Star Renegades – Elemental & Status Effects

Simple list of what elemental status effects do as it isn’t conveniently shown in-game.

I got fed up with the lack of information available in game so I made a little guide for myself on what the Elemental and Status effects do.

Elemental & Status Effects

Pyro (Burning)

Effects:

  1. Adds +25% Armour Penetration on Crit.
  2. Adds a (3*lvl) DoT effect on Crit (Stacks with Flurry).
Level:              I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Damage per Round:  -7 | -8 | -9 |-10 |-12 |-14 |-16 |-18 |-21 |-24 |

Pulse (Ionized)

Effects:

  1. Adds +25% Damage vs Shields.
  2. Ionized: (5*lvl)% Defence Reduction vs Shield Damage.
Level:            I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Shield Defense:  -5 |-10 |-15 |-20 |-25 |-30 |-35 |-40 |-45 |-50 |

Concussion (Rattled)

Effects:

  1. Adds 10 Seconds to stagger time.
  2. Rattled: (10*lvl)% Increased Stagger delay.
Level:                    I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Increase Stagger Delay:  10%| 20%| 30%| 40%| 50%| 60%| 70%| 80%| 90%|100%|

Laser (Irradiated)

Effects:

  1. Adds +25% Dmg bonus vs Health.
  2. Irradiated: (5*lvl)% Defence reduction against health damage.
Level:               I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Defense Reduction:   5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |

Antimatter (Disintegrate)

Effects:

  1. Adds 10 Seconds to stagger time.
  2. Disintegrate: – lvl armour per round.
Level:                   I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Armour Strip per Turn:   1 |  2 |  3 | 4  |  5 |  6 |  7 |  8 |  9 | 10 |

Nitro (Chilled)

Effects:

  1. Adds +25% Armour Penetration on Crit.
  2. Chilled: Slows attacks by (5*lvl) seconds.
Level:            I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Attacks Slowed:   5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |

Phasma (Vulnerable)

Effects:

  1. Adds +25% Armour Penetration & Shield Penetration on Crit.
  2. Vulnerable: Reduces Defense vs Crit Damage by (5*lvl)%
Level:             I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Defense vs Crit:  -5 |-10 |-15 |-20 |-25 |-30 |-35 |-40 |-45 |-50 |
Duration:          2 Turns

Corruption (Corrupted)

Effects:

  1. Adds 25% Armour Penetration.
  2. Adds +25% Damage to Health.
  3. Corrupted: -(5*lvl) Damage Dealt & (1.8*lvl) DoT damage.
Level:                  I | II | III| IV | V  | VI | VII|VIII| IX |  X |
DoT:                    5 |  6 |  7 |  8 |  9 | 10 | 12 | 14 | 16 | 18 |
Reduced Damage Dealt:   5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |
Duration:               3 Turns

Marked

Effects:

  1. 25% Reduced Defense vs Crit Damage.
  2. Cannot Stealth.

Note: Several abilities gain a damage boost against targets that are marked.

Bleeding

Effects:

  1. Adds a (10+1.25*lvl) DoT effect on Crit (Stacks with Flurry).
Level:              I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Damage per Round:  10 | 12 | 13 | 15 | 17 | 20 | 23 | 27 | 31 | 35 |

Weaken Damage

Effects:

  1. Reduce Damage output by n%.
  2. Reduce Armour Damage output by n%.

Weaken Defense

Effects:

  1. Reduce Shield Defense by n%.
Written by UMeffert

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