Mechanics[edit | edit source]
The player can only have a certain number of mutations at once. Each area cleared in a run allows one more mutation, up to a total of 3 (unless in custom mode, where many more can be picked). However, the player can spend gold between levels to remove all current mutations, allowing a new choice of mutations to replace the old set. The price to do this starts at 1,000 and doubles with each reset, until the cost reaches 8,000 gold, at which point it will stop increasing.
Most mutations are associated with and scale their benefits with a specific stat. That is, mutations' base damage and/or healing magnitudes are multiplied by 1.15n-1, where n is the current level of the appropriate stat, rounded to produce the final amount.
For example, if a Brutality mutation provides an extra 90 base DPS and the player's Brutality is 2, the final extra DPS is 90 × 1.152-1 = 90 × 1.15 = 103.5 ≈ 104). Note that damage and DPS bonuses from mutations are not affected by gear-specific damage bonuses or Affixes.
Colorless mutations have fixed benefits unaffected by Stats, except for Instinct of the Master of Arms.
As of v1.9, skills can no longer be used to activate mutations that lower their cooldowns when killing enemies, such as 'Hunter's Instinct', but will still activate ones like 'Heart of Ice' or 'Instinct of the Master of Arms', as they are not activated when killing enemies.
List of Mutations[edit | edit source]
Brutality Mutations[edit | edit source]
|Killer Instinct||Reduces the cooldown of your skills by [0.4 base, 3 max] sec for each enemy killed in hand to hand combat.||N/A (Always available)||N/A||Only activated when an enemy dies to a melee attack. Caps out at 25+ Brutality.|
|Combo||+[15% base] damage for 8 seconds after killing an enemy.||N/A (Always available)||N/A||This mutation is not restricted to melee weapons.|
|Vengeance||+[15% base] damage dealt for 8 seconds and -60% damage taken for 3 seconds after taking damage.||N/A (Always available)||N/A||Damage is added at most once every 0.2 seconds.|
|Melee||Melee attacks slow down enemies for [0.26s base, 0.8s max].||The Concierge (5th kill)||50||The slow down duration increase starts at 0.2s with a cap of 0.8s at 11+ Brutality.
Before v1.2, this mutation worked differently: it added DPS if you were near two or more enemies.
Before v2.1, this mutation would also grant 1 second of Malaise protection against the enemy that would be slowed down.
|Open Wounds||Your close combat attacks inflict bleeding ([18 base] DPS for 1.5 seconds)||Lacerator (0.4%)||50||Close combat attacks are with weapons from the "melee" category. Replaced Sadism in v1.1.|
|Tainted Flask||Using a health flask adds +[20% base] damage to your attacks for 12 sec. If your flask is empty it will refill after killing [12 base, 4 max] "Elite" enemies.||The Time Keeper (6th kill)||50||Amount of Elites needed to kill start at 12 with a cap of 4 at 28+ Brutality.
Before v1.1, this mutation also reduced flask healing to 30% of maximum health.
Before v1.2, this mutation did not refill itself after killing certain amount of Elites.
Before v1.4, this mutation did not have a cap, but also had base value of 15.
|Adrenalin||Your melee attacks give you back a small amount of HP depending on attack damage for 3 seconds after dodging an attack at the last moment.||Rampager (1.7%)||100||The healing percentage that mutation provides starts at 0.0015% per attack damage point and is capped at 0.015% at 30+ Brutality.|
|Frenzy||Your melee attacks give you back a small amount of HP depending on attack damage as long as you have an active speed buff.||Found behind Timed Door (closes after 2 minutes) in transition before Toxic Sewers||50||The healing percentage that the mutation provides starts at 0.0012% per attack damage point and is capped at 0.008% at 37+ Brutality.|
|Scheme||Your next melee attack after using a skill inflict +[180 base] damage.||Sweeper (10%)||50||Damage buff wears off after 8 seconds of not attacking.
Before v2.1, this mutation scaled with Tactics.
|Initiative||Your first melee strike against an enemy inflicts +[100 base] damage.||Royal Guard (10%)||50||Every initial hit from a melee weapon against each enemy will receive this damage boost.
Before v2.1, this mutation scaled with Tactics.
|Predator||Killing an enemy with a melee strike makes you invisible for [1 base, 3.5 max] seconds.||Automaton (10%)||50||Triggers on kills within 0.05s of a melee hit.
Invisibility duration starts at 1 second with a cap of 3.5 seconds at 23+ Survival.
Before v2.1, this mutation scaled with Tactics.
|Porcupack||Rolling through enemies attacks them with the melee weapon in backpack for [50% base] of the usual damages.||Rancid Rat (0.4%)||80||Increases by 1% with each Stat. Scaling has no cap. Has a cooldown of 3 seconds after using.|
Tactics Mutations[edit | edit source]
|Hunter's Instinct||Decreases skill cooldowns by [0.3 base] sec for each enemy killed without using melee attacks.||N/A (Always available)||N/A||Reduces your skill cooldowns when you kill an enemy with a weapon from the "Ranged" category. The effect starts at 0.3 sec with a cap of 2.5 seconds at 19+ Tactics.
Replaces Efficiency as of v1.1.
|Support||+[10% base] damage if you're close to a deployed skill.||N/A (Always available)||N/A||"Nearby" is defined as close enough to power a deployed skill (within 9 tiles of the deployable). Proximity is checked every 0.2 seconds, and damage is added at most once every 0.33 seconds.|
|Parting Gift||Causes a bomb ([75 base] damage) to appear when you kill an enemy with a non-melee attack.||Secret area in Graveyard||100||Bomb takes 0.7 seconds to detonate. It has a 6-tile explosion radius.|
|Tranquility||+[25% base] damage if there are no enemies near you.||N/A (Always available)||N/A||Enemies within 5 tiles count as "nearby" and stop this mutation. Proximity is checked every 0.2 seconds, and damage is added at most once every 0.33 seconds.|
|Ripper||Hand to hand attacks cause 3 arrows stuck in the attacked enemy to fall out, each one dealing [95 base] damage.||Secret area in Promenade of the Condemned||100||Stomping on an enemy also triggers this mutation.|
|Ranger's Gear||Your next ranged attack after using a skill inflicts [180 base] damage.||Dancer (10%)||50||Damage buff wears off after 8 seconds of not attacking.|
|Networking||Enemies with arrows stuck in them share [20% base, 75% max] of the damage they receive.||Purulent Zombie (Graveyard) (10%)||50||Percentage of damage shared starts at 20% with a cap of 75% at 29+ Tactics.|
|Crow's Foot||Rolling leaves 3 crow's feet behind you (with a maximum of 9), inflicting [50 base] damage and slowing the enemies for 1.5 seconds.||Drops from the chest inside of a Challenge Rift||50||Each crow's foot will reset the duration of the slowing inflicted on the enemy.|
|Tactical Retreat||Dodging an attack at the last moment slows down nearby enemies for [1 base, 3 max] seconds.||Slammer (10%)||100||This mutation applies slow down in a 15 tile radius.
Slow down from last-moment dodge duration starts at 1 second with a cap of 3 seconds at 25+ Tactics.
Before v2.1, this mutation would also grant 3 seconds of Malaise protection agains every enemy that had been slowed down.
|Acrobatipack||Attacking after rolling with a ranged weapon in your backpack fires a projectile of said weapon, dealing [25% base] of the usual damages.||Demolisher (10%)||120||Increases by 1% with each Stat. Scaling has no cap. Has a cooldown of 3 seconds after using, and projectiles created by it stay around for 60 seconds.|
Survival Mutations[edit | edit source]
|Soldier Resistance||Increase your health by [2% base, 25% max].||Guardian Knight (1.7%)||100||The health increase starts at 2% with a cap of 25% at 19+ Survival.
Before v1.2, this mutation did not increase the cooldown time before you could get infected again.
Before v2.1, this mutation scaled with Brutality and would grant Malaise protection every 1.2 seconds.
|Berserker||Killing an enemy with a melee attack reduces the damage you take by [10% base, 60% max] for 5 sec.||Failed Experiment (0.4%)||100||The damage reduction increase starts at 10% with a cap of 60% at 14+ Survival.
Before v2.1, this mutation scaled with Brutality and would grant 3 seconds of Malaise protection for every time an enemy was killed.
|Blind Faith||Reduces the cooldown on your skills by [2.5 base, 5 max] sec with each successful parry.||N/A (Always available)||N/A||Starts at 2.5 seconds with a cap of 5 seconds at 25+ Survival.
Part of the overhaul of cooldown reduction mechanics in v1.1.
|Counterattack||The attack following a successful parry inflicts +[180 base] damage.||N/A (Always available)||N/A||Damage only added to the first attack within 8 seconds after a parry. Final added damage is always rounded up.|
|What Doesn't Kill Me||Recover [1% base, 3% max] HP after parrying a melee attack.||Disgusting Worm (100%)||50||Healing can only occur once every so often per enemy. Starts at 1% health with a cap of 3% at 24 Survival. Cooldown is 1 minute per enemy, this does not scale with stats.
Before v1.1, healed a set number instead of a percentage.
|Necromancy||Recover [0.2% base, 1.7% max] HP when an enemy dies, up to 50% HP.||N/A (Always available)||N/A||Final healing is always rounded up. Starts at 0.2% health with a cap of 1.7% at 33+ Survival. Reduces your infection by 4 on boss kill (not affected by Dead Inside mutation). Does not work on summoned enemies.
Before v1.1, healed a set number instead of a percentage.
Before v1.2, did not heal infection upon boss kill.
With v1.9, it can no longer heal above 50% of the player's max HP.
|Extended Healing||Your health flask heals 85%, its effect is spread over 15 seconds and you deal + [25% base] damage during this time.||Secret area in Ossuary||100||Using it with Emergency Triage will make the effects merge: 65% healing spread over 15 seconds, scaling damage boost from Extended, elites have a chance to heal some malaise, use speed is 300% faster and it protects you for 3 seconds.
Before v1.2, this mutation did not change how much flask heals you.
Before v2.1, Elites had a 30% chance of dropping a Small Cough Syrup upon being killed, which healed 1 infection upon pickup.
|Gastronomy||The effect of food increases by +100%. If you recycle food you deal +[10% base] damage for 300 seconds.||Conjunctivius (4th kill)||50||The food-recycling damage buff stacks if multiple food items are recycled.
Damage is added at most once every 0.33 seconds. Final added DPS is always rounded up.
Does not increase the amount of Malaise removed.
|Spite||Successful parries and reflected shots inflict [120 base] damage.||Secret area in transition to Toxic Sewers||100||Normal reflected shots deal 80 base damage, so this increases reflect damage by 50%.|
|Frostbite||Enemies suffer [40 base] DPS while they are slowed down.||Buzzcutter (10%)||100||Synergizes with Melee mutation.|
|Heart of Ice||Attacking a frozen, stunned or rooted enemy at close range reduces skill cooldowns by [1 base, 3 max] sec. Works with both melee and ranged weapons.||Pirate Captain (10%)||50||Starts at 1 second with a cap of 3 seconds at 21+ Survival. Synergizes with the Melee mutation.
Only works on melee attacks.
|Kill Rhythm||Alternate weapons to increase your attack speed by [15% base] in 2 seconds.||Oven Knight (0.4%)||150||Increases by 1% with each Stat. Scaling has no cap. The mutation's duration and attack speed do not stack when switching weapon back and forth.|
|Armadillopack||Rolling also parries attack and projectiles with the shield in your backpack, for [10% base] of the usual damages.||Thorny (1.7%)||100||Increases by 1.5% with each Stat. Scaling has no cap. Has a range of 3 tiles directly in front of the player, and a cooldown of 3 seconds after using.|
Colorless Mutations[edit | edit source]
|Instinct of the Master of Arms||Reduces the cooldown on your skills by [0.08 base] sec with each critical hit.||N/A (Always available)||N/A||Skill cooldowns are reduced at most once every 0.45 seconds. Starts at 0.08 seconds and increases by 0.04 with each Stat until a cap of 1 sec at 24+ Stats.
Added as part of the overhaul of cooldown reduction mechanics in v1.1.
|Ammo||Ammo for your weapons x 2.||The Concierge (6th kill)||50||Does not affect ammo from the Extra Ammo Affix. Some weapons that have limited ammo are not affected by this mutation.|
|Saves you ONE TIME if you die prematurely. Cannot be dropped once picked up.||N/A (Always available, but only obtainable after exiting the Prisoners' Quarters and before entering either second stage. It can be re-obtained immediately after resetting mutations.)||N/A||Upon taking lethal damage which does not trigger sudden death prevention, freezes nearby enemies, returns you to 25% of maximum health, cleanses accumulated malaise and destroys itself. Once used, you cannot take another mutation in its place, locking this mutation slot for the rest of the run. Does not protect against death by curse. If the heart icon is red, the mutation is active; a rotten heart icon means it was used.|
|Recovery||Time available to recover your health after a hit is multiplied by 2.||Conjunctivius (5th kill)||50||Rally health now drains 0.16 seconds (usually 0.08) after taking damage, at a rate of 15% of maximum health per second (usually 30% maximum health/s).|
|Emergency Triage||Health potions only restore 45% HP but their use speed is increased by 300% and it completely protects you for 3 sec.||The Time Keeper (8th kill)||100||Before the Baguette Update, did not reduce the amount flasks healed.
Using it with Extended Healing will make the effects merge: 65% healing spread over 15 seconds, scaling damage boost from Extended, elites have a chance to heal some malaise, use speed is 300% faster and it protects you for 3 seconds.
|Velocity||Running speed duration bonus (for kill combo) multiplied by 3.||The Time Keeper (5th kill)||50||Base duration of the speed bonus is 10 seconds.|
|Dead Inside||HP is increased by 50%, but the efficiency of all sources of healing (food, mutations or health potions) is cut in half.||Lancer (1.7%)||100||Before v1.1, it increased HP by 30% but allowed food to heal.
Before v1.2, it did not increase the infection counter.
Before v1.9, this mutation was unlocked from the beginning of the game. Any save file that was started before this version will have the mutation already and thus will not require getting its blueprint from Lancers on 4+ BSC.
Before v2.1, this mutation increased the Malaise bar by 6 points and prevented all food from healing HP.
|Alienation||Reducing a curse restores 5% HP but increases the number of enemies required to lift the curse by 50%.||The Concierge (7th kill)||50||Each instance of healing occurs over 2 seconds.
Before v1.5, did not grant Malaise reduction for 5 kills while cursed, and before v1.1, did not require more kills to remove a curse and granted 10% HP for each enemy defeated.
If combined with Acceptance, the latter scales on the modified curse value, rounded up.
Before v2.1, this mutation would decrease the Malaise every time a curse was reduced 5 times.
|Acceptance||Removing a curse requires killing 50% less enemies. Consuming food curses you.||Requires 3+ BSC. First, gather all 3 Gardener's Keys in Promenade of the Condemned, then go through the Ramparts, the Graveyard, and the Forgotten Sepulcher for the Moonflower Keys. They are hidden in secret areas and locked behind doors which each require Gardener's Keys.
In High Peak Castle, there is a secret area containing the blueprint in exchange for the Moonflower Keys.
|200||Consuming food gives you 5 curse. Before v1.1, only reduced the amount of kills to remove curses.
If combined with Alienation, the latter scales on the modified curse value, rounded up.
|Masochist||Trap damage is capped at 10% of your max HP. When hit by a trap your movement speed increases by 20% for 20 sec.||Deep pit in Slumbering Sanctuary, with spikes on the bottom and very thin platform at the middle of the pit. After you fall down, climb up walls until you see a secret passage with blueprint.||100||Independent of the usual speed buff. Before v1.1, only reduced damage by 80%.|
|Disengagement||If your HP falls below 20%, a force field protects you for 5 sec. Can only be used every 120 sec.||Chamber in the start of Prisoners' Quarters which can only be accessed with the Homunculus Rune.||200||Triggers with Darkness and Poison damage, but does not protect against them.
Does not seem to prevent death in cases where a single hit does enough damage to directly take the player all the way below 0% HP in one fell swoop; for example, if the player is at 25% HP and then takes a massive individual hit for ~30% damage.[a]
Will actually heal the player up to 20% if the player is below 20% HP, has allowed the cooldown time to pass, and then takes damage with the mutation active once again.[b]
Effect scaling of mutations[edit | edit source]
Cooldown reduction mutations[edit | edit source]
In this table, you will find the effect value (in seconds) of the cooldown reduction mutations based on your Stats.
- Killer Instinct starts at 0.4 second and caps at 3 seconds CDR with 25+ Brutality. The formula is [base value] + [(stats - 1) x 0,11].
- Hunter's Instinct starts at 0.3 second and caps at 2.5 seconds with 19+ Tactics. The formula is [base value] + [(stats - 1) x 0,12].
- Blind Faith starts at 2.5 seconds and caps at 5 seconds CDR with 25+ Survival. The formula is [base value] + [(stats - 1) x 0,105].
- Heart of Ice starts at 1 second and caps at 3 seconds CDR with 21+ Survival. The formula is [base value] + [(stats - 1) x 0,105].
- Instinct of the Master of Arms starts at 0.08 second and caps at 1 second CDR with 24 stats of any color. The formula [base value] + [(stats - 1) x 0,04].
|Number of stats||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25+|
|Killer Instinct (Brutality)||0.4s||0.51s||0.62s||0.73s||0.84s||0.95s||1.1s||1.2s||1.3s||1.4s||1.5s||1.6s||1.7s||1.8s||1.9s||2.1s||2.2s||2.3s||2.4s||2.5s||2.6s||2.7s||2.8s||2.9s||3s|
|Hunter's Instinct (Tactics)||0.3s||0.42s||0.54s||0.66s||0.78s||0.9s||1s||1.1s||1.3s||1.4s||1.5s||1.6s||1.7s||1.9s||2s||2.1s||2.2s||2.3s||2.5s|
|Blind Faith (Survival)||2.5s||2.6s||2.7s||2.8s||2.9s||3s||3.1s||3.2s||3.3s||3.4s||3.6s||3.7s||3.8s||3.9s||4s||4.1s||4.2s||4.3s||4.4s||4.5s||4.6s||4.7s||4.8s||4.9s||5s|
|Heart of Ice (Survival)||1s||1.105s||1.21s||1.315s||1.42s||1.525s||1.63s||1.735s||1.84s||1.945s||2.05||2.155s||2.26s||2.365s||2.47s||2.575s||2.68s||2.785s||2.89s||2.995s||3s|
|Instinct of the Master of Arms (Colorless)||0.08s||0.12s||0.16s||0.20s||0.24s||0.28s||0.32s||0.36s||0.40s||0.44s||0.48s||0.52s||0.56s||0.60s||0.64s||0.68s||0.72s||0.76s||0.80s||0.84s||0.88s||0.92s||0.96s||1s|
Health mutations[edit | edit source]
In this table, you will find the heal value (in % of total HP) of the health mutations based on your Stats.
- Soldier's Resistance increases your health by a % of your total HP, starting at 2% and capping at 25% with 19+ Survival.
- Adrenalin heals a % of your total HP based on percentage multiplied by base total damage of a single hit after dodging at the last second. Percentage provided by mutation starts at 0.0015% and is capped at 0.015% with 30+ Brutality.
- Frenzy heals a % of total HP based on percentage multiplied by the base total damage of a single hit if you are currently under speed buff. Percentage provided by mutation starts at 0.0012% and is capped at 0.008% with 37+ Brutality.
- What Doesn't Kill Me heals a percentage of your total HP after a parry, starting at 1% and capping at 3% with 24+ Survival.
- Necromancy heals a % of your total HP after killing an enemy, starting at 0.2% and capping at 1.7% with 33+ Survival.
Soldier Resistance's scaling follows the classic formula used for calculation of DPS (see DPS mutations), which is [base value] × 1.15(Stats-1). On the other hand, Adrenalin, Frenzy, What Doesn't Kill Me and Necromancy scale based on slightly different formulas, which are [base value] × 1.085(Stats-1), [base value] × 1.055(Stats-1), [base value] × 1.05(Stats-1) and [base value] × 1.07(Stats-1), respectively.
|Number of stats||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29||30||31||32||33||34||35||36||37+|
|Adrenalin (Brutality)||0.0015% per damage point||0.0016%||0.0017%||0.0019%||0.002%||0.0022%||0.0024%||0.0026%||0.0028%||0.0031%||0.0033%||0.0036%||0.0039%||0.0043%||0.0047%||0.005%||0.0055%||0.006%||0.0065%||0.007%||0.0076%||0.0083%||0.009%||0.0097%||0.01%||0.011%||0.012%||0.013%||0.014%||0.015%|
|Frenzy (Brutality)||0.0012% per damage point||0.00126%||0.0013%||0.0014%||0.00148%||0.0015%||0.0016%||0.0017%||0.0018%||0.0019%||0.002%||0.0021%||0.0022%||0.0024%||0.0025%||0.0026%||0.0028%||0.0029%||0.0031%||0.0033%||0.0035%||0.0036%||0.0038%||0.0041%||0.0043%||0.0045%||0.0048%||0.005%||0.0053%||0.0056%||0.0059%||0.0063%||0.0066%||0.007%||0.0074%||0.0078%||0.008%|
|Soldier's Resistance (Survival)||2%||2.3%||2.6%||3%||3.5%||4%||4.6%||5.3%||6.1%||7%||8.1%||9.3%||11%||12%||14%||16%||19%||22%||25%|
|What Doesn't Kill Me (Survival)||1%||1.05%||1.1%||1.15%||1,21%||1.27%||1.34%||1.4%||1.47%||1.55%||1.62%||1.71%||1.79%||1.88%||1.97%||2.07%||2.18%||2.29%||2.4%||2.52%||2.65%||2.78%||2.92%||3%|
Damage mutations[edit | edit source]
In this table, you will find the added DPS of mutations that add damage in certain conditions. Some of these mutations scale with the formula [Base DPS] × 1.15(Stats - 1)
For example, the Open Wounds mutation's base DPS is 18 and scales with Brutality. If you have 4 Brutality, the Open Wounds mutation will deal 18 × 1.15(4-1) = 27 DPS with each bleed effect it inflicts.
|Number of stats||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||//||35|
|Open Wounds||18 DPS||21||24||27||31||36||42||48||55||63||73||84||96||111||127||146||168||194||223||256||295||339||390||448||515||//||2084|
Other mutations[edit | edit source]
In this table, you will find the scaling of Melee, Berserker, Tainted Flask, Predator, and Tactical Retreat.
- Melee applies a slow down to enemies, which initially lasts for 0.2 second and caps at 0.8 second with 11+ Brutality.
- Berserker grants a % of damage reduction following a melee kill, which starts at 10% and caps at 60% with 14+ Survival.
- Tainted Flask, on top of its DPS scaling, can grant a flask recharge if the player's potion is empty. This is triggered upon killing a certain number of Elites which decreases proportionally with the number of Brutality stats, starting at 12 Elites and capping at 4 Elites with 28+ Brutality.
- Predator grants short invisibility after killing an enemy with a melee strike. The invisibility duration starts at 1 second and caps at 3.5 seconds with 23+ Brutality.
- Tactical Retreat slows down enemies within a 15 tile radius of the player upon dodging an attack at the last moment. The slowdown initially lasts for 1 second and caps at 3 seconds with 25+ Tactics.
For Melee and Berserker, the scaling formula is the same as for damage mutations, that is [Base value] × 1.15(Stats - 1).
For Tainted Flask, Predator, and Tactical Retreat, the formula is instead [base value] × 0.96(Stats - 1), [base value] × 1.06(Stats - 1), and [base value] × 1.048(Stats-1) (rounded), respectively.
|Number of stats||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29||30||//||35|
|Tainted Flask (Brutality)||12 Elites||12||12||11||11||10||10||10||9||9||8||8||8||8||7||7||7||6||6||6||6||6||5||5||5||5||5||4||//|
|Tactical Retreat (Tactics)||1s||1s||1.1s||1.2s||1.2s||1.3s||1.3s||1.4s||1.5s||1.5s||1.6s||1.7s||1.8s||1.8s||1.9s||2s||2.1s||2.2s||2.3s||2.4s||2.6s||2.7s||2.8s||2.9s||3s||//|
Removed Mutations[edit | edit source]
Removed from the game in v1.1 (December 2018/January 2019).
|Sadism||+[75 base] DPS if a nearby enemy is taking poison, bleed or burn damage.||Impaler (100%)||50||Enemies within 8 tiles count as "nearby". Proximity is checked once every o.2 seconds, and damage is added at most once every 0.33 seconds.|
|Fireworks Technician||-[30% base] cool down delay when using your Grenades.||N/A (always available)||N/A||Only Grenades benefit from this mutation.|
|Efficiency||-[30% base] cool down delay when using your skills (except for grenades).||N/A (always available)||N/A||Only Powers and Deployables benefit from this mutation.|
Fireworks Technician/Efficiency's scaling with Brutality/Tactics are given in the following table:
Notes[edit | edit source]
- This is based on in-game experience, and might only apply to cases in which the player is already below 20% HP when the damage is taken (see the other note for more information about Disengagement's quirky behavior at <20% health). Further testing is needed to confirm whether this can happen at any HP level, or only at low HP levels.
- Disengagement seems to be coded so that when it activates, aside from creating the force field effect, it sets the player's HP to exactly 20% (rather than strictly preventing it from dropping below 20%, as one might intuitively expect). So, when starting above 20% HP and taking damage, this logic effectively "prevents" the damage from dropping the player any further below 20% than it otherwise would; but when starting below 20% HP and taking damage, its result is instead to boost the player back up to the 20% level. This is very likely an unintentional effect.
References[edit | edit source]
Gear • Biomes (Map) • Enemies • Bosses • Mutations • Runes • Mechanics • Custom Mode