Difference between revisions of "Kneecap Shot"
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(1.1.0.5 changes) |
(Added the second specialization and their numbers.) |
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== Specializations == | == Specializations == | ||
+ | {{Specialization | ||
+ | | name = Cooldown | ||
+ | | max = 4 | ||
+ | | text = Reduces cooldown by {0.5} turns for each specialization point. | ||
+ | }} | ||
{{Specialization | {{Specialization | ||
| name = Damage | | name = Damage | ||
− | | max = | + | | max = 5 |
− | | text = | + | | text = Bleeding damage percentage increased by by {20}% for each specialization point. |
}} | }} | ||
Revision as of 06:51, 17 July 2019
Kneecap Shot is a feat and a special attack.
Feat
Kneecap Shot | |
An attack with a pistol, crossbow or SMG that does normal damage and applies a bleeding wound that deals additional 125% of the original damage over 3 turns and removes all movement points for the same duration. Only works on living targets (that have knees). Cooldown: 5 turns | |
Requirements
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History
Underrail 1.1
- 1.1.0.5 - Kneecap shot bleeding percentage no longer scales from perception, but base bleeding damage percentage changed to 125% (up from 75%)
Underrail 1.0
- none
Underrail Alpha
- 0.1.12.0 - mechanics changed (from static 2-turn wound to perception-based 3 turn wound)
- 0.1.4.0 - feat introduced
Ability
Kneecap Shot | |
Deals normal weapon damage and inflicts a bleeding wound that deals additional X% damage (scales with perception) over 3 turns and removes all movement points from the target (target can still move using action points). Can only be performed with a pistol, crossbow or SMG. | |
Action Points: Active weapon's AP cost | |
Range: 7.0 | |
Cooldown: 5 turns |
This attack causes Knee Wound. The extra damage dealt is equal to 75% of the original attack's damage plus additional 5% for every point in Perception.
Specializations
- Cooldown (4 levels) — Reduces cooldown by {0.5} turns for each specialization point.
- Damage (5 levels) — Bleeding damage percentage increased by by {20}% for each specialization point.
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