
|
||||||
effect: (rank, level) => `The greatest enemy is one with nothing to lose... and a grenade.`,
|
effect: (rank, level) => `The greatest enemy is one with nothing to lose... and a grenade.`,
|
||||||
},
|
},
|
||||||
|
@ -238,7 +364,7 @@ const skills = {
|
||||||
"Hammerdown Protocol": {
|
"Hammerdown Protocol": {
|
||||||
text: "Instead of a volley of conventional rockets, the Vanquisher Rocket Pod launches a single rocket with a nuclear warhead, dealing massive Radiation Damage.",
|
text: "Instead of a volley of conventional rockets, the Vanquisher Rocket Pod launches a single rocket with a nuclear warhead, dealing massive Radiation Damage.",
|
||||||
type: SKILLS.AUGMENT_CHEVRON,
|
type: SKILLS.AUGMENT_CHEVRON,
|
||||||
effect: (rank, level) => `Damage: +380%, Magazine Size: 1`,
|
effect: (rank, level) => `Damage: +380%, Vanquisher Magazine Size: 1`,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
"6": {
|
"6": {
|
||||||
|
@ -252,48 +378,48 @@ const skills = {
|
||||||
"Shield of Retribution": {
|
"Shield of Retribution": {
|
||||||
"0": {
|
"0": {
|
||||||
"Railgun": {
|
"Railgun": {
|
||||||
text: "The Railgun fires electrified high-velocity projectiles that deal Shock Damage",
|
text: "The Railgun fires electrified high-velocity projectiles that deal Shock Damage.",
|
||||||
type: SKILLS.ACTION_SKILL,
|
type: SKILLS.ACTION_SKILL,
|
||||||
effect: (rank, level) => `It's like a bullet, only bigger. And faster. And wrapped in lightning.`,
|
effect: (rank, level) => `It's like a bullet, only bigger. And faster. And wrapped in lightning.`,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
"1": {
|
"1": {
|
||||||
"Selfless Vengeance": {
|
"Selfless Vengeance": {
|
||||||
text: "Whenever Moze reloads, she loses a small portion of her health and grants additional Fire Damage to her and her allies' rounds for a few seconds.",
|
text: "Whenever Moze reloads, she loses a small portion of her health and grants additional Incendiary Damage to her and her allies' rounds for a few seconds.",
|
||||||
ranks: 5,
|
ranks: 5,
|
||||||
effect: (rank, level) => `Bonus Fire Damage: +${percent(rank, 3)}% of gun damage dealt, Current Health Removed: ${percent(rank, 1)}%, Selfless Vengeance Duration: 5 sec`,
|
effect: (rank, level) => `Current Health Removed: ${percent(rank, 1)}%, Bonus Incendiary Damage: +${percent(rank, 3)}% of damage dealt, Bonus Incendiary Damage Duration: 5 seconds`,
|
||||||
},
|
},
|
||||||
"Security Bear": {
|
"Security Bear": {
|
||||||
text: "Iron Bear gains a bubble shield that reduces damage taken. The shield deactivates if it sustains too much damage, reactivating after a short cooldown.",
|
text: "Iron Bear gains a bubble shield that reduces damage taken. The shield deactivates if it sustains too much damage, reactivating after a short cooldown.",
|
||||||
ranks: 1,
|
ranks: 1,
|
||||||
effect: (rank, level) => `Bubble Recharge Delay: 5sec, 20% Iron Bear Max Health added as Shields`,
|
effect: (rank, level) => `50% of Iron Bear Maximum Health added as Shields, Bubble Recharge Delay: 5 seconds`,
|
||||||
},
|
},
|
||||||
"Armored Infantry": {
|
"Armored Infantry": {
|
||||||
text: "While Moze's shields are active, she gains Damage Reduction and Increased Gun Damage.",
|
text: "While Moze's shields are active, she gains Damage Reduction and increased Gun Damage.",
|
||||||
ranks: 5,
|
ranks: 5,
|
||||||
effect: (rank, level) => `Gun Damage: +${percent(rank, 3)}%, Damage Reduction: +${percent(rank, 2)}%`,
|
effect: (rank, level) => `Damage Reduction: +${getArmoredInfantryDamageReduction(rank)}%, Gun Damage: +${percent(rank, 3)}%`,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
"2": {
|
"2": {
|
||||||
"Hell on Rails": {
|
"Hell on Rails": {
|
||||||
text: "Railgun now fires superheated rounds that deal Fire Damage, but have increased Fuel Drain per shot.",
|
text: "Railgun now fires superheated rounds that deal Incendiary Damge, but have increased Fuel Drain per shot.",
|
||||||
type: SKILLS.AUGMENT_CHEVRON,
|
type: SKILLS.AUGMENT_CHEVRON,
|
||||||
effect: (rank, level) => `Fuel Drain: +30%, Converts to Fire Damage`,
|
effect: (rank, level) => `Converts Railgun to Incendiary Damage, Fuel Drain: +30%`,
|
||||||
},
|
},
|
||||||
"Drowning in Brass": {
|
"Drowning in Brass": {
|
||||||
text: "Kill Skill. Killing an enemy grants Moze a stack of Drowning in Brass. For each stack of Drowning in Brass, Moze's Fire Rate is reduced, but Gun Damage is increased for both her and her allies.",
|
text: "Kill Skill. Killing an enemy grants Moze a stack of Drowning in Brass. For each stack of Drowning in Brass, Moze's Fire Rate is reduced, but Gun Damage is increased for both her and her allies.",
|
||||||
ranks: 5,
|
ranks: 5,
|
||||||
effect: (rank, level) => `Gun Damage: +${percent(rank, 4)}% per stack, Moze Fire Rate: -${percent(rank, 0.5)}% per stack, Max Drowning In Brass Stacks: ${2 + rank}`,
|
effect: (rank, level) => `Moze Fire Rate: -${percent(rank, 0.5)}% per stack, Gun Damage: +${percent(rank, 4)}% per stack, Maximum Drowning In Brass Stacks: 3, Duration: 15 seconds`,
|
||||||
},
|
},
|
||||||
"Thin Red Line": {
|
"Thin Red Line": {
|
||||||
text: "A portion of Moze's health is removed and cannot be restored, but her Maximum Shield is increased by the same amount.",
|
text: "A portion of Moze's health is Reserved and cannot be restored, but her Maximum Shield is increased by the same amount.",
|
||||||
ranks: 3,
|
ranks: 3,
|
||||||
effect: (rank, level) => `+${percent(rank, 20)}% Max Health Removed and Added to Max Shields`,
|
effect: (rank, level) => `+${percent(rank, 20)}% Maximum Health Reserved and Added to Maximum Shields`,
|
||||||
},
|
},
|
||||||
"Vladof Ingenuity": {
|
"Vladof Ingenuity": {
|
||||||
text: "Moze's Maximum Shield is increased, and she gains resistance to Shock Damage.",
|
text: "Moze's Maximum Shield is increased, and she gains resistance to Shock Damage.",
|
||||||
ranks: 5,
|
ranks: 5,
|
||||||
effect: (rank, level) => `Max Shield: +${percent(rank, 6)}%, Shock Damage Resistance: +${percent(rank, 10)}%`,
|
effect: (rank, level) => `Maximum Shield: +${percent(rank, 6)}%, Shock Damage Resistance: +${getVladofIngenuityShockDamageResistance(rank)}%`,
|
||||||
},
|
},
|
||||||
"Bear Fist": {
|
"Bear Fist": {
|
||||||
text: "The Bear Fist is a pneumatic-driven fist that deals massive damage to a single target at close range.",
|
text: "The Bear Fist is a pneumatic-driven fist that deals massive damage to a single target at close range.",
|
||||||
|
@ -313,43 +439,43 @@ const skills = {
|
||||||
effect: (rank, level) => `Shield Recharge Rate: +25%`,
|
effect: (rank, level) => `Shield Recharge Rate: +25%`,
|
||||||
},
|
},
|
||||||
"Experimental Munitions": {
|
"Experimental Munitions": {
|
||||||
text: "Whenever Moze scores a Critical Hit, she deals bonus Fire Damage.",
|
text: "Whenever Moze and Iron Bear score a Critical Hit, they deal bonus Incendiary Damage.",
|
||||||
ranks: 1,
|
ranks: 1,
|
||||||
effect: (rank, level) => `Bonus Fire Damage: +${percent(rank, 10)}% of damage dealt`,
|
effect: (rank, level) => `Bonus Incendiary Damage: +${percent(rank, 10)}% of damage dealt`,
|
||||||
},
|
},
|
||||||
"Wild Swing": {
|
"Wild Swing": {
|
||||||
text: "Whenever Bear Fist hits an enemy, it deals random Bonus Elemental Damage to that enemy and all enemies nearby.",
|
text: "Whenever Bear Fist hits an enemy, it deals random Bonus Elemental Damage to that enemy and all enemies nearby.",
|
||||||
type: SKILLS.AUGMENT_CHEVRON,
|
type: SKILLS.AUGMENT_CHEVRON,
|
||||||
effect: (rank, level) => `Elemental Damage: +35% of damage dealt`,
|
effect: (rank, level) => `Bonus Elemental Damage: +35% of damage dealt`,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
"4": {
|
"4": {
|
||||||
"Corrosive Sabot Round": {
|
"Corrosive Sabot Round": {
|
||||||
text: "Railgun now fires a specialty round that deals reduced damage and explodes after a short delay. Railgun shots have reduced Fuel Drain and the Magazine Size is increased.",
|
text: "Railgun now fires a specialty round that deals reduced damage and explodes after a short delay. Railgun shots have reduced Fuel Drain and the Magazine Size is increased.",
|
||||||
type: SKILLS.AUGMENT_CHEVRON,
|
type: SKILLS.AUGMENT_CHEVRON,
|
||||||
effect: (rank, level) => `Fuel Drain: -50%, Railgun Damage: -50%, Magazine Size: 2, Converts to Corrosive Damage`,
|
effect: (rank, level) => `Converts Railgun to Corrosive Damage, Railgun Damage: -50%, Fuel Drain: -50%, Railgun Magazine Size: +2`,
|
||||||
},
|
},
|
||||||
"Behind the Iron Curtain": {
|
"Behind the Iron Curtain": {
|
||||||
text: "Moze's Shield Recharge Delay is reduced, and her Shield Recharge Rate is increased.",
|
text: "Moze's Shield Recharge Delay is reduced, and her Shield Recharge Rate is increased.",
|
||||||
ranks: 3,
|
ranks: 3,
|
||||||
effect: (rank, level) => `Shield Recharge Rate: +${percent(rank, 7)}%, Shield Recharge Delay: -${percent(rank, 8)}%`,
|
effect: (rank, level) => `Shield Recharge Rate: +${percent(rank, 7)}%, Shield Recharge Delay: -${getBehindTheIronCurtainShieldRechargeDelay(rank)}%`,
|
||||||
},
|
},
|
||||||
"Desperate Measures": {
|
"Desperate Measures": {
|
||||||
text: "Moze's Gun Damage is increased depending on how low her health is. The lower her health, the greater the increase.",
|
text: "Moze's Gun Damage and Iron Bear's Damage is increased depending on how low their health is. The lower their health, the greater the increase.",
|
||||||
ranks: 3,
|
ranks: 3,
|
||||||
effect: (rank, level) => `Gun Damage: Up to +${percent(rank, 17)}%`,
|
effect: (rank, level) => `Damage: Up to +${Math.round(percent(rank, 16.5))}%`,
|
||||||
},
|
},
|
||||||
"Close the Distance": {
|
"Close the Distance": {
|
||||||
text: "Instead of punching, Bear Fist now launches its fist forward and grabs enemies at greatly increased range, pulling them back to Iron Bear.",
|
text: "Instead of punching, Iron Bear now launches its Bear Fist forward and grabs enemies at greatly increased range, dealing Shock Damage and pulling them back to Iron Bear.",
|
||||||
type: SKILLS.AUGMENT_CHEVRON,
|
type: SKILLS.AUGMENT_CHEVRON,
|
||||||
effect: (rank, level) => `Step into my office.`,
|
effect: (rank, level) => `Step into my office.`,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
"5": {
|
"5": {
|
||||||
"Phalanx Doctrine": {
|
"Phalanx Doctrine": {
|
||||||
text: "Kill Skill: After killing an enemy, Moze gains a stack of Phalanx Doctrine. Moze's Maximum Shield and Gun Damage are increased. Each stack lasts 30 seconds. There is no stack limit.",
|
text: "Kill Skill. After killing an enemy, Moze gains a stack of Phalanx Doctrine. For every stack of Phalanx Doctrine, Moze's Maximum Shield and Gun Damage are increased. Each stack lasts 30 seconds. There is no stack limit.",
|
||||||
ranks: 5,
|
ranks: 5,
|
||||||
effect: (rank, level) => `Gun Damage: +${percent(rank, 2)}% per stack, Max Shields: +${percent(rank, 3)}% per stack, Phalanx Doctrine Duration: 30 seconds`,
|
effect: (rank, level) => `Maximum Shield: +${percent(rank, 3)}% per stack, Gun Damage: +${percent(rank, 2)}% per stack, Duration: 30 seconds`,
|
||||||
},
|
},
|
||||||
"Force Feedback": {
|
"Force Feedback": {
|
||||||
text: "Whenever Moze scores a Critical Kill, her shields immediately begin recharging.",
|
text: "Whenever Moze scores a Critical Kill, her shields immediately begin recharging.",
|
||||||
|
@ -357,16 +483,16 @@ const skills = {
|
||||||
effect: (rank, level) => `Just click on their heads.`,
|
effect: (rank, level) => `Just click on their heads.`,
|
||||||
},
|
},
|
||||||
"Shockhammer": {
|
"Shockhammer": {
|
||||||
text: "Bear Fist is now capable of sustained rapid fire, punching as long as the fire button is held. Additionally, Bear Fist has reduced Fuel Drain and deals Bonus Shock Damage with each hit.",
|
text: "Bear Fist is now capable of sustained rapid fire punching. Additionally, Bear Fist has reduced Fuel Drain and deals Bonus Shock Damage with each hit.",
|
||||||
type: SKILLS.AUGMENT_CHEVRON,
|
type: SKILLS.AUGMENT_CHEVRON,
|
||||||
effect: (rank, level) => `Shock Damage: +19% of damage dealt, Fuel Drain: -40%`,
|
effect: (rank, level) => `Bonus Shock Damage: +19% of damage dealt, Fuel Drain: -40%`,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
"6": {
|
"6": {
|
||||||
"Tenacious Defense": {
|
"Tenacious Defense": {
|
||||||
text: "Whenever Moze's shield is fully depleted, she instantly restores a portion of her shield, and her Gun Damage is increased for a short time. This skill can only trigger after Moze's shields have fully recharged.",
|
text: "Whenever Moze's shield is fully depleted, she instantly restores a portion of her shield, and her Gun Damage is increased for a short time. This skill can only trigger after Moze's shields have fully recharged.",
|
||||||
ranks: 1,
|
ranks: 1,
|
||||||
effect: (rank, level) => `Gun Damage: +12%, Restores: +40% of Max Shield, Tenacious Defense Duration: 30 seconds`,
|
effect: (rank, level) => `Shields Restored: 40% of Maximum Shield, Gun Damage: +30%, Duration: 30 seconds`,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue