Fire damage, that increases fire damage as percentage, post damage reductions.
Every 4 fire damage done (post reductions and before burnt multiplication) will increase fire vulnerability by 1%, up until maximum of 100.
Duration will be refreshed each time fire damage received along with the stacking vulnerability.
Irremediable
Duration 10 seconds.
Non-stacking plasma damage, that reduces healing.
Heal reduce effect:
Max effect for First Aid can be 75%. (Medic and Field Medic perks bypass 1/3 of effect (25%) each)
Max effect for Stimpak and other chemical healing methods: up to 67% reduction, but critters with Chem Reliant perk ignore reduce effect
Calculations:
In short bigger effect overwrites, smaller effect prolongs current effect.
Lower plasma damage done (than current effect) before duration runs out, will refresh the duration.
Higher plasma damage done (than current effect), will both update the healing reduction and reset duration.
Shocked
Electric damage that will drain the current AP of target based on damage and disable run for target for less than 4 seconds depending on their ST and attack type.
Effect can only occur once every 4 seconds.
Action Points drain
AP drained equal to 2 + Random(0, electric damage / 20) rounded down
AP drained from EMP grenades is random 1-3
Shocked / Disable run effect:
Duration = Random(950, 1250) + (10 - ST) * 250 milliseconds, roughly between 1 - 3.5 seconds depending on random and target ST value.
Duration on NPC = 3 + duration * 5;
EMP grenades duration is reduced by 0.5 seconds compared to melee or shotgun emp.
Medic and Field Medic perk can bypass some of the healing reduction effect when using First Aid.
Using Doctor on target could remove the fire vulnerability, irremediable or shock effect.
Introduce following effects for damage types:
Burnt
Irremediable
Shocked
Medic and Field Medic perk can bypass some of the healing reduction effect when using First Aid. Using Doctor on target could remove the fire vulnerability, irremediable or shock effect.