mirror of
https://github.com/seigler/bl3skills.com
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2 lines
No EOL
83 KiB
JavaScript
2 lines
No EOL
83 KiB
JavaScript
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The closer the target the greater the bonus.",effect:function(e){return"Bonus Damage: Up to "+a(e,12)+"% of damage dealt"}},Clarity:{ranks:5,text:"Amara constantly regenerates health. The lower her health the more powerful the regeneration. After using an Action Skill, this bonus is doubled for a few seconds.",effect:function(e){return"Health Regeneration: up to +"+a(e,1)+"% missing Health / sec, Duration: 5 seconds"}}},2:{"Arms Deal":{ranks:5,text:"Amara deals increased Splash Damage, and takes reduced Splash Damage.",effect:function(e){return"Splash Damage: +"+a(e,4)+"%, Splash Damage Reduction +"+a(e,12)+"%"}},Samsara:{ranks:3,text:"Whenever Amara deals damage to an enemy with her Action Skill, she adds a stack of Samsara. For every stack of Samsara, Amara gains increased Gun Damage and Health Regeneration for a few seconds. Stacks decay after a few seconds.",effect:function(e){return"Gun Damage: +"+a(e,1.7)+"%, Health Regeneration: +"+a(e,1.7)+"%, Max Samara Stacks: 5, Duration: 20 seconds"}},"Helping Hand(s)":{ranks:5,text:"For a few seconds after using her Action Skill, Amara's arms remain active and grant her Damage Reduction.",effect:function(e){return"Damage Reduction: +"+a(e,12)+"%, Duration: 15 seconds"}},"Blight Tiger":{ranks:0,text:"Converts Amara's Action Skill to Corrosive Damage.",effect:function(){return"Converts to Corrossive Damage"},type:i.a.AUGMENT_DIAMOND}},3:{Fracture:{ranks:0,text:"Amara summons a line of fists that erupt from the ground, dealing damage to enemies in front of Amara.",effect:function(e){return"Damage "+r(e,0,88)+", Cooldown 28 sec"},type:i.a.AUGMENT_ACTION_SKILL},Mindfulness:{ranks:3,text:"Whenenever Amara takes damage, she gains a stack of Mindfulness. For every stack of Mindfulness, Amara gains improved Shield Regeneration Dely and Movement Speed. Stacks decay after a few seconds.",effect:function(e){return"Shield Regeneration Delay: -"+a(e,9)+"%, Movement Speed: +"+a(e,1.4)+"%, Max Mindfulness Stacks: 25, Duration 5 seconds"}},"Find Your Center":{ranks:1,text:"Amara gains increased Melee Damage. Additionally, for a few seconds after using her Action Skill, Amara gains increased Melee Range.",effect:function(){return"Melee Damage: +100%, Duration: 20 seconds, Melee Range: +75%"}},Vigor:{ranks:3,text:"Kill Skill. Killing an enemy with Amara's Action Skill grants all allies increased Movement Speed for a few seconds.",effect:function(e){return"Team Movement Speed: +"+a(e,3.3)+"%, Duration: 8 sec"}},Revelation:{ranks:0,text:"Amara's Action Skill now creates a Nova when it damages enemies, dealing damage to all nearby enemies.",effect:function(e){return"Nova Damage "+r(e,0,41)+", Action Skill Damage -15%"},type:i.a.AUGMENT_CHEVRON}},4:{Downfall:{ranks:0,text:"Amara leaps into the air and shoots an Elemental Beam below her, followed by a Slam.",effect:function(e){return"Cooldown: 47 seconds, Damage "+r(e,0,95)+", Beam Damage "+r(e,0,14)+" / second"},type:i.a.AUGMENT_ACTION_SKILL},"One With Nature":{ranks:5,text:"Amara gains increased Max Health and Elemental Damage Resistance to her Action Skill Element.",effect:function(e){return"Max Health: +"+a(e,5)+"%, Elemental Damage Reduction: +"+a(e,12)+"%"}}},5:{"Do Unto Others":{ranks:1,text:"Whenever an emey damages Amara, she automatically throws an energy orb back at them, dealing Action Skill Elemental Damage. This skill has a short cooldown.",effect:function(){return"Cooldown: 8 seconds"}},"Jab Cross":{ranks:5,text:"Whenever Amara deals melee damage to an enemy, she gains increased Action Skill Damage and increased Gun Damage for a few seconds.",effect:function(e){return"Gun Damage: +"+a(e,3)+"%, Action Skill Damage: +"+a(e,15)+"%, Duration: 10 seconds"}},"Guardian Angel":{ranks:1,text:"When Amara enters Fight For Your Life, she immediately gains a Second Wind, restores her health, and creates an Action Skill Elemental Nova that may knock back nearby enemies. This skill has a long cooldown.",effect:function(){return"Max Health Restored: 100% of Max Health, Cooldown: 120 sec"}},Glamour:{ranks:0,text:"Enemies damaged by Amara's Action Skill become confused and temporarily attack their allies. However, Action Skill Cooldown is increased. If Amara targets an enemy with Phasegrasp, enemies near the Grasped target are confused as well.",effect:function(){return"Confuse Duration: 8 seconds, Cooldown: +20%, Damage: -30%"},type:i.a.AUGMENT_CHEVRON}},6:{Blitz:{ranks:1,text:"Melee Override. Press V while aiming at an enemy to make Amara dash a short distance forward and perform a special melee strike, dealing Elemental Melee Damage. If a Blitz melee attack kills an enemy, Blitz's cooldown is immediately reset.",effect:function(){return"Cooldown: 8 seconds, Melee Damage: +100%"}}}},"Mystical Assault":{0:{Phasecast:{text:"Amara sends forward an Astral Projection of herself, dealing damage to everything in its path.",effect:function(e){return"Damage "+r(e,0,92)+", Cooldown: 28 Seconds"},type:i.a.ACTION_SKILL,ranks:0}},1:{"Do Harm":{ranks:5,text:"Killing an enemy grants Amara a stack of Rush. Activating her Action Skill consumes all Rush stacks. For every stack of Rush consumed, Amara's Action Skill Damage is temporarily increased.",effect:function(e){return" Action Skill Damage: +"+a(e,.9)+"% per stack consumed, Duration 20 seconds"}},"Fast Hand(s)":{ranks:3,text:"Amara's Reload Speed, Weapon Swap Speed, and Mode Switch Speed are improved.",effect:function(e){return"Reload Speed: +"+a(e,7)+"%, Weapon Swap Speed: +"+a(e,16)+"%, Mode Switch Speed: +"+a(e,16)+"%"}},"Violent Tapestry":{ranks:5,text:"Applying a Status Effect grants Amara a stack of Rush. For every stack of Rush consumed, Amara's Status Effect Chance is temporarily increased.",effect:function(e){return"Max Rush Stacks: 10, Effect Chance: +"+a(e,.6)+"%, Duration: 20 sec"}}},2:{Alacrity:{ranks:5,text:"Amara gains increased Reload Speed for every stack of Rush. After consuming Rush stacks, this bonus is increased for a few seconds.",effect:function(e){return"Reload Speed: +"+a(e,.4)+"% per stack, Reload Speed: (+"+a(e,.6)+"% after action skill use, Duration: 8 sec"}},Transcend:{ranks:3,text:"Amara gains increased Accuracy and Critical Hit Damage for a few seconds after activating her Action Skill.",effect:function(e){return"Accuracy: +"+a(e,17)+"%, Critical Hit Damage: +"+a(e,9)+"%, Duration: 12 sec"}},Restless:{ranks:5,text:"Amara gains increased Action Skill Cooldown Rate.",effect:function(e){return"Cooldown Rate: +"+a(e,5)+"%"}},"Soul Sap":{ranks:0,text:"A portion of all damage dealt by Amara's Action Skill is returned to her or a nearby ally as health.",effect:function(){return"Life Steal: 30% of Skill damage dealt"},type:i.a.AUGMENT_CHEVRON}},3:{Deliverance:{ranks:0,text:"Amara sends forward an Astral Projection of herself, dealing damage to everything in its path. Whenever Amara's Astral Projection damages an enemy or object, it releases homing Elemental Projectiles that trigger her Action Skill Elemental Effect on enemies.",effect:function(e){return"Cooldown: 28 seconds, Damage: "+r(e,0,86)+", Elemental Projectiles: 3 per enemy hit"},type:i.a.AUGMENT_ACTION_SKILL},Ascendant:{ranks:1,text:"All Action Skill Augments gain increased effects.",effect:function(){return"Soul Sap Lifesteal +20%, Allure Radius +100%, Glamour Duration +50%, Bright Star Damage +25%, Stillness of Mind breaks 0.75 sec after being damaged"}},"Stillness of Mind":{ranks:0,text:"Enemies damaged by Action Skills becomes Phaselocked until they are damaged or duration ends, but Action Skill Cooldown is increased. If an enemy is the target of Phasegrasp, nearby enemies are also Phaselocked.",effect:function(){return"Damage -35%, Max Duration 6 sec, Cooldown +15%"},type:i.a.AUGMENT_CHEVRON}},4:{Reverberation:{ranks:0,text:"Amara sends forward an Astral Projection of herself, dealing damage to everything in its path. Astra Projection deals increased damage for every enemy it hits.",effect:function(e){return"Cooldown: 30 seconds, Damage Bonus: +50% per enemy hit, Damage: "+r(e,0,88)},type:i.a.AUGMENT_ACTION_SKILL},"From Rest":{ranks:3,text:"Amara gains improved Fire Rate and Charge Time.",effect:function(e){return"Fire Rate: +"+a(e,4)+"%, Charge Time: +"+a(e,21)+"%"}},"Laid Bare":{ranks:3,text:"Enemies take increased damage from all sources for a few seconds after being damaged by Amara's Action Skill.",effect:function(e){return"Damage Increase: +"+a(e,8.3)+"%, Duration: 8 sec"}},Wrath:{ranks:3,text:"Amara gains increased Gun Damage. This effect is increased after she activates her action skill for a few seconds.",effect:function(e){return"Gun Damage: +"+a(e,6.7)+"%, Gun Damage: +"+a(e,67)+"% after action skill use, Duration: 8 seconds"}}},5:{Remnant:{ranks:3,text:"When Amara kills an enemy with a Gun or Action Skill, she creates a homing projectile that seeks out a new enemy dealing her Action Skill Elemental Damage. Any Overkill Damage is added to the projectile's damage.",effect:function(e){return"Remnant Damage "+r(e,0,9)}},Awakening:{ranks:3,text:"Amara's Rush stacks gain increased effectiveness.",effect:function(e){return"Rush Stack Effectiveness: +"+a(e,10)+"%"}},Tandava:{ranks:0,text:"Amara sends forward an Astral Projection of herself. When it hits a target, it explodes, damaging all nearby enemies.",effect:function(e){return"Cooldown: 35 seconds, Damage: "+r(e,0,91)+","},type:i.a.AUGMENT_ACTION_SKILL}},6:{Avatar:{ranks:1,text:"Amara's Action Skill can be activated while it's cooling down. This skill may only be used once per completed cooldown. Additionally, if Amara's Action Skill kills an enemy, it refunds half of her Rush stacks.",effect:function(){return"Bonus Rush Stacks: +10"}}}},"Fist of the Elements":{0:{Phasegrasp:{text:"Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place for a few seconds. Some enemies are immune to being Grasped and instantly take damage instead.",effect:function(e){return"Skill Duration: 7 sec, Cooldown: 16 seconds, Grasp Immune Damage: "+r(e,0,28)},type:i.a.ACTION_SKILL,ranks:0}},1:{Anima:{ranks:5,text:"Amara's Status Effects deal increased damage over time and have increased duration. Her Action Skill Status Effect deals further increased damage.",effect:function(e){return"Action Skill Status Effect Damage: +"+a(e,8)+"%, Satus Effect Damage: +"+a(e,4)+"%, Status Effect Duration: +"+a(e,20)+"%"}},"Steady Hands":{ranks:3,text:"Amara gains increased Weapon Handling and Accuracy.",effect:function(e){return"Handling: +"+a(e,14)+"%, Accuracy: +"+a(e,13)+"%"}},Infusion:{ranks:5,text:"Convert a portion of damage dealt by Amara's weapons into Action Skill Element.",effect:function(e){return"Converted Damage: "+a(e,8)+"%"}}},2:{Tempest:{ranks:5,text:"Amara deals increased Elemental Damage. Shock Damage is further increased.",effect:function(e){return"Shock Damage: +"+a(e,4)+"%, Elemental Damage +"+a(e,6)+"%"}},"Illuminated Fist":{ranks:1,text:"Amara gains increased Melee Damage and her Melee Damage is converted to Action Skill Element.",effect:function(){return"Melee Damage: +75%"}},Wildfire:{ranks:5,text:"Whenever Amara applies a Status Effect to an enemy, it has a chance to spread to a nearby enemy.",effect:function(e){return"Spread Chance: "+a(e,8)+"%"}},Soulfire:{ranks:0,text:"Converts Amara's Action Skill to Incendiary Damage.",effect:function(){return"Converts to Incendiary Damage"},type:i.a.AUGMENT_DIAMOND}},3:{"The Eternal Fist":{ranks:0,text:"Amara summons a giant fist that bursts into the ground and locks targeted enemy in place. Whenvever the Grasped enemy is killed, a new fist seeks out and Grasps a new target.",effect:function(e){return"Bonus Targets: Up to +4, Cooldown: 20 sec, Grasp Immune Damage: "+r(e,0,28)},type:i.a.AUGMENT_ACTION_SKILL},Dread:{ranks:1,text:"Amara's Gun Damage is increased for a few seconds after an enemy is Grasped. Whenever any player kills a Grasped Enemy, their current weapon is instantly reloaded.",effect:function(){return"Gun Damage +15%, Duration: 8 seconds"}},Allure:{ranks:0,text:"Amara's Action Skill creates a singularity that pull in enemies.",effect:function(){return"Action Skill Damage: -20%, Duration: 2.5 sec"},type:i.a.AUGMENT_CHEVRON}},4:{Indiscriminate:{ranks:3,text:"Amara's bullets that damage enemies have a chance to ricochet and deal decreased damage to other nearby enemies. Richochet Chance and Damage are increased if target is affected by Phasegrasp or Stillness of Mind.",effect:function(e){return"Ricochet Chance: "+a(e,10)+"%, Ricochet Damage: -"+(50-10*e)+"%, Action Skill Ricochet Chance: "+a(e,20)+"%, Action Skill Ricochet Damage: -"+(25-5*e)+"%"}},"Deep Well":{ranks:1,text:"Amara gains increased Magazine Size with elemental weapons.",effect:function(){return"Magazine Size: +20%"}},Catharsis:{ranks:3,text:"Whenever Amara riggers an elemental effect on an enemy, when that enemy that dies the enemy explodes, dealing her attuned element damage along with any other element that is currently inflicted upon that enemy. This skill has a short cooldown.",effect:function(e){return"Damage: "+r(e,0,4)+", Cooldown: 8 seconds"}},"Ties That Bind":{ranks:0,text:"Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place for a few seconds. Enemies near the Grasped target are linked, and any damage dealt to a linked target is shared between all other linked targets.",effect:function(e){return"Link Damage: 35% of damage dealt, Cooldown: 18 sec, Grasp Immune Damage: "+r(e,0,34)},type:i.a.AUGMENT_ACTION_SKILL}},5:{"Fist Over Matter":{ranks:0,text:"Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place. After Grasping, large fists appear and constantly smash the area, dealing damage to nearby enemies.",effect:function(e){return"Cooldown 28 seconds, Damage "+r(e,0,35)+", Grasp Immune Damage "+r(e,0,39)},type:i.a.AUGMENT_ACTION_SKILL},Sustainment:{ranks:5,text:"Amara gains Life Steal whenever she deals Elemental Damage with her weapon.",effect:function(e){return"Life Steal: +"+a(e,4)+"% of damage dealt"}},Conflux:{ranks:5,text:"Whenever Amara applies a Status Effect to an enemy, she gains a chance to randomly Electrocute, Ignite, or Melt that enemy.",effect:function(e){return"Extra Effect Chance: "+a(e,7)+"%"}}},6:{"Forceful Expression":{ranks:1,text:"Amara's guns deal Bonus Elemental Damage, based on her Action Skill Element.",effect:function(){return"Bonus Elemental Damage: 18% of Damage Dealt"}}}}}},Fl18:function(e,t,n){"use strict";(function(e){var a=n("laFY"),r=n.n(a),i=e("span",null,e("a",{href:"https://borderlands.com/"},"Official Borderlands website")," - 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FL4K gains increased movement speed. Jabber throws a radiation barrel after FL4K uses the attack command.",type:r.a.AUGMENT_DIAMOND,ranks:0,effect:function(){return"Movement Speed +5%"}},"Fade Away":{text:"FL4K turns invisible, gains increased movement speed, health generation, and can fire three guaranteed critical shots before uncloaking.",type:r.a.ACTION_SKILL,ranks:0,effect:function(){return"Critical Hit Damage +200%,\n Cloaked Movement Speed +25%,\n Max Health Regeneration +3% of Max Health/second,\n Cooldown 45 seconds,\n Skill Duration 15 seconds"}}},1:{"Self-Repairing System":{text:"FL4K has increased health and constantly regenerates health.",ranks:5,effect:function(e){return"Max Health +"+a(e,6)+"%,\n Health Regen "+a(e,.3)+"%"}},"Sic'Em":{text:"FL4K's attack command's cooldown is shorter and deals increased damage",ranks:3,effect:function(e){return"Attack Command Damage +"+a(e,10)+"%,\n Attack Command Cooldown -"+a(e,10)+"%"}},"Furious Attack":{text:"Shooting enemies grants stacks of Furious Attack. Each stack increases handling and gun damage. Stacks decay over time.",ranks:5,effect:function(e){return"Handling +"+a(e,1)+"% per stack, \n Gun Damage +"+a(e,.4)+"% per stack, \n Stacks: 10, Ability Duration: 4 seconds"}}},2:{"Guerrillas In The Mist":{text:"Fade Away's stealth no longer dissipates after three attacks, but lowers critical damage and has a shorter duration.",type:r.a.AUGMENT_CHEVRON,ranks:0,effect:function(){return"Fade Away Duration 8 seconds, \n Critical Hit Damage 50%"}},"Eager To Impress":{text:"FL4K reduces their skill cooldown with each kill. Pet kills further reduce the action skill cooldown, and refresh Attack Command's cooldown.",ranks:5,effect:function(e){return"Pet Kill Cool Down Time -"+a(e,.5)+"%,\n FL4K Kill Cool Down Time -"+a(e,.25)+"%"}},"All My BFF's":{text:"Allies share in FL4K's health regeneration. FL4K's pet gains double health regeneration.",ranks:3,effect:function(e){return"Allies Share of Health Regeneration "+Math.round(a(e,16.66666))+"%"}},Overclocked:{text:"FL4K has an increased fire rate, with increased fire rate after a reload.",ranks:5,effect:function(e){return"Fire Rate After Reloading +"+a(e,2)+"%,\n Fire Rate +"+a(e,2)+"%,\n Duration 4 seconds"}}},3:{"Not My Circus":{text:"FL4K's pet taunts enemies after Fade Away ends. The pet gains damage resistance after taunting.",type:r.a.AUGMENT_CHEVRON,ranks:0,effect:function(){return"Pet Taunt Duration 6 seconds, \n Pet Damage Reduction +80%"}},"Lick The Wounds":{text:"FL4K's pet can revive them in Fight For Your Life",ranks:1},"Turn Tail And Run":{text:"FL4K constantly regenerates health and gains damage reduction while moving. FL4K has increased gun damage and fire rate while standing still.",ranks:3,effect:function(e){return"Damage Reduction While Moving +"+a(e,6.5)+"%,\n Health Generation While Moving +"+a(e,.3)+"% of Max Health/second,\n Gun Damage While Still +"+a(e,8.3)+"%,\n Fire Rate While Still +"+a(e,4)+"%"}},"Beefcake Jabber":{text:"FL4K's Jabber is now a Beefcake. Beefcake wields a shotgun, and FL4K gains movement speed and health. Attack Command makes Beefcake summon a melee weapon that knocks enemies back.",type:r.a.AUGMENT_DIAMOND,ranks:0,effect:function(){return"Movement Speed +5%,\n Max Health +10%"}}},4:{"Until You Are Dead":{text:"Fade Away's health regeneration and movement speed last after the skill ends.",type:r.a.AUGMENT_CHEVRON,ranks:0,effect:function(){return"Post Cloak Duration 10 seconds"}},"The Fast And The Furryous":{text:"FL4K gains increased gun damage and movement speed when above half health.",ranks:3,effect:function(e){return"Gun Damage +"+a(e,8)+"%,\n Movement Speed +"+Math.round(a(e,3.33333))+"%"}},"Hidden Machine":{text:"FL4K deals more damage against targets not attacking them.",ranks:5,effect:function(e){return"Damage +"+a(e,6)+"%"}},"Gunslinger Jabber":{text:"FL4K's Jabber is now a Gunslinger. Gunslinger has upgraded weapons and wields a submachine gun. FL4K gains increased critical damage and movement speed. Attack Command causes the Gunslinger to wield a rocket launcher for a time.",type:r.a.AUGMENT_DIAMOND,ranks:0,effect:function(){return"Movement Speed +5%,\n Critical Hit Damage +5%"}}},5:{"Unblinking Eye":{text:"Hitting the same target multiple times increases FL4K's critical damage. Unblinking Eye resets on three hits.",type:r.a.AUGMENT_CHEVRON,ranks:0,effect:function(){return"Critical Hit Damage +75% per hit"}},"Rage And Recover":{text:"Killing an enemy increases pet health regeneration.",ranks:5,effect:function(e){return"Health Regeneration +"+a(e,1.6)+"% of Missing Health/second,\n Duration 3 seconds"}}},6:{"The Power Inside":{text:"FL4K and their pet gains increased damage after FL4K activates an Action Skill. The effect for FL4K is doubled if their health is full.",ranks:1,effect:function(){return"Damage +25%,\n Duration 15 seconds"}}}},Master:{0:{"Guard Skag":{text:"FL4K summons a Skag to follow them, which increases their damage. Using Attack Command causes the skag to vomit acid on enemies.",type:r.a.AUGMENT_DIAMOND,ranks:0,effect:function(){return"Damage +5%"}},"Gamma Burst":{text:"FL4K teleports their pet to a target location, causing an explosion of radiation damage. FL4K's pet becomes irradiated, making them bigger and causing them to deal radiation damage to enemies. Gamma Busrt can also revive a downed pet to 30% health, but doubles the cooldown time.",type:r.a.ACTION_SKILL,ranks:0,effect:function(){return"Damage 56,\n Duration 20 seconds,\n Cooldown 30 seconds"}}},1:{Ferocity:{text:"Increased FL4K's pet damage.",ranks:5,effect:function(e){return"Pet Damage +"+a(e,10)+"%"}},"Persistence Hunter":{text:"Increased FL4K's gun damage and action skill duration.",ranks:3,effect:function(e){return"Gun Damage +"+a(e,4)+"%,\n Action Skill Duration +"+a(e,15)+"%"}},"Go For The Eyes!":{text:"FL4K's pet's first attack on a enemy is a guaranteed critical hit.",ranks:5,effect:function(e){return"Pet Critical Hit Damage "+a(e,15)+"%"}}},2:{"Atomic Aroma":{text:"After Gamma Burst, FL4K's pet gains radiation damage, dealing damage to enemies around it.",type:r.a.AUGMENT_CHEVRON,ranks:0,effect:function(){return"Radiation Damage 4 per second"}},"Who Rescued Who?":{text:"When FL4K's pet damages a enemy, FL4K regenerates health. FL4K damaging an enemy regenerates their pet's health.",ranks:5,effect:function(e){return"Converts +"+a(e,1)+"% of Damage Dealt into Pet Health,\n Health Regeneration +"+a(e,.4)+"% of Max Health/second"}},"He Bites!":{text:"When FL4K's pet takes damage, the pet reflects damage back to the enemy.",ranks:3,effect:function(e){return"Damage Reflected +"+a(e,5)+"%"}},Frenzy:{text:"When FL4K's pet damages an enemy, both FL4K and their pet gain stacks of Frenzy, which increases their damage for a few seconds.",ranks:5,effect:function(e){return"Damage +"+a(e,.8)+'%,\n "Max Frenzy Stacks 10'}}},3:{"Empathic Rage":{text:"FL4K deals additional damage while Gamma Burst is active.",type:r.a.AUGMENT_CHEVRON,ranks:0,effect:function(){return"Damage +20%"}},"Psycho Head On A Stick":{text:"When FL4K kills an enemy, their pet gains bonus movement speed and damage.",ranks:1,effect:function(){return"Pet Movement Speed 12%,\n Pet Damage 10%,\n Duration 8 seconds"}},"Hive Mind":{text:"FL4K shares their damage taken with their pet.",ranks:3,effect:function(e){return"Damage Shared "+a(e,5)+"%"}},"Great Horned Skag":{text:"FL4K summons a Great Horned Skag, which increases their damage and gun damage. Attack Command makes the Great Horned Skag charge enemies and knock them up.",type:r.a.AUGMENT_DIAMOND,ranks:0,effect:function(){return"Damage +5%,\n Gun Damage +10%"}}},4:{Endurance:{text:"If FL4K or their pet kill an enemy during Gamma Burst, Gamma Burst's duration is extended and the pet damage grows. This can happen up to five times.",type:r.a.AUGMENT_CHEVRON,ranks:0,effect:function(){return"Skill Duration +3 seconds per kill,\n Pet Damage +10% per kill"}},"Barbaric Yawp":{text:"FL4K's pet bonus skills are more effective.",ranks:5,effect:function(e){return"Pet Bonuses +"+a(e,20)+"%"}},"Mutated Defenses":{text:"FL4K's pet gains bonus health regeneration and defenses if it reaches low health.",ranks:1,effect:function(){return"Damage Reduction +30%\n Health Regeneration +40% of Max Pet Health\n Cooldown 15 seconds"}},"Eridian Skag":{text:"FL4K summons an Eridian Skag, increasing their fire rate and damage. Attack Command causes the Eridian Skag to summon a singularity, drawing enemies in",type:r.a.AUGMENT_DIAMOND,ranks:0,effect:function(){return"Damage +5%,\n Fire Rate +5%"}}},5:{"Burst Aid":{text:"After Gamma Burst, FL4K and allies can stand near their pet's exit point to regenerate health.",type:r.a.AUGMENT_CHEVRON,ranks:0,effect:function(){return"Health Regeneration +20% of Max Health/second"}},"Pack Tactics":{text:"FL4K and their pet gain bonus health and damage.",ranks:3,effect:function(e){return"Pet And FL4K Damage +"+a(e,5)+"%,\n Pet And FL4K Maximum Health +"+a(e,5)+"%"}},"Shared Spirit":{text:"When FL4K is at low health, they share more damage with their pet.",ranks:1,effect:function(){return"Damage Shared +50%"}}},6:{Dominance:{text:"Overrides FL4K's melee attack. FL4K dominates an enemy with their melee, turning them into an ally for a short time. This duration is doubled for beast enemies. Dominated enemies constantly lose health, can only be dominated once, and FL4K can only dominate one enemy at a time.",ranks:1,effect:function(){return"Target Loses 2% of Max Health/second,\n Duration 12 seconds"}}}},Hunter:{0:{"Spiderant Centurion":{text:"FL4K summons a Spiderant, which regenerates FL4K's health. Attack Command makes the Spiderant charge into enemies.",type:r.a.AUGMENT_DIAMOND,ranks:0,effect:function(){return"Health Regeneration 1% of Max Health/second"}},"Rakk Attack!":{text:"FL4K sends two Rakks to attack enemies. This skill has multiple charges per activation.",type:r.a.ACTION_SKILL,ranks:0,effect:function(){return"Damage 35,\n Cooldown 18 seconds"}}},1:{"Interplanetary Stalker":{text:"FL4K gains a stack of Interplanetary Stalker after killing an enemy, which increases their damage. FL4K also gains unique bonuses depending on the type of enemy killed, stacking up to three times per enemy type.",ranks:5,effect:function(e){return"Damage +"+a(e,2)+"%/stack,\n Human Bonus +"+a(e,3)+"% Action Skill Damage/stack,\n Robot Bonus +"+a(e,1.5)+"% Corrosive Damage/stack,\n Beast Bonus +"+a(e,2)+"% Movement Speed/stack,\n Max Stacks 3"}},"Leave No Trace":{text:"Critical hits have a chance to refund some ammo to the magazine.",ranks:3,effect:function(e){return"Chance to add ammo "+a(e,12)+"%"}},"Second Intention":{text:"Killing an enemy increases FL4K's reload speed. Critical kills increase the bonus.",ranks:5,effect:function(e){return"Reload Speed +"+Math.round(a(e,2.6))+"%,\n Critical Kill Reload Speed +"+Math.round(a(e,4.6))+"%,\n Critical Kill Reload Speed Duration 5 seconds"}}},2:{"Rakk Open A Cold One":{text:"FL4K's Rakks deal Cryo damage.",type:r.a.AUGMENT_CHEVRON,ranks:0,effect:function(){return"Deals Cryo Elemental Damage"}},"Hunter's Eye":{text:"When FL4K fights different kinds of enemies, they earn bonuses.",ranks:5,effect:function(e){return"Critical Hit Damage +"+a(e,3)+"% vs. Humans,\n Armor Damage +"+a(e,6)+"% vs. Robots,\n Damage Reduction +"+function(e){switch(e){case 1:return 5.3;case 2:return 10.1;case 3:return 14.4;case 4:return 18.3;case 5:return 21.9;default:return 0}}(e)+"% vs. Beasts"}},"Head Count":{text:"Critical hits have a chance to reduce the Action Skill cooldown.",ranks:3,effect:function(e){return"Cooldown Time Reduction Chance +"+a(e,10)+"%,\n Cooldown Time -2 seconds"}},"Ambush Predator":{text:"FL4K's handling and critical damage are increased when no enemies are nearby.",ranks:5,effect:function(e){return"Critical Hit Damage +"+a(e,4)+"%,\n Handling +"+function(e){switch(e){case 1:return 17;case 2:return 29;case 3:return 38;case 4:return 44;case 5:return 50;default:return 0}}(e)+"%"}}},3:{"Falconer's Feast":{text:"FL4K's Rakks steal health for them.",type:r.a.AUGMENT_CHEVRON,ranks:0,effect:function(){return"Health Returned 7% of Max Health"}},"Two F4ng":{text:"FL4K has a chance to fire an extra attack per shot.",ranks:5,effect:function(e){return"Extra Projectile Chance "+a(e,5)+"%"}},"Spiderant Scorcher":{text:"FL4K's Spiderant is now a Scorcher, which deals Incendiary damage to nearby enemies. FL4K regenerates health and gains elemental resistance. Attack Command makes the Scorcher charge enemies.",type:r.a.AUGMENT_DIAMOND,ranks:0,effect:function(){return"Health Regeneration +1% of Max Health/second,\n Elemental Damage +10%"}}},4:{"Flock'N'Load":{text:"FL4K sends forward additional Rakk.",type:r.a.AUGMENT_CHEVRON,ranks:0,effect:function(){return"Additional Rakk +2"}},"Big Game":{text:"FL4K's Hunter skills are more powerful and last longer.",ranks:3,effect:function(e){return"Hunter Skill Effects +"+a(e,10)+"%,\n Hunter Skill Duration +"+Math.round(a(e,33.33333))+"%"}},"The Most Dangerous Game":{text:"Killing a Badass (or higher rank) enemy increases critical hit damage, gun damage, and handling. High rank enemies also come with a cash reward.",ranks:3,effect:function(e){return"Gun Damage +"+a(e,8)+"%,\n Critical Hit Damage +"+Math.round(a(e,3.33333))+"%,\n Handling +"+function(e){switch(e){case 1:return 14.3;case 2:return 25;case 3:return 33.3;default:return 0}}(e)+"%,\n Duration 120 seconds"}},"Spiderant Countess":{text:"FL4K's Spiderant is now a Countess, and FL4K regenerates health and has damage reduction. The attack command makes the Countess burrow underground and emerge later, dealing Corrosive damage.",type:r.a.AUGMENT_DIAMOND,ranks:0,effect:function(){return"Health Regeneration +1% of Max Health/second,\n Damage Reduction +5%"}}},5:{Rakkcelerate:{text:"FL4K's Rakks cooldown faster and have an additional charge.",type:r.a.AUGMENT_CHEVRON,ranks:0,effect:function(){return"Cooldown Rate +20%,\n Skill Charges +1"}},"Galactic Shadow":{text:"FL4K deals bonus critical hit damage and enemies are less likely to attack them.",ranks:1,effect:function(){return"Critical Hit Damage 15%"}},"Grim Harvest":{text:"FL4K deals bonus gun and Action Skill damage.",ranks:5,effect:function(e){return"Gun Damage "+a(e,3)+"%,\n Action Skill Damage "+a(e,5)+"%"}}},6:{Megavore:{text:"FL4K has a chance to land a critical hit on any enemy body part.",ranks:1,effect:function(){return"Critical Hit Chance +20%"}}}}}},cQx2:function(e,t,n){"use strict";(function(e){function a(t){return e(r.a,{name:"Moze",discipline:"Gunner",skills:i.a,path:t.path})}n.d(t,"a",function(){return a});var r=n("J3pd"),i=n("fuh5")}).call(this,n("gDde").h)},"cY+X":function(e,t,n){"use strict";(function(e){function a(t){return e(r.a,{name:"Zane",discipline:"Operative",skills:i.a,path:t.path})}n.d(t,"a",function(){return a});var r=n("J3pd"),i=n("xtEN")}).call(this,n("gDde").h)},eDOM:function(e,t,n){"use strict";function a(e){return e.invested.reduce(function(e,t){return e+t},2)}n.d(t,"a",function(){return a})},fuh5:function(e,t,n){"use strict";function a(e,t){return Math.round(e*t*10)/10}var r=n("LMbI");t.a={"Bottomless Mags":{0:{Minigun:{text:"The Minigun is capable of sustained rapid fire. Firing for long periods causes the Minigun to overheat, rendering it inoperable for a few seconds.",type:r.a.ACTION_SKILL,effect:function(){return"Put a little lead in the air and see what falls over."}}},1:{"Cloud of Lead":{text:"Occasionally, Moze's and Iron Bear's shots will deal additional Fire Damage and won't consume ammo.",ranks:5,effect:function(e){return"Bonus Fire Damage: +"+a(e,2.25)+"%, Every "+(9-e)+" shots does not consume ammo"}},"Dakka Bear":{text:"Adds a manned turret to the back of Iron Bear.",ranks:1,effect:function(){return"Fasten your seatbelt, it's going to be a bumpy ride."}},"Matched Set":{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.",ranks:5,effect:function(e){return"Magazine Size: +"+a(e,2)+"%, Heat Per Shot: -"+a(e,2)+"%"}}},2:{"Let Off Some Steam":{text:"Minigun deals more damage as heat increases, and can be fired for longer before overheating.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Damage: up to +80%, Minigun Heat Capacity: +35%"}},"Stoke the Embers":{text:"Increases Moze and Iron Bear's Fire Damage.",ranks:3,effect:function(e){return"Fire Damage: +"+a(e,10)+"%%"}},Redistribution:{text:"After Moze scores a Critical Hit, she regenerates ammo for a few seconds.",ranks:1,effect:function(e){return"Ammo Regeneration: +"+a(e,5)+"% of Magazine, Redistribution Duration: 3 seconds"}},Scrappy:{text:"Increases Moze's Handling. While moving, Moze's Weapon Swap and Mode Switch Speed are increased.",ranks:5,effect:function(e){return"Handling: +"+a(e,7.5)+"%, Weapon Swap Speed: +"+a(e,7.5)+"%, Mode Switch Speed: +"+a(e,7.5)+"%"}},Salamander:{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.",type:r.a.AUGMENT_ACTION_SKILL,effect:function(){return"Fire... for effect."}}},3:{"General Winter":{text:"Minigun fires Cryo rounds which reduce Heat Gain and Fuel Drain, but deal reduced damage.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Fuel Drain: -40%, Minigun Damage: -30%, Cryo Efficiency: +20%, Converts to Cryo Damage"}},"Rushin' Offensive":{text:"Moze can sprint and shoot at the same time.",ranks:1,effect:function(){return"I don't want any messages saying \"I'm holding my position.\""}},"Scorching RPM's":{text:"Moze gains increased Fire Rate and Critical Hit Damage.",ranks:5,effect:function(e){return"Fire Rate: +"+a(e,1.5)+"%, Critical Hit Damage: +"+a(e,2.5)+"%"}},"Fuel Economy":{text:"Reduces Salamander's Fuel Drain. Additionally, Iron Bear's Movement Speed is increased after damaging an enemy with Salamander.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Fuel Drain: -25%, Movement Speed: +25% for 3s"}}},4:{"Exploding. Bullets.":{text:"Minigun fires Explosive Rounds that deal increased Splash Damage, but its Fire Rate is decreased.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Minigun Fire Rate: -75%, Minigun Damage: +126%"}},"The Iron Bank":{text:"Increases Moze's Magazine Size.",ranks:5,effect:function(e){return"Magazine Size: +"+a(e,4)+"%"}},"Specialist Bear":{text:"Equipping two of the same Weapons on Iron Bear increases the damage they deal.",ranks:1,effect:function(e){return"Iron Bear Damage: +"+a(e,10)+"%"}},"Chemical Warfare":{text:"Salamander now deals Corrosive Damage. Additionally, Salamander's Melt Damage is increased.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Melt Damage: +50%, Converts to Corrosive Damage"}}},5:{"Some for the Road":{text:"Moze gains infinite ammo for a few seconds after exiting Iron Bear.",ranks:1,effect:function(){return"Some for the Road Duration: 5 seconds"}},"Click, Click":{text:"Moze gains increased Gun Damage as her magazine empties. The less ammo there is remaining, the greater the increase.",ranks:3,effect:function(e){return"Gun Damage: up to +"+a(e,12)+"%"}},"Molten Roar":{text:"The Salamander burst-fires 3 projectiles with increased Fuel Drain, the first of which leaves a large Fire area.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Fuel Drain: +25%"}}},6:{Forge:{text:"Moze constantly regenerates ammo for her currently equipped weapon.",ranks:1,effect:function(e){return"Ammo Regeneration: +"+a(e,1.5)+"% of magazine/sec"}}}},"Demolition Woman":{0:{"V-35 Grenade Launcher":{text:"The V-35 is a semi-automatic grenade launcher. Its grenades are not affected by Moze's equipped grenade mod.",type:r.a.ACTION_SKILL,ranks:0,effect:function(){return"For when the V-34 just isn't enough"}}},1:{"Fire in the Skag Den":{text:"Whenever Moze deals Splash Damage, she deals bonus Fire Damage.",ranks:5,effect:function(e){return"Bonus Fire Damage: +"+a(e,3)+"%"}},Deadlines:{text:"Firing Iron Bear Weapons drains less Fuel. Killing an enemy while Iron Bear is active increases Fuel. This skill has diminishing returns.",ranks:3,effect:function(e){return"Fuel Returned: Up to "+a(e,2)+"%, Fuel Drain: -"+a(e,10)+"%"}},Grizzled:{text:"Kill Skill. Killing an enemy reduces Moze's remaining Action Skill Cooldown Time. This skill has diminishing returns.",ranks:5,effect:function(e){return"Iron Bear Cooldown Time: -"+1*e+") seconds"}}},2:{"Shaped Charge":{text:"Direct hits with the V-35 deal increased damage.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Direct Hit Damage: +35%"}},"Means of Destruction":{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.",ranks:3,effect:function(e){return"Ammo Chance: "+a(e,3.3)+"%, Grenade Chance: "+a(e,2)+"%"}},"Torgue Cross-Promotion":{text:"All Splash Damage dealt by Moze has a chance to double in size.",ranks:5,effect:function(e){return"+"+a(e,3)+"% chance to double Splash Damage Radius"}},"Stainless Steel Bear":{text:"Iron Bear gains additional armor and increased Maximum Fuel.",ranks:5,effect:function(e){return"Maximum Fuel: +"+a(e,4)+"%, Iron Bear Armor: +"+a(e,6)+"%"}},"Vanquisher Rocket Pod":{text:"The Vanquisher Rocket Pod is a rocket launcher capable of rapid-firing volleys of unguided explosive rockets.",type:r.a.AUGMENT_ACTION_SKILL,effect:function(){return"If you want guidance, get a sherpa. If you want explosions, get a Vladof."}}},3:{"Musical Chairs":{text:"Occasionally, the V-35 fires a Singularity Grenade that pulls in nearby enemies before exploding.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Singularity: Every 7th grenade"}},"Pull the Holy Pin":{text:"Moze's grenades have a chance to score a Critical Hit, dealing greatly increased damage.",ranks:3,effect:function(e){return"Critical Hit Chance: +"+a(e,10)+"%"}},"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.",ranks:1,effect:function(){return"Auto Bear Duration: 15 seconds"}},"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.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Reload Speed: +25%"}}},4:{"Lock and Speedload":{text:"The V-35's Reload Speed is greatly increased and it now fires a 5-round burst.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Reload Speed: +25%"}},Vampyr:{text:"Whenever Moze damages an enemy with a grenade, for every enemy hit, she restores a portion of her missing health.",ranks:5,effect:function(e){return"Restores +"+a(e,4)+"% of missing health per enemy hit"}},"Why Can't I Carry All These Grenades":{text:"Increases Moze's grenade carrying capacity",ranks:3,effect:function(e){return"Grenade Capacity: +"+e}},"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.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Damage: -74%, Enemy Damage Taken: +15%"}}},5:{"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.",ranks:1,effect:function(){return"The greatest enemy is one with nothing to lose... and a grenade."}},"Explosive Punctuation":{text:"When Moze deals Splash Damage, her Action Skill Cooldown Rate is briefly increased.",ranks:5,effect:function(e){return"Action Skill Cooldown Rate: +"+a(e,5)+"%"}},"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.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Damage: +380%, Magazine Size: 1"}}},6:{"Short Fuse":{text:"Whenever Moze deals Gun Damage, there is a chance of a secondary explosion centered on the target.",ranks:1,effect:function(){return"Secondary Explosion Chance: 20%, Secondary Explosion Damage: 75% of Gun Damage"}}}},"Shield of Retribution":{0:{Railgun:{text:"The Railgun fires electrified high-velocity projectiles that deal Shock Damage",type:r.a.ACTION_SKILL,effect:function(){return"It's like a bullet, only bigger. And faster. And wrapped in lightning."}}},1:{"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.",ranks:5,effect:function(e){return"Bonus Fire Damage: +"+a(e,3)+"% of gun damage dealt, Current Health Removed: "+a(e,1)+"%, Selfless Vengeance Duration: 5 sec"}},"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.",ranks:1,effect:function(){return"Bubble Recharge Delay: 5sec, 20% Iron Bear Max Health added as Shields"}},"Armored Infantry":{text:"While Moze's shields are active, she gains Damage Reduction and Increased Gun Damage.",ranks:5,effect:function(e){return"Gun Damage: +"+a(e,3)+"%, Damage Reduction: +"+a(e,2)+"%"}}},2:{"Hell on Rails":{text:"Railgun now fires superheated rounds that deal Fire Damage, but have increased Fuel Drain per shot.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Fuel Drain: +30%, Converts to Fire Damage"}},"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.",ranks:5,effect:function(e){return"Gun Damage: +"+a(e,4)+"% per stack, Moze Fire Rate: -"+a(e,.5)+"% per stack, Max Drowning In Brass Stacks: "+(2+e)}},"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.",ranks:3,effect:function(e){return"+"+a(e,20)+"% Max Health Removed and Added to Max Shields"}},"Vladof Ingenuity":{text:"Moze's Maximum Shield is increased, and she gains resistance to Shock Damage.",ranks:5,effect:function(e){return"Max Shield: +"+a(e,6)+"%, Shock Damage Resistance: +"+a(e,10)+"%"}},"Bear Fist":{text:"The Bear Fist is a pneumatic-driven fist that deals massive damage to a single target at close range.",type:r.a.AUGMENT_ACTION_SKILL,effect:function(){return"Vladof supports the right to bear armored bear arms."}}},3:{"Capacitive Armature":{text:"When Railgun hits an enemy, it chains to nearby enemies, dealing reduced Shock Damage to more targets.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Splinter Damage: -75%"}},"Full Can of Whoop-Ass":{text:"Entering Iron Bear causes Moze's and her allies' shields to immediately begin recharging at an increased Shield Recharge Rate.",ranks:1,effect:function(){return"Shield Recharge Rate: +25%"}},"Experimental Munitions":{text:"Whenever Moze scores a Critical Hit, she deals bonus Fire Damage.",ranks:1,effect:function(e){return"Bonus Fire Damage: +"+a(e,10)+"% of damage dealt"}},"Wild Swing":{text:"Whenever Bear Fist hits an enemy, it deals random Bonus Elemental Damage to that enemy and all enemies nearby.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Elemental Damage: +35% of damage dealt"}}},4:{"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.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Fuel Drain: -50%, Railgun Damage: -50%, Magazine Size: 2, Converts to Corrosive Damage"}},"Behind the Iron Curtain":{text:"Moze's Shield Recharge Delay is reduced, and her Shield Recharge Rate is increased.",ranks:3,effect:function(e){return"Shield Recharge Rate: +"+a(e,7)+"%, Shield Recharge Delay: -"+a(e,8)+"%"}},"Desperate Measures":{text:"Moze's Gun Damage is increased depending on how low her health is. The lower her health, the greater the increase.",ranks:3,effect:function(e){return"Gun Damage: Up to +"+a(e,17)+"%"}},"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.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Step into my office."}}},5:{"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.",ranks:5,effect:function(e){return"Gun Damage: +"+a(e,2)+"% per stack, Max Shields: +"+a(e,3)+"% per stack, Phalanx Doctrine Duration: 30 seconds"}},"Force Feedback":{text:"Whenever Moze scores a Critical Kill, her shields immediately begin recharging.",ranks:1,effect:function(){return"Just click on their heads."}},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.",type:r.a.AUGMENT_CHEVRON,effect:function(){return"Shock Damage: +19% of damage dealt, Fuel Drain: -40%"}}},6:{"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.",ranks:1,effect:function(){return"Gun Damage: +12%, Restores: +40% of Max Shield, Tenacious Defense Duration: 30 seconds"}}}}}},gDde:function(e){!function(){"use strict";function t(e,t){var n,a,r,i,o=R;for(i=arguments.length;i-- >2;)_.push(arguments[i]);for(t&&null!=t.children&&(_.length||_.push(t.children),delete t.children);_.length;)if((a=_.pop())&&void 0!==a.pop)for(i=a.length;i--;)_.push(a[i]);else"boolean"==typeof a&&(a=null),(r="function"!=typeof e)&&(null==a?a="":"number"==typeof a?a+="":"string"!=typeof a&&(r=!1)),r&&n?o[o.length-1]+=a:o===R?o=[a]:o.push(a),n=r;var s=new C;return s.nodeName=e,s.children=o,s.attributes=null==t?void 0:t,s.key=null==t?void 0:t.key,void 0!==M.vnode&&M.vnode(s),s}function n(e,t){for(var n in t)e[n]=t[n];return e}function a(e,t){null!=e&&("function"==typeof e?e(t):e.current=t)}function r(e){!e.__d&&(e.__d=!0)&&1==T.push(e)&&(M.debounceRendering||N)(i)}function i(){for(var 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Pressing LB or RB (controller) while the Clone is active causes Zane and the Clone to swap places.",effect:function(){return"Duration - 18 seconds, Cooldown - 26 sec"},type:i.a.ACTION_SKILL,ranks:0}},1:{Synchronicity:{text:"Whenever one or more of Zane's action skills are active, he gains increased Gun Damage for each active action skill.",ranks:5,effect:function(e){return"Gun Damage +"+a(e,2)+"% per active action skill"}},Praemunitus:{text:"Zane and his Dig-Clone gain increased Magazine Size.",ranks:3,effect:function(e){return"Magazine Size +"+a(e,4)+"%"}},"Borrowed Time":{text:"Zane gains increased Action Skill Duration for every active action skill.",ranks:5,effect:function(e){return"Action Skill Duration +"+a(e,4)+"% per active action skill"}}},2:{"Binary System":{text:"Whenever Zane swaps places with his Clone, a Cryo Nova is triggered around Zane and his Clone.",ranks:0,effect:function(e){return"Nova Damage "+r(e,0,66)},type:i.a.AUGMENT_CHEVRON},Donnybrook:{text:"Whenever Zane kills an enemy ,he and his Digi-Clone receive increased Gun Damage and gain Health Regeneration for a few seconds.",ranks:5,effect:function(e){return"Gun Damage +"+a(e,2)+"%, Health Regen "+a(e,.5)+"% of missing health, Duration 8 sec"}},"Fractal Frags":{text:"The Digi-Clone throws a copy of Zane's current grenade mod when it is first activated. 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The more grenades in his capacity, the higher the chance.",ranks:5,effect:function(e){return"Grenade Chance up to "+a(e,5)+"%"}}},3:{Schadenfreude:{text:"Whenever the Clone takes damage, Zane's shield is restored by a portion of that damage.",ranks:0,effect:function(){return"Shields Restored +11% of damage"},type:i.a.AUGMENT_CHEVRON},"Quick Breather":{text:"Whenever Zane swaps places with his Clone, his shield immediately begins recharging.",ranks:1},"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.",ranks:0,effect:function(){return"Duration 6 sec"},type:i.a.AUGMENT_CHEVRON}},4:{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.",ranks:0,effect:function(e){return"Damage Up to "+r(e,0,1326)},type:i.a.AUGMENT_CHEVRON},"Pocket Full of Grenades":{text:"After killing an enemy, Zane gains Grenade Regeneration for a few seconds.",ranks:3,effect:function(e){return"Grenade Regeneration "+a(e,5)+"%, Duration 8 sec"}},"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.",ranks:1},"Supersonic Man":{text:"Whenever one or more of Zane's Action Skills are active, he gains increased Movement Speed for each active Action Skill.",ranks:3,effect:function(e){return"Movement Speed +"+a(e,4)+"% per active action skill"}},"Digital Distribution":{text:"If Zane takes health damage while the Clone is active, a portion of that damage is shared to his Clone instead.",ranks:0,effect:function(){return"Shared Health Damage +75%"},type:i.a.AUGMENT_CHEVRON}},5:{"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.",ranks:3,effect:function(e){return"Ignore Bullet Chance "+a(e,4)+"%, Additional Ignore Bullet Chance +"+a(e,1)+"%, Duration 8 sec"}},"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.",ranks:1,effect:function(){return"Gun Damage +11% per grenade, Max Health +17% per grenade, Fire Rate +17% per grenade, Reload Speed +12% per grenade"}},"Trick of the Light":{text:"Zane deals Bonus Shock Damage to enemies that aren't targeting him.",ranks:3,effect:function(e){return"Bonus Damage "+a(e,6)+"% of damage dealt"}}},6:{"Double Barrel":{text:"The Clone is equipped with a copy of Zane's Current Weapon when activated. 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