Repel (Status Effect): Difference between revisions
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== Overview == | == Overview == | ||
'''Repel''' is a [[Status Effect]]. An enemy under the affects of a Repel power is pushed away from the user for the duration of the effect. | '''Repel''' is a [[Status Effect]]. An enemy under the affects of a Repel power is pushed away from the user for the duration of the effect. | ||
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{{MagResProt Description}} | {{MagResProt Description}} | ||
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[[Category:Status Effects]] |
Latest revision as of 12:27, 6 June 2012
Overview
Repel is a Status Effect. An enemy under the affects of a Repel power is pushed away from the user for the duration of the effect.
Repel has a percentage chance to cause detoggling. ???
Magnitude, Resistance, Protection
Except for Slows, all status effects work the same way. The target has both Resistance and Protection. In order for the attack to take effect, it must have a big enough Magnitude to overcome the Protection. Once the Protection is overcome, the duration of the effect depends on the target's Resistance. Attacks can stack in order to overcome a target's Protection. No Slow Protection exists, only Resistance.
PVE: Minions have a Protection of 1. Lts are 2. Bosses are 3. Elite Bosses are 6. The Purple Triangles of Doom on an Archvillain or Hero add 50 to all but Sleep while they are up. Some specific enemies are resistant to fear.
PVP: As of Issue 13, Protection does not exist in PVP, only Resistance.