6/5/2023 0 Comments Hyperfocus driveWhenever you deal skill damage to an enemy test subject, drains some of their HP to recover your HP. Immobilizing a target increases all damage dealt to them by 12% for 5 seconds. Take 25% reduced damage when immobilized. Whenever you or your summons deal damage, recover HP equal to 28% and SP equal to 100% of the damage dealt.Īfter receiving a Critical Strike, take 30% reduced damage from subsequent Critical Strikes for 5 seconds. Whenever you or your summons deal damage, recover SP equal to 100% of the damage dealt. For each stack, your basic attacks deal 12/24/36 (Melee) or 8/16/24 (Ranged) additional cellular damage. Gain a stack (up to a maximum of 5 stacks) whenever you hit an enemy test subject with a basic attack. Casting a skill or performing a basic attack cancels this effect.ĭealing cellular damage (based on your max HP) to enemies behind the target of your basic attack. While you have a shield, your movement speed increases by 10%.Īfter using the Deploying Loop, gain 150%/150%/200% increased Movement Speed for 5/7/10 seconds. Heal Packs recover 30% more HP/SP and grants a 400 HP shield over 20 seconds. Hitting an enemy with a skill causes them to dance for 0.7/1/1.5 seconds. (Cooldown:30s)įor each Power Beacon under ally control, the effect of each Power Beacon gets increased by 8%/12%/20%. (Cooldown: 30s)Ĭasting a normal skill reduces the cooldown of this Infusion by 1 second.īecome Unstoppable for 3 seconds upon casting your Ultimate (R). (Cooldown: 30s)Ĭasting your Ultimate (R) reduces the cooldown of your normal skills by 30%/50%/80%. Create a swamp that slows enemies in it by 20%/40%/60%.ġ second after casting your weapon skill, deal 850 cellular damage over 2.5 seconds to all enemy test subjects within 4m. Upon dying, all enemy test subjects within a 4m range have their Defense reduced by 15% for 5 seconds. Gain 4%/6%/10% additional Skill Amplification for each Infusion attached. Skill Amplification increased by 5%/10%/15%. During Cooldown, Attack Power increases by 25 and Skill Amp by 35. Upon death, automatically revive with fully recovered HP and SP after 3 seconds. If you haven't received combat damage in the last 5 seconds, recover 6%/9%/12% of your missing HP and SP per second. Gain 10%/13%/16% Critical Strike Chance and 5%/8%/15% Critical Damage when below 50% HP. Increases maximum Cooldown Reduction by 6%/8%/10%. Increases Cooldown Reduction by 6%/10%/14%. Some infusions have a single rank, with standalone Tier II infusions costing 35 and Tier III costing 50. Infusions can be purchased and upgraded by spending Credits at the Synthesizer, with Tier I infusions costing 20, Tier II costing 25 and Tier III costing 30. There are 3 infusion ranks: Tier I (with Grey icons), Tier II (with Blue icons) and Tier III (with Purple icons). Similar to equippable items and augments, infusions grant constant passive effects that strengthen the character's offensive and defensive capabilities, or may grant some other useful effect for them and/or their team. Infusions in Eternal Return are an upgrades system exclusive to the Cobalt Protocol game mode. You can help Eternal Return Wiki by expanding it.
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