Difference between revisions of "User:Ríomhaire/Status effects"

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==Beneficial==
 
==Beneficial==
 
Beneficial status effects aid the player in some way. Positive status effects can be self-created or due to a teammate's action.
 
Beneficial status effects aid the player in some way. Positive status effects can be self-created or due to a teammate's action.
 +
 +
 +
  
 
==='''[[ÜberCharge]]'''===
 
==='''[[ÜberCharge]]'''===
 
An ÜberCharged player is invulnerable to all forms of damage other than environmental hazards such as [[trains]] and falling into deep pits. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes.
 
An ÜberCharged player is invulnerable to all forms of damage other than environmental hazards such as [[trains]] and falling into deep pits. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes.
{| class="wikitable grid" width="50%"
+
{| class="wikitable grid" width="75%"
 
! class="header" width="10%" style="text-align: center;" | Class
 
! class="header" width="10%" style="text-align: center;" | Class
! class="header" width="30%" | Weapon
+
! class="header" width="20%" |
! class="header" width="60%" | Weapon
+
! class="header" width="1%" | Duration
|-
+
! class="header" width="69%" | Notes
! rowspan="2"| {{Icon class|Medic}} <br /> [[Medic]]
 
! {{item icon|Medigun|100px}}<br />'''[[Medigun]]'''
 
! rowspan="2"| Applied to Medic and patient.
 
 
|-
 
|-
| style="background:#EEE8AA;" | '''Effect Duration:''' 8 s
+
! {{Icon class|Medic}} <br /> [[Medic]]
 +
! |{{item icon|Medigun|100px}}<br />'''[[Medigun]]'''
 +
! 8 s
 +
! Activated by a Medic when the ÜberCharge meter is full. Applies to Medic and patient. If the Medic changes weapon during the ÜberCharge the effect will be interrupted but the meter will continue to drain.
 
|}
 
|}
 +
 +
 +
  
 
==='''[[Crit boost]]'''===
 
==='''[[Crit boost]]'''===
All attacks from a player under the effects of a Crit boost result in Critical hits. The weapons of such a player glow with team-color electricity.
+
All attacks from a player under the effects of a Crit boost result in Critical hits. The weapons of such a player glow with team-color electricity. Weapons that do not ordinarily have critical shots, such as the [[Eyelander]], will do so when the weilder is under the effects of a crit boost.
{| class="wikitable grid" width="30%"
+
 
! class="header" width="30%" style="text-align: center;" | Class
+
{| class="wikitable grid" width="75%"
! class="header" width="70%" | Weapon
+
! class="header" width="10%" style="text-align: center;" | Class
 +
! class="header" width="20%" |
 +
! class="header" width="1%" | Duration
 +
! class="header" width="70%" | Notes
 
|-
 
|-
! rowspan="3"| {{Icon class|Medic}} <br /> [[Medic]]
+
! {{Icon class|Medic}} <br /> [[Medic]]
 
! {{item icon|Kritzkrieg|100px}}<br />'''[[Kritzkrieg]]'''
 
! {{item icon|Kritzkrieg|100px}}<br />'''[[Kritzkrieg]]'''
 +
! 8 s
 +
! Activated by a Medic when the ÜberCharge meter is full. Applies to Medic and patient. If the Medic changes weapon during the ÜberCharge the effect will be interrupted but the meter will continue to drain.
 +
|-
 +
! {{Icon class|Heavy}} <br /> [[Heavy]]
 +
! {{item icon|Killing Gloves of Boxing|100px}}<br />'''[[Killing Gloves of Boxing]]'''
 +
! 5 s
 +
! When the Heavy scores a killing blow with the KGB the effect is applied to all weapons for 5 seconds.
 +
|-
 +
! {{Icon class|Demoman}} <br /> [[Demoman]]
 +
! {{item icon|Chargin' Targe|100px}}<br />'''[[Chargin' Targe]]'''
 +
! N/A
 +
! Melee attacks at the end of a long distance charge are critical.
 +
|-
 +
! {{Icon class|Engineer}} <br /> [[Engineer]]
 +
! {{item icon|Frontier Justice|100px}}<br />'''[[Frontier Justice]]'''
 +
! ∞
 +
! When the Engineer's [[Sentry Gun]] is destroyed he receives a number of Revenge Crits equal to the amount of assist kills plus twice the amount of kills his Sentry had achieved before being destroyed. This weapon receives an indefinite crit boost until all Revenge Crits are used.
 +
|-
 +
! rowspan="4"| All classes
 +
! [[Image:Intel red idle.png|100px]]<br />'''[[CTF|Intelligence Capture]]'''
 +
! 10 s
 +
! On capturing the [[CTF#Intelligence|briefcase]] all members of a team will receive a 10 second crit boost.
 +
|-
 +
! [[Image:Tf scout first blood.png|100px]]<br />'''[[Arena|First Blood]]'''
 +
! 5 s
 +
! On achieving the first kill of an [[Arena]] match the player will be rewarded with a 5 second crit boost.
 +
|-
 +
! [[Image:Pumpkin.png|100px]]<br />'''[[Halloween_pumpkin|Pumpkit]]'''
 +
! 3.2 s
 +
! Dropped by dead players during the annual [[Halloween_Update|Halloween event]]. Players receive a short crit boost on pickup. Unique to the [[Harvest Event]] and [[Mann Manor]] maps.
 +
|-
 +
! <br /><br />'''[[Humiliation#Humiliation|Humiliation]]'''<br /><br /><br />
 +
! 15 s
 +
! During [[Humiliation#Humiliation|Humiliation]] all players on the winning team receive a crit boost to allow them to easily hunt down and kill helpless defeated enemies.
 +
|}
 +
 +
==='''[[Mini-Crit|Mini-Crit boost]]'''===
 +
All attacks from a player under the effects of a mini-crit boost result in mini-crits. The weapons of player under a mini-crit boost glow a mint-green if the player is on [[BLU]] or a gold-orange colour for [[RED]].
 +
 +
{| class="wikitable grid" width="75%"
 +
! class="header" width="10%" style="text-align: center;" | Class
 +
! class="header" width="20%" |
 +
! class="header" width="1%" | Duration
 +
! class="header" width="70%" | Notes
 +
|-
 +
! {{Icon class|Scout}} <br /> [[Scout]]
 +
! {{item icon|Crit-a-Cola|100px}}<br />'''[[Crit-a-Cola]]'''
 +
! 6 s
 +
! On consumption the Scout and gives and receives all damage in mini-crits for 6 seconds. Weapons also have a lightning effect as if under a full crit boost.
 +
|-
 +
! {{Icon class|Soldier}} <br /> [[Solder]]
 +
! {{item icon|Buff Banner|100px}}<br />'''[[Buff Banner]]'''
 +
! 10 s
 +
! When activated by a Soldier with a full Rage bar, the Solider grants himself and all nearby allies a mini-crit boost. Glowing rings radiate from the feet of affected players to denote an area of effect buff.
 
|-
 
|-
| style="background:#EEE8AA;" | '''Effect Duration:''' 8 s
+
! {{Icon class|Demoman}} <br /> [[Demoman]]
 +
! {{item icon|Chargin' Targe|100px}}<br />'''[[Chargin' Targe]]'''
 +
! N/A
 +
! Melee attacks at the from a medium distance charge mini-crit.
 
|-
 
|-
| style="background:#EEE8AA;" | '''Applied to:''' Player + Targeted teammate
+
! {{Icon class|Heavy}} <br /> [[Heavy]]
 +
! {{item icon|Buffalo Steak Sandvich|100px}}<br />'''[[Buffalo Steak Sandvich]]'''
 +
! 15 s
 +
! On consumption the Heavy and gives and receives all damage in mini-crits for 6 seconds. Weapons also have a lightning effect as if under a full crit boost. While under the effect the Heavy receives a speed boost and is forced to equip a his melee weapon.
 +
|}
 +
 
 +
 
 +
 
 +
 
 +
==='''[[Overheal]]'''===
 +
An overhealed player's health is above 100% (limited to 150%). Overhealed players produce health icon-shaped, team-colored particles. Overhealed players' health decays back to 100% over time if not continuously healed.
 +
 
 +
{| class="wikitable grid" width="75%"
 +
! class="header" width="10%" style="text-align: center;" | Class
 +
! class="header" width="20%" |
 +
! class="header" width="70%" | Notes
 
|-
 
|-
! rowspan="3"| {{Icon class|Heavy}} <br /> [[Heavy]]
+
! rowspan="2"| {{Icon class|Medic}} <br /> [[Medic]]
! {{item icon|Killing Gloves of Boxing|100px}}<br />'''[[Killing Gloves of Boxing]]'''
+
! {{item icon|Medi Gun|100px}}<br />'''[[Medi Gun]]'''
 +
! The Medic can overheal his patient simply by continuously healing them.
 
|-
 
|-
| style="background:#EEE8AA;" | '''Effect Duration:''' 5 s
+
! {{item icon|Kritzkrieg|100px}}<br />'''[[Kritzkrieg]]'''
 +
! The Medic can overheal his patient simply by continuously healing them.
 
|-
 
|-
| style="background:#EEE8AA;" | '''Applied to:''' Player
+
! {{Icon class|Pyro}} <br /> [[Pyro]]
 +
! {{item icon|Powerjack|100px}}<br />'''[[Powerjack]]'''
 +
! When the Pyro strikes a killing blow with the Powerjack he receives a +75 health boost that can overheal him.
 
|-
 
|-
 
! rowspan="2"| {{Icon class|Demoman}} <br /> [[Demoman]]
 
! rowspan="2"| {{Icon class|Demoman}} <br /> [[Demoman]]
! {{item icon|Chargin' Targe|100px}}<br />'''[[Chargin' Targe]]'''
+
! {{item icon|Eyelander|100px}}<br />'''[[Eyelander]]'''
 +
! If the Demoman has already collected four heads and any subsequent decapitations will heal the Demoman +15 health that can overheal him.
 +
|-
 +
! {{item icon|Horseless Headless Horsemann's Headtaker|100px}}<br />'''[[Horseless Headless Horsemann's Headtaker]]'''
 +
! Exact same as Eyelander.
 
|-
 
|-
| style="background:#EEE8AA;" | '''Applied to:''' Player
+
! {{Icon class|Heavy}} <br /> [[Heavy]]
 +
! {{item icon|Dalokohs Bar|100px}}<br />'''[[Dalokohs Bar]]'''
 +
! On consumption the bar does not techically overheal the Heavy but gives him +50 maximum health for 30 seconds. This does not increase him maximum overheal.
 
|-
 
|-
! rowspan="3"| {{Icon class|Engineer}} <br /> [[Engineer]]
+
! {{Icon class|Spy}} <br /> [[Spy]]
! {{item icon|Frontier Justice|100px}}<br />'''[[Frontier Justice]]'''
+
! {{item icon|Conniver's Kunai|100px}}<br />'''[[Conniver's Kunai]]'''
 +
! When the Spy [[backstab|backstabs]] an enemy with this weapon he absorbs their health to a maximum overheal of 300% but overheal by other means is limited to the normal 150%. The kunai also reduces the Spy's maximum health by 65.
 +
|}
 +
 
 +
 
 +
 
 +
 
 +
==='''[[Bonk!_Atomic_Punch|Evasion]]'''===
 +
Evasion prevents enemy weapons from damaging a player, though it has no impact on knock back or the induction of status effects. Evasive players produce an afterimage distortion effect behind them, and attacks against them cause flashes of text indicating misses.
 +
{| class="wikitable grid" width="75%"
 +
! class="header" width="10%" style="text-align: center;" | Class
 +
! class="header" width="20%" |
 +
! class="header" width="1%" | Duration
 +
! class="header" width="69%" | Notes
 
|-
 
|-
| style="background:#EEE8AA;" | '''Effect Duration:''' ∞
+
! {{Icon class|Scout}} <br /> [[Scout]]
 +
! |{{item icon|Bonk! Atomic Punch|100px}}<br />'''[[Bonk! Atomic Punch]]'''
 +
! 6 s
 +
! On consumption the Scout is forced into a third person view for 6 seconds and cannot attack except by the [[Sandman]]'s taunt kill. He also becomes immune to damage from non-environmental sources.
 +
|}
 +
 
 +
 
 +
 
 +
 
 +
==='''[[Battalion's Backup|Damage Softening]]'''===
 +
Players benefiting from damage softening are immune to extra damage and knock back from Critical hits and Mini-Crits, and take 35% reduced weapon damage overall. Such players have a glowing ring around their feet.
 +
{| class="wikitable grid" width="75%"
 +
! class="header" width="10%" style="text-align: center;" | Class
 +
! class="header" width="20%" |
 +
! class="header" width="1%" | Duration
 +
! class="header" width="69%" | Notes
 
|-
 
|-
| style="background:#EEE8AA;" | '''Applied to:''' Player (Frontier Justice only)
+
! {{Icon class|Soldier}} <br /> [[Soldier]]
 +
! |{{item icon|Battalion's Backup|100px}}<br />'''[[Battalion's Backup]]'''
 +
! 10 s
 +
! When activated by a Soldier with a full Rage bar, the Solider grants himself and all nearby allies damage softening. Glowing rings radiate from the feet of affected players to denote an area of effect buff.
 
|}
 
|}
 +
  
 
==Negative==
 
==Negative==
 +
 +
==='''[[Fire|Afterburn]]'''===
 +
A burning player takes damage over time (an effect known as "afterburn"), to which Pyros are immune. From most sources, this deals 3 damage every half-second over 10 seconds for a total of 60 damage (Degreaser only deals 2 damage at a time, totaling 40). Can be removed by jumping in water, [[Flamethrower|airblast]], [[Jarate]], [[Mad Milk|Milk]], [[Dead Ringer|feigning death]] and health pickups and some more to add.
 +
 +
{| class="wikitable grid" width="75%"
 +
! class="header" width="10%" style="text-align: center;" | Class
 +
! class="header" width="20%" | Weapon
 +
! class="header" width="1%" | Duration
 +
! class="header" width="70%" | Damage (Notes)
 +
|-
 +
! rowspan="5"| {{Icon class|Pyro}} <br /> [[Pyro]]
 +
! {{item icon|Flamethrower|100px}}<br />'''[[Flamethrower]]'''
 +
! 10 s
 +
! 3 per tick, 60 total.
 +
|-
 +
! {{item icon|Backburner|100px}}<br />'''[[Backburner]]'''
 +
! 10 s
 +
! 3 per tick, 60 total.
 +
|-
 +
! {{item icon|Degreaser|100px}}<br />'''[[Degreaser]]'''
 +
! 10 s
 +
! 2.25 per tick, 45 total.
 +
|-
 +
! {{item icon|Flare Gun|100px}}<br />'''[[Flare Gun]]'''
 +
! 10 s
 +
! 3 per tick, 60 total.
 +
|-
 +
! {{item icon|Sharpened Volcano Fragment|100px}}<br />'''[[Sharpened Volcano Fragment]]'''
 +
! 10 s
 +
! 3 per tick, 60 total.
 +
|-
 +
! {{Icon class|Sniper}} <br /> [[Sniper]]
 +
! {{item icon|Huntsman|100px}}<br />'''[[Huntsman]]'''
 +
! 10 s
 +
! 3 per tick, 60 total. (Arrow most be lit by [[Pyro]] or by the torches in [[DeGroot Keep]])
 +
|}
 +
 +
__NOINDEX__

Latest revision as of 16:41, 23 April 2023

Status effects are temporary weapon-induced conditions that alter the player's properties and stats.


Beneficial

Beneficial status effects aid the player in some way. Positive status effects can be self-created or due to a teammate's action.



ÜberCharge

An ÜberCharged player is invulnerable to all forms of damage other than environmental hazards such as trains and falling into deep pits. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes.

Class Duration Notes
Leaderboard class medic.png
Medic
Medigun
Medigun
8 s Activated by a Medic when the ÜberCharge meter is full. Applies to Medic and patient. If the Medic changes weapon during the ÜberCharge the effect will be interrupted but the meter will continue to drain.



Crit boost

All attacks from a player under the effects of a Crit boost result in Critical hits. The weapons of such a player glow with team-color electricity. Weapons that do not ordinarily have critical shots, such as the Eyelander, will do so when the weilder is under the effects of a crit boost.

Class Duration Notes
Leaderboard class medic.png
Medic
Kritzkrieg
Kritzkrieg
8 s Activated by a Medic when the ÜberCharge meter is full. Applies to Medic and patient. If the Medic changes weapon during the ÜberCharge the effect will be interrupted but the meter will continue to drain.
Leaderboard class heavy.png
Heavy
Killing Gloves of Boxing
Killing Gloves of Boxing
5 s When the Heavy scores a killing blow with the KGB the effect is applied to all weapons for 5 seconds.
Leaderboard class demoman.png
Demoman
Chargin' Targe
Chargin' Targe
N/A Melee attacks at the end of a long distance charge are critical.
Leaderboard class engineer.png
Engineer
Frontier Justice
Frontier Justice
When the Engineer's Sentry Gun is destroyed he receives a number of Revenge Crits equal to the amount of assist kills plus twice the amount of kills his Sentry had achieved before being destroyed. This weapon receives an indefinite crit boost until all Revenge Crits are used.
All classes Intel red idle.png
Intelligence Capture
10 s On capturing the briefcase all members of a team will receive a 10 second crit boost.
Tf scout first blood.png
First Blood
5 s On achieving the first kill of an Arena match the player will be rewarded with a 5 second crit boost.
Pumpkin.png
Pumpkit
3.2 s Dropped by dead players during the annual Halloween event. Players receive a short crit boost on pickup. Unique to the Harvest Event and Mann Manor maps.


Humiliation


15 s During Humiliation all players on the winning team receive a crit boost to allow them to easily hunt down and kill helpless defeated enemies.

Mini-Crit boost

All attacks from a player under the effects of a mini-crit boost result in mini-crits. The weapons of player under a mini-crit boost glow a mint-green if the player is on BLU or a gold-orange colour for RED.

Class Duration Notes
Leaderboard class scout.png
Scout
Crit-a-Cola
Crit-a-Cola
6 s On consumption the Scout and gives and receives all damage in mini-crits for 6 seconds. Weapons also have a lightning effect as if under a full crit boost.
Leaderboard class soldier.png
Solder
Buff Banner
Buff Banner
10 s When activated by a Soldier with a full Rage bar, the Solider grants himself and all nearby allies a mini-crit boost. Glowing rings radiate from the feet of affected players to denote an area of effect buff.
Leaderboard class demoman.png
Demoman
Chargin' Targe
Chargin' Targe
N/A Melee attacks at the from a medium distance charge mini-crit.
Leaderboard class heavy.png
Heavy
Buffalo Steak Sandvich
Buffalo Steak Sandvich
15 s On consumption the Heavy and gives and receives all damage in mini-crits for 6 seconds. Weapons also have a lightning effect as if under a full crit boost. While under the effect the Heavy receives a speed boost and is forced to equip a his melee weapon.



Overheal

An overhealed player's health is above 100% (limited to 150%). Overhealed players produce health icon-shaped, team-colored particles. Overhealed players' health decays back to 100% over time if not continuously healed.

Class Notes
Leaderboard class medic.png
Medic
Medi Gun
Medi Gun
The Medic can overheal his patient simply by continuously healing them.
Kritzkrieg
Kritzkrieg
The Medic can overheal his patient simply by continuously healing them.
Leaderboard class pyro.png
Pyro
Powerjack
Powerjack
When the Pyro strikes a killing blow with the Powerjack he receives a +75 health boost that can overheal him.
Leaderboard class demoman.png
Demoman
Eyelander
Eyelander
If the Demoman has already collected four heads and any subsequent decapitations will heal the Demoman +15 health that can overheal him.
Horseless Headless Horsemann's Headtaker
Horseless Headless Horsemann's Headtaker
Exact same as Eyelander.
Leaderboard class heavy.png
Heavy
Dalokohs Bar
Dalokohs Bar
On consumption the bar does not techically overheal the Heavy but gives him +50 maximum health for 30 seconds. This does not increase him maximum overheal.
Leaderboard class spy.png
Spy
Conniver's Kunai
Conniver's Kunai
When the Spy backstabs an enemy with this weapon he absorbs their health to a maximum overheal of 300% but overheal by other means is limited to the normal 150%. The kunai also reduces the Spy's maximum health by 65.



Evasion

Evasion prevents enemy weapons from damaging a player, though it has no impact on knock back or the induction of status effects. Evasive players produce an afterimage distortion effect behind them, and attacks against them cause flashes of text indicating misses.

Class Duration Notes
Leaderboard class scout.png
Scout
Bonk! Atomic Punch
Bonk! Atomic Punch
6 s On consumption the Scout is forced into a third person view for 6 seconds and cannot attack except by the Sandman's taunt kill. He also becomes immune to damage from non-environmental sources.



Damage Softening

Players benefiting from damage softening are immune to extra damage and knock back from Critical hits and Mini-Crits, and take 35% reduced weapon damage overall. Such players have a glowing ring around their feet.

Class Duration Notes
Leaderboard class soldier.png
Soldier
Battalion's Backup
Battalion's Backup
10 s When activated by a Soldier with a full Rage bar, the Solider grants himself and all nearby allies damage softening. Glowing rings radiate from the feet of affected players to denote an area of effect buff.


Negative

Afterburn

A burning player takes damage over time (an effect known as "afterburn"), to which Pyros are immune. From most sources, this deals 3 damage every half-second over 10 seconds for a total of 60 damage (Degreaser only deals 2 damage at a time, totaling 40). Can be removed by jumping in water, airblast, Jarate, Milk, feigning death and health pickups and some more to add.

Class Weapon Duration Damage (Notes)
Leaderboard class pyro.png
Pyro
Flamethrower
Flamethrower
10 s 3 per tick, 60 total.
Backburner
Backburner
10 s 3 per tick, 60 total.
Degreaser
Degreaser
10 s 2.25 per tick, 45 total.
Flare Gun
Flare Gun
10 s 3 per tick, 60 total.
Sharpened Volcano Fragment
Sharpened Volcano Fragment
10 s 3 per tick, 60 total.
Leaderboard class sniper.png
Sniper
Huntsman
Huntsman
10 s 3 per tick, 60 total. (Arrow most be lit by Pyro or by the torches in DeGroot Keep)