Deadzone: Rogue/Augments: Difference between revisions
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| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Chill_MeleeDamage.png|128px]] | | style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Chill_MeleeDamage.png|128px]] | ||
| ... | | ... | ||
|} | |} | ||
====Concussive Shots==== | ====Concussive Shots==== | ||
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|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Corruption_GrenadeCooldown.png|128px]] | | style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Corruption_GrenadeCooldown.png|128px]] | ||
| ... | | ... | ||
|} | |} | ||
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| ... | | ... | ||
|} | |} | ||
==== | ====Elemental==== | ||
{| | {| | ||
|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
| style="padding:0.25em;" | [[Image: | | style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Elemental.png|128px]] | ||
| | | All elemental damage improvements effect every Elemental Type. All Elemental Damage is increased by 30%. | ||
|} | |} | ||
====Grenade Grenade Child 3==== | ====Grenade Grenade Child 3==== | ||
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| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Grenade_Child3.png|128px]] | | style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Grenade_Child3.png|128px]] | ||
| ... | | ... | ||
|} | |||
====Hipfire==== | |||
{| | |||
|- style="vertical-align: top;" | |||
| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Hipfire.png|128px]] | |||
| While firing from the hip, your spread is reduced by 20%, your proc chance is increased by 100%, and you deal 50% more damage. | |||
|} | |} | ||
====Last Stand==== | ====Last Stand==== | ||
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|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Movement_Child3.png|128px]] | | style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Movement_Child3.png|128px]] | ||
| ... | |||
|} | |||
====Movement Child 4==== | |||
{| | |||
|- style="vertical-align: top;" | |||
| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Movement_Child4.png|128px]] | |||
| ... | | ... | ||
|} | |} | ||
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| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Resilient.png|128px]] | | style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Resilient.png|128px]] | ||
| Reduce incoming damage by 5% for every enemy with 15 meters. | | Reduce incoming damage by 5% for every enemy with 15 meters. | ||
|} | |} | ||
====Spreading Ignition==== | ====Spreading Ignition==== | ||
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| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Void_SingularityDamage.png|128px]] | | style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Void_SingularityDamage.png|128px]] | ||
| ... | | ... | ||
|} | |} | ||
====Weakpoint Augment==== | ====Weakpoint Augment==== | ||
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| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_CatEye.png|128px]] | | style="padding:0.25em;" | [[Image:DZR_AugmentIcon_CatEye.png|128px]] | ||
| ... | | ... | ||
|} | |||
====Close Range Augment==== | |||
{|<!--Updated - Removed 20250226--> | |||
|- style="vertical-align: top;" | |||
| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Rage.png|128px]] | |||
| Increases damage dealt to targets within 12 meters by '''65%''', and targets within 8 meters take '''100%''' bonus critical damage. | |||
|} | |} | ||
====Conflagration==== | ====Conflagration==== | ||
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| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Conflagration.png|128px]] | | style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Conflagration.png|128px]] | ||
| You deal 50% more damage to enemies with <span style="color:orange">Burn</span> stacks applied. | | You deal 50% more damage to enemies with <span style="color:orange">Burn</span> stacks applied. | ||
|} | |||
====Corruption Grenade Damage==== | |||
{|<!--Removed 20250226--> | |||
|- style="vertical-align: top;" | |||
| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Corruption_GrenadeDamage.png|128px]] | |||
| ... | |||
|} | |} | ||
====CQC==== | ====CQC==== | ||
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| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_GrazedHit.png|128px]] | | style="padding:0.25em;" | [[Image:DZR_AugmentIcon_GrazedHit.png|128px]] | ||
| Taking damage while dashing reduces damage by 90%. | | Taking damage while dashing reduces damage by 90%. | ||
|} | |||
====Grenade Augment==== | |||
{|<!--Updated - Removed 20250226--> | |||
|- style="vertical-align: top;" | |||
| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Grenade.png|128px]] | |||
| Increases the damage of your Grenade by '''100%''' and its explosion radius by '''25%'''. Your grenade gains an extra charge. | |||
|} | |} | ||
====Hard Reset==== | ====Hard Reset==== | ||
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| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_SecondWind.png|128px]] | | style="padding:0.25em;" | [[Image:DZR_AugmentIcon_SecondWind.png|128px]] | ||
| Prevents a killshot, leaving you at 5% health. Recharges after 45 seconds. | | Prevents a killshot, leaving you at 5% health. Recharges after 45 seconds. | ||
|} | |||
====Secondary Weapon Augment==== | |||
{|<!--Updated - Removed 20250226--> | |||
|- style="vertical-align: top;" | |||
| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_SecondaryDamage.png|128px]] | |||
| Increases the damage of your secondary weapon by '''75%''', and increases proc chance on your secondary weapon by '''100%'''. | |||
|} | |} | ||
====Sharp Ice==== | ====Sharp Ice==== | ||
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| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Superconductor.png|128px]] | | style="padding:0.25em;" | [[Image:DZR_AugmentIcon_Superconductor.png|128px]] | ||
| <span style="color:yellow">Chain Lightning</span> can spread to 3 additional targets. | | <span style="color:yellow">Chain Lightning</span> can spread to 3 additional targets. | ||
|} | |||
====Volatile Current==== | |||
{|<!--Removed 20250226--> | |||
|- style="vertical-align: top;" | |||
| style="padding:0.25em;" | [[Image:DZR_AugmentIcon_VolatileCurrent.png|128px]] | |||
| <span style="color:yellow">Shock</span> stacks grant 50% more critical hit chance. | |||
|} | |} | ||
Latest revision as of 17:04, 2 March 2025
Augments are buffs that can be acquired from Augment rewards.
Adrenal Surge
| Ranged damage dealt to nearby enemies is doubled when you are below 25% health. |
Agility Augment
| Increases movement speed by 50% and you deal 25% more damage while moving. |
Aiming Augment
| You deal 50% more damage and 30% more weakpoint damage while aiming. |
Ammo Augment
| You gain a 35% chance to refund a bullet on hit, and you deal 40% more damage while your magazine is at least 90% full. |
Blazing Eruption
| Combustion damage is increased by 50%. |
Burn Weakpoint Damage
| ... |
Chill Attack Slow
| ... |
Chill Melee Damage
| ... |
Concussive Shots
| Targets within 10 meters of you have their movement speed reduced by 50% when damaged. |
Corruption Grenade Cooldown
| ... |
CQC Child 3
| ... |
Crit Augment
| Increases your crit chance by 25% and your crit damage by 50%. Enemies killed by crits drop 50% more Tech and Scrap. |
Cryo Shatter AoE
| ... |
Elemental
| All elemental damage improvements effect every Elemental Type. All Elemental Damage is increased by 30%. |
Grenade Grenade Child 3
| ... |
Hipfire
| While firing from the hip, your spread is reduced by 20%, your proc chance is increased by 100%, and you deal 50% more damage. |
Last Stand
| Your grenade damage increases as you get closer to death, to a maximum of +50%. |
Lightning Bolt Apply Stun
| ... |
Lightning Bolt Double Strikes
| ... |
Lightning Chain
| ... |
Lightning Shock Extra Crit
| ... |
Long Range Augment
| Increases damage dealt to targets beyond 10 meters by 65%, and targets beyond 15 meters take 100% bonus weakpoint damage. |
Magazine Augment
| Increases the magazine size of your weapons by 150% and increases reload speed by 45%. Your unequipped weapons automatically reload. |
Marksman Child 3
| ... |
Melee Augment
| Increases the damage of your melee attack by 125% and increases your melee proc chance by 25%. Melee kills put you into Stealth for 5 seconds. |
Movement Child 1
| ... |
Movement Child 2
| ... |
Movement Child 3
| ... |
Movement Child 4
| ... |
Ninja Child 1
| ... |
Ninja Child 3
| ... |
Oiled Edge
| ... |
Overcharge
| Lightning Bolts have a 50% chance to do double damage. |
Pyroclasm Cascade
| Enemies caught in a Combustion fireball spawn their own smaller fireballs. |
Rapid Cooldown
| Your grenade's cooldown is reduced by 2 seconds for each enemy caught in its explosion. |
Reactive Loader
| ... |
Reflex Shot
| Your next shot after dashing does 35% more damage. |
Resilient
| Reduce incoming damage by 5% for every enemy with 15 meters. |
Spreading Ignition
| Killing an enemy with a grenade fully recharges your shields. |
Strong Arm
| Your melee weapon deals an additional 25% damage. |
The More The Merrier
| Your grenade's damage is increased by 10% for each enemy caught in the explosion. |
Void Corruption Corrupt Nearby When Die
| ... |
Void Singularity Damage
| ... |
Weakpoint Augment
| Deal 50% more weakpoint damage, and weakpoints shot have a 25% higher chance of dealing a crit. |
Weapon Master Child 2
| ... |
Removed
Abyssal Rapture
| Targets affected by Void Tendrils share 80% more damage. |
Aetheric Curse
| You deal 50% more damage to enemies with Corruption stacks applied. |
Backload
| You deal 25% more damage when your weapon's magazine is less than half full. |
Cat Eye
| ... |
Close Range Augment
| Increases damage dealt to targets within 12 meters by 65%, and targets within 8 meters take 100% bonus critical damage. |
Conflagration
| You deal 50% more damage to enemies with Burn stacks applied. |
Corruption Grenade Damage
| ... |
CQC
| You deal 25% more damage to enemies within 10 meters of you. |
Cursed Feedback
| Enemies with Corruption stacks take 100% of their attack damage when damaging you. |
Day 1 Exploit
| Weakpoint shots against enemies further than 10 meters away have a 50% chance to deal double damage. |
Dodgy
| Gain +40% movement speed after not taking damage for 10 seconds. |
Efficiency
| Weakpoint shots have a 75% chance to refund one bullet to your magazine. |
Electric Field
| The range of Chain Lightning is increased by 50%. |
Emberpath
| Fire Trails spawned from enemies last 50% longer. |
Eternal Abyss
| Black holes spawned by Singularity last twice as long. |
Explosive Cascade
| Killing an enemy with a grenade spawns another grenade on their corpse which travels towards the nearest enemy. Can spawn up to 3 grenades per throw. |
Farshot Amplifier
| You deal 25% more damage to enemies at least 10 meters away from you. |
Flicker Step
| You can now dash twice in a row. |
Frozen Tempest
| Chill stacks apply 100% more slow. |
Galactic Devourer
| Black holes spawned by Singularity are twice as large. |
Glacial Veil
| Freeze lasts 100% longer. |
Grazed Hit
| Taking damage while dashing reduces damage by 90%. |
Grenade Augment
| Increases the damage of your Grenade by 100% and its explosion radius by 25%. Your grenade gains an extra charge. |
Hard Reset
| ... |
Ice Age
| Applying Freeze on an enemy also applies a minor Freeze to enemies near the victim. |
Ice Surge
| Shatter applies 4 additional Cryo stacks to nearby enemies. |
Kinetic Thrust
| Dashing into an enemy now damages them. (120 damage to enemies) |
Leaden Twins
| Your weapons use twice as much ammo and deal twice as much damage per shot. |
Lethal Voltage
| You deal 50% more damage to enemies with Shock stacks. |
Lifesteal
| Gain 3% of your max health back after killing an enemy with a melee weapon. |
Mental Siphon
| Killing an enemy with a melee attack has a 50% chance of resetting your grenade cooldown. |
Nether Grasp
| Void Tendrils bind to 3 additional targets. |
Percussive Recharge
| Killing an enemy with a grenade fully recharges your shields. |
Personal Bubble
| Take 50% less damage if there are no enemies with 15 meters of you. |
Phase Module
| Your dash now allows you to move through enemies. |
Piercing Cold
| You deal 50% more damage to enemies with Chill stacks. |
Power Shield
| While you are above 75% shields, gain increased damage. (Damage is doubled) |
Powerful Crit
| Increase the damage of your critical strikes by 50%. |
Practiced Strikes
| Melee attacks gain +35% critical hit chance. |
Psychokinetic
| Your grenade has an additional charge. (Does not stack with Rapid Cooldown and will negate it.) |
Quick Time
| Reloading your weapon grants you +30% movement speed for 2 seconds. |
Quick Winding
| Dash reduces grenade cooldown by 30% (once per cooldown). |
Rage
| When your health falls below 50% gain +50% damage. |
Scorching Amplify
| Burn does 25% more damage. |
Second Wind
| Prevents a killshot, leaving you at 5% health. Recharges after 45 seconds. |
Secondary Weapon Augment
| Increases the damage of your secondary weapon by 75%, and increases proc chance on your secondary weapon by 100%. |
Sharp Ice
| Shatter damage is doubled. |
Static Discharge
| Lightning Bolts applies a 3 second stun to affected enemies. |
Statue
| Gain 35% increased damage when stationary for at least 3 seconds. |
Strider
| After taking damage, gain 100% bonus movement speed for 3 seconds. Recharges after 10 seconds. |
Strike Siphon
| Killing an enemy with a melee attack instantly reloads your weapons. |
Superconductor
| Chain Lightning can spread to 3 additional targets. |
Volatile Current
| Shock stacks grant 50% more critical hit chance. |