Difference between revisions of "Heavy Metal"
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| image = Heavy Metal icon.png | | image = Heavy Metal icon.png | ||
| name = Heavy Metal | | name = Heavy Metal | ||
| − | | description = Reduces mechanical damage taken by 1% for each point of weapon's strength requirement, and grants bonus damage equal to 50% of the total armor penalty when attacking with heavy guns. Only works when heavy guns or sledgehammers are equipped in both weapon slots and total armor penalty is 50% or higher. | + | | description = Reduces mechanical damage taken by 1% for each point of weapon's strength requirement, and grants bonus damage equal to 50% (half of that for rocket launchers) of the total armor penalty when attacking with heavy guns. Only works when heavy guns or sledgehammers are equipped in both weapon slots and total armor penalty is 50% or higher. |
| requirements = | | requirements = | ||
* [[Strength]] 10 | * [[Strength]] 10 | ||
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== History == | == History == | ||
| + | * [[1.3.0.15]] - now also effects rocket launchers | ||
* [[1.2.0.7]] - feat introduced | * [[1.2.0.7]] - feat introduced | ||
Latest revision as of 17:13, 18 December 2025
This page contains content from Underrail: Heavy Duty expansion.
Heavy Metal is a feat.
Feat
| Heavy Metal | |
| Reduces mechanical damage taken by 1% for each point of weapon's strength requirement, and grants bonus damage equal to 50% (half of that for rocket launchers) of the total armor penalty when attacking with heavy guns. Only works when heavy guns or sledgehammers are equipped in both weapon slots and total armor penalty is 50% or higher. | |
Requirements
| |
The damage bonus granted by Heavy Metal is limited by the 95% armor penalty cap and is reduced by Nimble and Body Weight Training if these feats have also been selected.
| 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 | +5% to +100% | All | Status effect | Max 20 stacks, 5% per stack |
Specializations
- Heavy Metal: Damage Bonus (5 levels) — Further increases the amount of armor penalty converted to bonus damage by 5% for each specialization point.
- Heavy Metal: Damage Reduction (5 levels) — Further reduces the mechanical damage taken by 0,1% for each point of weapon's strength requirement per specialization point.
History