Difference between revisions of "Conditioning"

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'''Conditioning''' is a feat.
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== Feat ==
 
== Feat ==
 
{{Feat Infobox
 
{{Feat Infobox
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[[Conditioning]] does not increase your armor [[resistances]], instead it reduces the final amount of damage taken (after resistances/thresholds) by said amount. Thus it works against armor-piercing attacks, but doesn't show up on Combat Stats menu nor in combat log as resisted damage.[http://underrail.com/forums/index.php?topic=754.0]
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This feat does not increase your armor [[resistances]], instead it reduces the final amount of damage taken (after resistances/thresholds) by said amount. Thus it works against armor-piercing attacks.
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{{Damage modifier sources}}
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{{clear}}
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== Specializations ==
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{{Specialization
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| name = Conditioning
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| max  = 5
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| text = Further reduces damage taken by 1% for each specialization point.
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}}
  
=== History ===
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== History ==
 
* [[0.1.8.0]] - increased the damage reduction to 10% + 1% per constitution above 5, added 5 constitution requirement
 
* [[0.1.8.0]] - increased the damage reduction to 10% + 1% per constitution above 5, added 5 constitution requirement
 
* [[0.1.4.0]] - feat introduced
 
* [[0.1.4.0]] - feat introduced
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{{Feats navbox}}
 
{{Feats navbox}}
 
[[Category:Feats]]
 
[[Category:Feats]]
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[[Category:Constitution feats]]

Latest revision as of 03:01, 5 November 2019

Conditioning is a feat.

Feat

Conditioning feat icon Conditioning
Reduces all mechanical, heat and cold damage taken by 10% plus 1% for every point in constitution above 5.


Requirements

This feat does not increase your armor resistances, instead it reduces the final amount of damage taken (after resistances/thresholds) by said amount. Thus it works against armor-piercing attacks.

Damage modifier sources
Source Damage modifier Damage/attack type(s) Type Notes
Evasion -0% to -85% Area of effect attacks Skill
Stuntman E -20% Area of effect attacks Feat additive to evasion, still capped at -85%
Tempered: Cold E -30% Cold Feat
Tempered: Heat E -30% Heat Feat
Tempered: Acid E -30% Acid Feat
Tempered: Electricity E -30% Electricity Feat
Conditioning -10% to -25% Mechanical, Heat, Cold Feat
Conditioning -5% Mechanical, Heat, Cold Specialization
Parafibrotic Regenerative Injection HD -15% Mechanical, Heat Special ability special ability granted from the Technomedic Exoskeleton
Heavy Metal HD -7% to -20% Mechanical Feat
Heavy Metal HD Varies Mechanical Specialization
Stoicism -0% to -24% All Feat 1% per 4% health missing
Stoicism -0% to -12% All Specialization
Beyond Cold -15% and -40% Mechanical and Cold Feat activated when Chilled or Frozen
Blast Balaclava Varies Explosions Headwear
Ancient Rathound Leather Armor -5% Mechanical Armor Suit
Infused Ancient Rathound Leather Armor -5% Mechanical Armor Suit
Infused Ancient Rathound Leather Armor Varies Heat, Cold Armor Suit
Infused Leper Serpent Leather Armor E Varies Bio Armor Suit
Nanocomposite Plate armors Varies Critical Hits Armor Suit
Blast Overcoat armors Varies Explosions Armor Suit
Gray Spec Ops Armor E -20% Explosions Armor Suit
Blast Suit -85% Explosions Armor Suit
Lifting Belt -5% Mechanical Belt
Bioinvestigative Belt -10% Bio Belt
Chemoinvestigative Belt -5% Heat Belt
Electroinvestigative Belt -15% Energy Belt
Sea Serpent Slaying Sash E -15% Bio Belt
Ancient Rathound Leather Tabi Boots -5% Mechanical Footwear
Infused Ancient Rathound Leather Tabi Boots -5% Mechanical Footwear
Blast Tabi Boots Varies Explosions Footwear
Nervosomnifer -60% All Drug
Morphine Shot -50% All Drug
Aegis (medicine) -15% All Drug
Irongut -75% Bio Drug
Laylow -10% Bio Food
Canned Mushrooms -15% Bio Food
Canned Fish -15% Cold Food
Canned Meat -5% Mechanical Food
Canned Stew -8% Heat Food
Canned Czernina E -15% Heat Food
Cooked Burrower Egg -35% Poison Food
Sea Serpent Fillet E -20% Poison Food
Mutie Stew E -35% Acid Food
Kzozel E -10% Mechanical Food
Kzozel Yantar E -15% Mechanical Food
Mushroom Brew -10% Mechanical Food
Leper Poison E +10% to +60% Mechanical Poison Max 6 stacks, 10% per stack
Chemical Destabilization: Acid +25% to +50% Acid Status effect Max 2 stacks, 25% per stack
Chemical Destabilization: Heat +25% to +50% Heat Status effect Max 2 stacks, 25% per stack
Chemical Destabilization: Cold +25% to +50% Cold Status effect Max 2 stacks, 25% per stack
Infected Wound +10% to +30% All Status effect Max 3 stacks, 10% per stack
Infected Wound with Vile Weaponry: Damage specialization +15% to +45% All Status effect Max 3 stacks, 15% per stack
Contaminated +10% to +200% All Status effect Max 20 stacks, 10% per stack

Specializations

  • Conditioning (5 levels) — Further reduces damage taken by 1% for each specialization point.

History

  • 0.1.8.0 - increased the damage reduction to 10% + 1% per constitution above 5, added 5 constitution requirement
  • 0.1.4.0 - feat introduced