
The assault team members use HVM Assault rifle, shotgun and MPG rocket launcher on random order.Only one assault team can be called at a time.During this animation however, some guns cannot be fired, meaning the player has to be careful when using it. Close Quarters Combat has a slashing animation for 0.X seconds depending on the level, during which player can move (free backpedal speed) and any enemy caught in the area will still be damaged thus extending the attack area.Prior to 1.10.2, this bonus only applied to base damage, making it as little as 30% as powerful as intended. Deadly Force stacks with Deadly augments and Elite Augment Cores.Adrenaline skill's RPS and reload speed stacks multiplicative, move speed stacks additionally.+2 sec duration, +10% damage, +500 HP / level. Please also know that Critical hits, like other additional damage buff, does not increases DoT damage caused by the gun nor damage from active skills.Ĭalls in an assault team to your position (60 energy cost, 120 seconds cooldown)ġ5 sec duration, 3 sas team, 10% damage, 1500 HPĦ3 sec duration, 4 sas team, 250% damage, 13500HP For example with head augment which increase damage for 15% and critical hit 25 (+200% crit damage ) will make the gun does a total of 315% damage from 100% base + 15% + 200% crit instead 345% from (100% base + 15%) * 300% on critical hits. Critical Damage increases the damage multiplicatively from the displayed number of damage of the gun used only.For example 30% damage reduction from armor would result for level 25 Toughbody which have 56% damage reduction to be only effectively only (70% left over x 0.56 ) = 39.2% added value for end total of 69.2% damage reduction. Sqrt((total displayed resistance BASE number x (1 + Body Armour Expert skill multiplier)) + total of augment bonus + total of mastery bonus + medic aura if exist ) = actual damage reduction.įor heavy class, the left over percentage is then reduced again by Toughbody if exists or Die Another Day skill if activated. For the Body Armour Expert skill, the multiplier is applied to both the armour's base resistances AND augmented bonus resistances.For recovery speed, the calculation: base recovery time / (1 + (1 x recovery skill multiplier) + 0.25 if rubicon equipped + (1 x total percentage of resuscitating augment)) = current recovery time, if a nearby medic exists with speed up recovery aura, it will further reduce current recovery time / 1+(1 x medic skill multiplier).Titan IDS arm and nimble augment stacks additively as one multiplier. For example a gun with 2 seconds with reload speed 50% from skill + 25% reload speed from nimble augment + 50% from Adrenaline will results in calculation of 2 x (1-0.5) x (1-0.25) x (1-0.5) = 0.375 sec reload time instead of instant reload. For reload speed, the number stacks multiplicative with base reload speed first, then other multiplier augments or other reload speed effects.+0.5% chance & +4% crit bonus damage / level Chance per shot to do more damage (base crit damage is +100% without any level)Ĭhance +4%, Damage +105% on crit rather than +100%Ĭhance +16%, Damage +201% on crit rather than +100%
