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Critical Hit: Misc

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Fallout

Up to date as of February 01, 2010

From The Vault

Critical Hits are hits which cause extra damage, or other side effects.

Critical Hit

If a hit is successful, it may become a critical hit if it passes Critical Chance. The effect of the hit is determined by the another roll, on the critical hit table. Effect depends on the area hit, and various unknown variables. The effect of a critical hit can be modified by the Perk Better Criticals.

Note that the chance for a critical hit is determined by Critical Chance, and is not the same as critical effect. See Aimed Shot in the Combat section for more info.

Contents

Fallout, Fallout 2 and Fallout Tactics

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Critical effects

This is the critical hit table for human men. Tables for other critters are different, and can be found here.

Roll Head Torso Eyes Groin Arms Legs
0-20 Damage x 2.0 Damage x 1.5 Damage x 2.0
Roll LK with +4 bonus or get blinded
Damage x 1.5 Damage x 1.5 Damage x 1.5
knockdown
21-45 Damage x 2.0
Ignores armor
Roll EN, or get knocked out
Damage x 1.5
Ignores armor
Damage x 2.0
Ignores armor
Roll LK +3 or get blinded
Damage x 1.5
Ignores armor
Roll EN -3 or get knocked down
Damage x 1.5
Lose turn
Damage x 1.5
knockdown
Roll EN or get Crippled
46-70 Damage x 2.5
Ignores armor
Roll EN with -3 penalty, or get knocked out
Damage x 2.0
Ignores armor
knockdown
Damage x 3.0
Ignores armor
Roll LK +2 or get blinded
Damage x 1.5
knockdown
Roll EN -3 or get knocked out
Damage x 2.0
Roll EN -3 or get Crippled
Damage x 2.0
knockdown
Roll EN -3 or get Crippled
71-90 Damage x 2.5
Ignores armor
knockdown
Roll EN with -3 penalty, or get knocked out
Damage x 2.0
Ignores armor
knockdown
Damage x 3.0
Ignores armor
Blindness
Lose turn
Damage x 2.0
Knockout
Damage x 2.0
Ignores armor
Crippled
Damage x 2.0
Ignores armor
knockdown
Crippled
91-100 Damage x 3.0
Ignores armor
Knockout
Roll LK or get blinded
Damage x 2.0
Ignores armor
knockout
Damage x 4.0
Ignores armor
Blindness
knockout
Damage x 2.0
Ignores armor
knockdown>
Roll EN or get knocked out
Damage x 2.0
Ignores armor
Crippled
Damage x 2.0
Ignores armor
knockdown
Crippled
Roll EN, or get knocked out
101+ Damage x 3.0
Instant death
Damage x 3.0
Instant death
Damage x 4.0
Instant death
Damage x 3.0
Ignores armor
Knockout
Damage x 2.0
Ignores armor
Crippled
Damage x 2.0
Ignores armor
knockout
Crippled
% Accuracy Base - 40 Base Base - 60 Base - 30 Base - 30 Base - 20

Example

The following example is a bit tricky: you might want to open another window with reference material Situation: Alvin York (S5, P9, E5, C3, I5, A10, L10) is carrying a Hunting Rifle and has a Small Guns skill of 150%, and one of his traits is Finesse. He spies an armored gentlemanMr Metal Man, wearing Metal Armor some distance (8 hexes) away, and decides to make an aimed shot for the eyes. This is what happens:

Alvin's base to hit is (150 - 30) + (8 * 9) + (No penalty) - (15 + 5) + 4 - 60 = 112%, a definite hit! Alvin's critical chance is (1 * 10) + (10) + (a mysterious numbermysterious) = Critical hit! Alvin rolls 1d100 for the critical effect table, and gets 85. His damage is (0.7 * 20 * 3)damage - (armor ignored) = 42

Mr. Metal Man loses 42 of his 70 hp, and staggers around blindly. With his remaining 4 of 10 action points, Alvin advances closer to Mr. Metal Man, who lost his responding turn as a result of the critical.

Alvin fires at the eyes again. BTH is the same, and CC is successful. CE rolls a 95.

Mr Man screams in agony, as a round of ammunition pierces his visor, blinding him. He falls slowly to his knees, bewildered and overcome. Bleeding from his helmet, he keels over, killed by the 56 damage AND the "instant kill" effect. With his remaining 4 action points, Alvin York marries Gracie Williams, has seven children, and dies at the age of 76.

Notes

The only way to roll a 101 or more is to take the Better Criticals perk.

^  Mr Metal Man Mr. Metal Man is completely average: every attribute is 5. He has 70 HP.

^  mysterious This number isn't documented anywhere. But it must be enormous for this character, because whenever this character successfully hits the eyes, he also gets a critical hit. Quite possibly, it is the penalty to hit a specified body part, inverted. This would give +60 in the above example for firing at the eyes.

^  damage A hunting rifle's damage is 8-20. We don't know if damage is random or a function of skill: I am assuming the latter. Don't forget the -30% damage because of Finesse!

Fallout 3

In Fallout 3, the critical hit feature is simplified from Fallout and Fallout 2. When a weapon is fired, it has a predefined, specific percentage chance of getting a critical hit (with a few exceptions, see below), which is essentially just added damage to the original base damage (the damage that will be dealt if the PC does not score a critical hit). This obviously sounds much simpler than the system of the first two games, but it is still more complex than it sounds.

Critical Chance

Main article: Critical Chance

The player's base critical chance is determined by the Luck SPECIAL statistic and the Finesse, Survival Expert, and Ninja perks. The maximum possible base critical chance is 18% with ranged weapons, and 33% with unarmed and melee weapons. The base critical chance is modified by a weapon's critical multiplier to obtain the final chance to score a critical hit. Also, a +15% critical chance bonus is added to all attacks in V.A.T.S.

Critical Damage

Every weapon has a predefined critical damage, which is the damage added during a critical. The only modifier to critical damage is the Better Criticals perk, which gives criticals a 50% damage bonus. This is a lot more impressive than it sounds. For example, the Wazer Wifle has a critical damage of 28, but with the perk, the critical damage becomes 42, making 70 damage on a non-sneak critical and 140 damage on a Sneak Attack Critical.

Sneak Attack Critical

Main article: Sneak Attack Critical

A Sneak Attack Critical occurs when successfully attacking an opponent while being [HIDDEN] by using one's Sneak skill. Successfully hitting the target will result in a guaranteed critical strike. This more specialized critical strike doubles the damage generally done with a non-sneak attack critical. For example, Lincoln's Repeater has a base damage of 50 (yours might be different with perks, weapon condition, and skill) and a critical damage of 50, so a basic critical hit would do 100 damage (unless you have the Better Criticals perk). When a sneak attack critical dealt, the damage completely doubles, so the Sneak Attack Critical gives a whopping 200 damage (300 with Better Criticals).

Fallout: Brotherhood of Steel

In Fallout: Brotherhood of Steel, the system works much like Fallout 3, when a weapon is fired, it has a predefined, specific percentage chance of getting a critical hit) which is just to exceed the maximum limit of damage for a weapon. A secret weapon called The Slugger has the capacity to each critical hit, the enemy eject very far.


This article uses material from the "Critical Hit" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Cid: Oh, shut up and help me remodel the Critical Hit page!
Please expand this article into a full one. More details can be found, and this request can be discussed, on the associated discussion page.
Eiko scoring a Critical in Final Fantasy IX.

A Critical Hit, also known as a Critical Strike, or simply a Critical, is the term given to a physical attack that is somewhat stronger than the normal version of the attack. Critical hits have a chance of occurring when the Attack command is used. They commonly take off double the normal damage the attack would, but can't break the damage limit. Depending on the game, Critical Hits either play a different sound effect, the screen flashes, or the word "Critical" appears when it does occur. The chance of a critical is usually related to the Luck stat.

Some equipment or support abilities may increase the hit rate. Some command abilities also always hit with a critical hit, albeit sacrificing the accuracy of the strike.

Contents

Appearances

Final Fantasy

The chances of a Critical Hit occurring is equal to the weapon's index number, though this is a bug in the game as it was supposed to be another variable. For unarmed non-Black Belt/Monks, the Critical Hit is equal to 0, while for unarmed Black Belts/Monks, it is equal to double that character's level. The percentage chance of a critical hit is equal to the Critical Hit +1, divided by 201.

Final Fantasy II


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Final Fantasy III


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Cecil scoring a critical hit in the DS version of Final Fantasy IV.

Final Fantasy IV

Critical Hits are only caused through physical attacks through the Fight command, and are not applied to other commands such as Jump or Kick. There is a 1/32 chance of a Critical Hit occurring, and cannot occur if the character is in Toad or Mini status. There is a bug with critical hits that occurs in the SNES version of the game, in which some weapons prevents criticals from ever happening, and will never fix itself even after unequipping the weapon. The following weapons have the No Critical bit applied to them, and as such are the cause of the No Critical Bug in the SNES versions.

Final Fantasy IV: The After Years


This section of the article is a stub about Final Fantasy IV: The After Years. You can help Final Fantasy Wiki by expanding it.

Final Fantasy V

Critical Hits are only caused by a physical attack by one weapon class in Final Fantasy V: Katanas. The chances to get a Critical Hit, however, are at a fixed percentage that depends on which Katana is being used. Most have only a 12% rate of getting a Critical, but some have higher chances, most notably the Murakumo, Murasame, and the Mutsunokami. There are also three other weapons that can score critical hits that are not Katanas. The Rune Blade, Rune Chime, and Rune Axe each consume MP with each physical attack they do in order to get a critical hit each time. The Rune Blade consumes 8 MP per attack, whilst the Axe and Chime each consume only 5 MP.

Furthermore, in the GBA port, the Gladiator Job Class has an attack called "Finisher." One of the three possible outcomes is to score a "Critical Hit," which is essentially a stronger version of a physical attack. The chances of getting a Critical change as the character increases his or her Job Level.

Final Fantasy VI

Standard attacks have a 1 in 32 chance of being a critical hit. If the attack is a critical hit damage is doubled. Some weapons, for example the Rune Edge, Ragnarok and Lightbringer, consume 10 MP from user upon attacking for an automatic critical hit.

Final Fantasy VII

Nearly all physical attacks have a chance of being a critical hit, which means they take off double the normal damage. The chance of a critical hit is determined by the user's Luck and Level, and the enemy's level. The math to work out the chance of scoring a critical can be worked out in three steps. The first step involves the user's luck added onto the user's level, with the target's level being subtracted from the total, and having the new total divided by four. The result is then truncated to reach a whole number.

math

When determining a playable character's chance of landing a critical hit, the weapon's own critical percentage is added to the result to reach the total. In most instances, the weapon's critical percentage is zero, and no weapons make any considerable difference to the percentage.

The second step is to find a random outcome. The math for this is as follows:

math

The third step decides whether it is a critical or not. If the result for Random is less than or equal to the result for Critical%, then the user will score a critical hit.

So as an example, if a user has a luck of 46, a level of 50, against an enemy with a level of 32, with a weapon critical% of 0. And a random number of 23432.

math
math
math

The result would not be a critical hit as 36 is more than 16.

There are 26 weapons that effect the Critical%. Tifa's Kaiser Knuckle is the only weapon to add just one. A number of Tifa's weapons, in fact her first weight, being the Leather Glove, the Metal Knuckle, the Mythril Claw, the Grand Glove, the Tiger Fang, the Diamond Knuckle, the Dragon Claw, and the Crystal Glove all add two. Her second best weapon, the God's Hand also does the same, as does Aeris's Striking Staff, Yuffie's Spiral Shuriken and Magic Shuriken, and Cait Sith's Battle Trumpet. Barret's Drill Arm and Pile Banger are the only two to add three. Cloud's Nail Bat, Barret's Rocket Punch, Tifa's Work Glove, Yuffie's Superball, Cait Sith's Trumpet Shell, and Vincent's Silver Rifle add four. Aeris's Umbrella, Red XIII's Hairpin, and Cid's Mop all add five.

Sephiroth's blade, the Masamune, always scores critical hits for the short amount of time he appears in battle. When using a hack, the same result will occur when the player uses Sephiroth with his Masamune.

There are other ways to score critical hits. Through the D.blow command, a player can score a definite critical Attack, only if it hits, which is three times less likely than a normal attack. Another method of definitely scoring a critical is through the Lucky Girl status, only inflicted by one of Cait Sith's Slots limit. The Lucky Girl status means every time the player strikes they will get a critical hit regardless of math.

Crisis Core -Final Fantasy VII-

Critical hits can be acquired automatically by striking an enemy from behind with an attack, and rolling a 6-6-6 on the DMW gives Zack a 100% critical accuracy for a limited time, as well as Cissnei's Modulating Phase, Lucky Stars.

Final Fantasy VIII

Whenever a Critical Hit occurs, the damage will always be doubled, unless if done via Squall's or Seifer's Gunblade trigger, which will do x1.5 damage. The formula for a Critical Hit is as follows

math

It is worth noting that Squall and Seifer cannot perform critical hits beside triggering their gunblades correctly. Also worth nothing is that whenever Squall performs his Renzokuken limit break, if the player times the R1 button in accordance to the bar in the gauge that appears at the bottom of the screen, in the window the moment it flashes, the damage dealt will be an instant Critical. If the timing is mistimed, then the damage is normal.

Final Fantasy IX


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Final Fantasy X

Critical Hits are signalled with a screen flash and a different sound effect. The chances of a critical hit increases the higher the unit's luck is and the lower the target's luck is.

Final Fantasy X-2


This section of the article is a stub about Final Fantasy X-2. You can help Final Fantasy Wiki by expanding it.

Critical attacks are determined the same way as in Final Fantasy X. The accessory Key to Success causes Critical Hits to happen every turn.

Final Fantasy XII


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Final Fantasy Tactics


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Final Fantasy Tactics Advance


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Final Fantasy Tactics A2: Grimoire of the Rift


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Dissidia Final Fantasy

There is a one-in-sixty-four chance of a critical hit occurring under normal circumstances, however this rate can be increased - attacking a staggering opponent and attacking whilst in EX Mode increases the occurrence rate to fifty percent, and whilst recovering bravery after an HP attack and during an EX Burst, attacks will always score a critical hit. Activating certain Extra Support abilities will also increase the critical hit occurrence rate when certain conditions are met. Some Battle Pieces allow the player to earn Destiny Points by scoring a critical hit within a time limit.

This article is a stub. You can help by expanding it.

This article uses material from the "Critical Hit" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to Inherent Powers article)

From City of Heroes Wiki

Overview

Contents

Inherent powers are permanent powers that a Hero or Villain automatically has without having to select them during training. There are Inherent powers that are Archetype-specific, Origin-specific, and open to all characters. Not all Inherent powers are available at level 1.

Origin-Specific Powers

Every character receives a minor ranged attack power that depends on his or her origin. For more information, see Origin Powers.

Archetype-Specific Powers

The following inherent powers are specific to the archetypes available in City of Heroes and City of Villains.

Image:Inherent_BlasterDesperation.png Assassination

A Stalker does his best work when attacking from ambush. When properly 'Hidden', a Stalker can pull off critical hits with his attacks, and even land a massive 'Assassin's Strike' with an assassin's power. Assassin Strikes made from hide will Demoralize the Stalker's foes leaving them with a reduced chance to hit and has a chance to terrorize them. Additionally, a Stalker has a 10 percent base chance to critically hit, which is increased by an additional 3 percent per member in your party, against non-player enemies. Stalkers have a chance to land a critical hit against players if they are Held or Slept.

Type Archetype-Specific (Stalker)
Effects Always criticals from Hide
20% chance of critical on Held or Slept opponents

Image:InherentPeacebringer CombatFlight.png Combat Flight

For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes. Also See: Hover

Level Gained Security Level 10
Type Archetype-Specific (Peacebringer)
Effects Self: Fly, + Defense

Image:Inherent_BlasterDesperation.png Conditioning

Soldiers of Arachnos undergo intense physical training before leaving "boot camp." Those that survive have greater than average healing rates and tire less quickly than others.

The increase in Regeneration and Recovery are not bonuses but are higher base values than other Archetypes.

Level Gained Threat Level 1
Type Archetype-Specific (Soldiers of Arachnos)
Effects Self: Increased Regeneration (0.50%) and Recovery (1.75%)

Image:Inherent BlasterDesperation.png Containment

Controllers are the masters at locking down and controlling their opponents. Few can escape their will. Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented.

Type Archetype-Specific (Controller)
Effects Self: Critical Damage (Special)

Image:InherentPeacebringer_InterSpacialLink.png Cosmic Balance

Kheldians naturally thrive off the energy and essence of their teammates. Peacebringers' metamorphic nature allows them to bring balance to their team. Your Damage will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage Resistance will increase for each nearby Scrapper, Brute, Stalker or Blaster teammate. Finally each nearby Controller or Dominator teammate will grant you limited protection from Control effects. You cannot put Enhancements in this power.

Type Archetype-Specific (Peacebringer)
Effects Auto: Special

Image:Inherent BlasterDesperation.png Critical Hit

The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to double damage. The higher the rank of the target, the greater the chance for a successful Critical Hit.

The standard chance of a Critical Hit is 5% against players, pets, and critters of Minion rank and below, and 10% against critters above Minion.

Type Archetype-Specific (Scrapper)
Effects Critical Damage

Image:InherentPeacebringer_InterSpacialLink.png Dark Sustenance

Kheldians naturally thrive off the energy and essence of their teammates. Warshades' absorbing nature allows them to draw on the power of their teammates' power to increase their own. Your Damage Resistance will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage will increase for each nearby Scrapper, Stalker, Brute or Blaster teammate. Finally each nearby Controller or Dominator teammate will grant you limited Protection from Control effects. You cannot put Enhancements in this power.

Type Archetype-Specific (Warshade)
Effects Auto: Special

Image:Inherent BlasterDesperation.png Defiance

Main article: Defiance

Blasters’ earliest abilities come so naturally to them, that they are accessible even in states that normally prevent them from using powers, such as being Held, Slept or Stunned. Additionally, each time the Blaster attacks with a primary or secondary power, they gain a stacking damage bonus for the next several seconds. The amount of the damage bonus and its duration is dependent on the exact power used, with single target abilities generally giving the largest bonus.

The current version of Defiance was released on December 11, 2007. Prior to that, it worked differently. See the main article for more details.

Image:Inherent BuffEffects.png Domination

Nothing delights a Dominator more than inflicting pain. When a Dominator attacks, his sadistic nature grows. When your Domination bar is over 90% you can activate this power to unleash his true potential. Your control powers will typically last 50% longer and will more easily Dominate stronger opponents. Additionally, you will fully recharge your Endurance. Domination lasts for 90 seconds and recharges in 200 seconds. The recharge can be reduced by self and ally buffs, but cannot be slotted with enhancements.

Domination protects the villain from Knockback/Knockup, Repel, Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects, and can be activated even while suffering from them to break the villain free.

Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.

A Dominator's Domination level is shown by an orange bar between Endurance and Experience Points. It rises each time he attacks. It rises faster if the Dominator has more teammates. This is a mild effect with one or two teammates, but on a large team Domination can be brought from 0 to over 90% with fewer than ten attacks. The Domination level falls very slowly when not used. It's automatically reduced to zero 90 seconds after Domination is activated.

Type Archetype-Specific (Dominator)
Effects Self: Critical Control

Image:InherentPeacebringer EnergyFlight.png Energy Flight

Energy Flight allows you to travel long distances quickly. If you attack a target while this power is on, your Flight speed will be temporarily reduced. Your Energy Flight speed increases with your Level. Also See: Fly

Level Gained Security Level 1
Type Archetype-Specific (Peacebringer)
Effects Toggle: Self Fly

Image:Inherent BlasterDesperation.png Fury

As a Brute engages in combat, it unleashes his Fury. The longer he remains in combat, attacking and being attacked, the more damage he deals.

A Brute's Fury level is shown by an orange bar between Endurance and Experience Points. It rises each time he makes an attack or is attacked himself (regardless of hit or miss). The speed at which it rises is directly proportional to the recklessness of the Brute.

Type Archetype-Specific (Brute)
Effects Self: +Damage (Special)

Image:Inherent BlasterDesperation.png Gauntlet

Although many try, few can withstand the irresistible force of the Tanker. Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker. Each punch continues to provoke your enemies and allows the Tanker to do what he does best.

Gauntlet -- also referred to as "Punch-voke" -- causes the Tanker's AoE attacks and auras to taunt every PvE enemy they affect. Their single-target attacks taunt the enemy hit and up to four more around it. Gauntlet has reduced chances of affecting exceptionally high-rank foes like Giant Monsters, and even worse chances of affecting other players in PvP.

Brutes possess a smaller version of this power, occasionally labeled "Poke-voke". The Brute's Gauntlet doesn't apply in PvP, and their single-target attacks only taunt the one target hit.

Type Archetype-Specific (Tanker)
Effects Taunt

Image:Inherent BlasterDesperation.png Scourge

The Corruptor is a dastardly villain indeed. As a Corruptor's foe health wanes, the Corruptor can start to land Scourge hits with his attack powers for up to double damage. The weaker the target is, the greater chance the Corruptor has of landing Scourge. Once a foe is weak enough, there is no escaping the Corruptor's wrath. A Corruptor shows no mercy.

Scourge offers no chance of critical damage until the target has less than 50% health. The chance then smoothly increases to 100% once the target has only 10% or less of its health remaining. These percentages are based on the target's base health -- targets with large health boosts from powers can effectively delay the point at which Scourge damage starts being possible.

Type Archetype-Specific (Corruptor)
Effects Critical Damage

Image:InherentWarshade ShadowRecall.png Shadow Recall

You can Teleport one of your teammates to yourself. The target must be a teammate and can be selected from the Team Window. You can also rescue a fallen teammate who may be in a hostile location, as long as he is on the same map. Range is not infinite, but extremely long and can be enhanced. This power can be interrupted. Also See: Recall Friend

Level Gained Security Level 10
Type Archetype-Specific (Warshade)
Effects Zone Range Teleport Teammate

Image:InherentWarshade ShadowStep.png Shadow Step

You can Teleport long distances. Shadow Step has no recharge time, and can be reactivated without pause as long as you have Endurance. Also See: Teleport

Level Gained Security Level 1
Type Archetype-Specific (Warshade)
Effects Self Teleport

Image:InherentPeacebringer_InterSpacialLink.png Supremacy

A good Mastermind knows how to manage his Henchmen. The Mastermind imparts a bonus to his Henchmen's Accuracy and Damage only if he is nearby and has line of sight.

Supremacy gives +25% Damage and +10% ToHit. It has a radius of 60'.

Type Archetype-Specific (Mastermind)
Effects PBAoE, Henchmen bonus, +ToHit, +Damage

Image:InherentPeacebringer_InterSpacialLink.png Vigilance

The Defender primary focus is to protect the team. When his allies are in danger, the Defender is able to look deep within him or herself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an Endurance discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.

Vigilance was introduced on September 20, 2005. As a Defender's teammates lose health, the Defender gains an Endurance discount. This power does not need to be activated. The more injured the Defender's teammates are, on average, and the larger his team is, the greater the discount Vigilance provides. The Defender's own health does not affect Vigilance, nor do teammates who are on other maps or who are too far away.

Vigilance can be monitored as "Endurance Discount" in the Combat Attributes window. The formula for calculating your total discount is Cost/(1 + bonus). So a 100% discount would halve the cost of powers. A simple chart can be found here. There is debate on what the maximum amount of discount Vigilance will accrue [source].

Type Archetype-Specific (Defender)
Effects Endurance Discount

Booster Pack Powers

Image:CyborgSelfDestruct.png Self Destruction

Some situations call for the ultimate sacrifice...self-destruction. This causes damage to those around you and sends your character to the hospital.

Self Destruction is not affected by enhancements or any buff except Knockback, ToHit, and Accuracy. It should be noted that its recharge is not affected by buffs. It is permanent, available at character creation, and does not have usage charges.

Recharge Very Long (60min)
Effects PBAoE 40ft
Extreme damage
Knockback
Self defeat

City of Heroes Collector DVD/Hero Kit Bonus Power

Image:Inherent Sprint.png Prestige Power Slide

Forms a frictionless field of energy beneath the user that allows rapid transit while remaining close to the ground. This power is mechanically identical to Sprint.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping
Running

City of Heroes pre-order Bonus Power

Image:Inherent Sprint.png Prestige Power Rush/Dash/Quick/Surge

Creates an effect behind the user while they use enhanced speed. The exact effect depends on the power. All are mechanically identical to Sprint, Slide, and each other.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping
Running

Convention Costume Powers

Image:Temporary ResonanceDisrupter.png Freakshow Boss Costume

Freakshow Boss Costume
Need description

Effects Costume change
Incompatible with stealth toggles

Image:Temporary ResonanceDisrupter.png PPD Hardsuit Costume

PPD Hardsuit Costume
Need description

Effects Costume change
Incompatible with stealth toggles

Image:Temporary ResonanceDisrupter.png Carnival Harlequin Costume

Carnival Harlequin Costume
Need description

Effects Costume change
Incompatible with stealth toggles

Good vs. Evil Bonus Powers

Image:Flight JumpJet.png Jump Pack

This Jump Pack grants you the ability to not only jump great distances, but also jump and gain altitude in mid air! The Jump Pack will automatically shut down after 30 seconds of continuous use.

Effects Self Toggle
+Jump
+Fly
Special

Image:Teleportation Pocket D.png Pocket D VIP Pass

You've been given a VIP Pass to Pocket D. It will allow you to access Pocket D from anywhere. It is usable once every 30 minutes.

The pass has a very long interrupt time before it operates.

Effects Teleport to Pocket D

Universal Inherent Powers

Image:Inherent_Brawl.png Brawl

When all else fails, you have only your two fists to depend on.

Damage Minor
Recharge Fast
Effects Foe Minor Smashing Damage
Enhancements Reduce Endurance Cost
Increase Attack Rate
Enhance Damage
Enhance Accuracy
Set Categories Melee Damage

Image:Inherent_Rest.png Rest

Activate Rest to heal Hit Points and recover Endurance. While Resting you cannot attack, and you are extremely vulnerable to attack and damage. Activation of Rest can be interrupted, and the power must be active for a few seconds before you start to recuperate.

Heroes and Villains receive this ability on advancing to Security/Threat Level 2.

Minimum Level 2
Effects Self Heal Recover
-Defense
Enhancements Enhance Endurance Modification
Increase Attack Rate
Enhance Heal
Reduce Interrupt Time
Set Categories None

Image:Inherent_Sprint.png Sprint

Sprint allows you to run slightly faster than normal, while slightly draining your Endurance. You may have to Toggle this off in combat to conserve Endurance.

Effects Boost Run Seed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping
Running

Veteran Reward Powers

Veteran Rewards powers are additional inherent powers that a player may claim once his or her account has been active for a certain length of time. For more information, see Veteran Reward Powers.


This article uses material from the "Inherent Powers" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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