augment implants
Usage
augment After the tuffle race was eradicated by the saiyans,
scientists managed to bring them back from extinction using
DNA from the tuffle race. Their bodies were modified with
various cybernetic parts which made them stronger, faster,
and more intelligent.
Muscle Amplifiers: +PL, +STR, +DAMROLL
Kinetic Actuators: +PL, +SPD, +HITROLL, +FATIGUE
Neural Matrix: +PL, +INT, +WIS
Ki Conduits: +PL, +KI
Flourish: Restores Ki
Cladding: Armor Buff
Maximum Stat Increases: at full implants
Powerlevel: 250,000,000
STR, SPD, INT, WIS: 5,000 each
HITROLL, DAMROLL: 30,000 each
Fatigue: 150
Ki Pool: 15,000
PASSIVE ABILITIES: your implants do more than raise stats
Every one of these scales with how full your pools are, with no command
to use and nothing to activate. Type 'implant' to see all of them at
their current values.
Damage dealt: up to +40% (Muscle + Actuators)
Damage taken: up to -16.8% (all four pools)
Armour penetration: up to 12% (Ki Conduits)
Quicker recovery: up to 12% (Neural Matrix)
PL and Ki regen: scales with your average tier, in combat
Crafted gear: up to +18% (on gear you crafted)
Synergy: +2% a matched pair, +4% with both
SYNERGY: keep your paired pools level
Your pools are paired, Muscle with Actuators and Neural with
Ki Conduits. A pair that sits at the same tier pays 2% bonus damage
on everything you do, so 4% with both pairs matched. A pool below tier
2 never counts.
A tier is one tenth of that pool's own capacity, so a pair matches on the
same percentage filled and never on the same number. 5,000 Muscle and
2,000 Actuators are both halfway, both tier 5, and they match.
Filling one pool far ahead of its partner costs you the bonus until the
other catches up.
This much is free to every Tuffle. 'help synergy' covers the prestige
line that raises what a matched pair pays and loosens how closely the two
must match.
- You can not augment your body below 1,000,000 BasePL.
- Your own tier is a BasePL band, T1 through T10.
- You can not install an implant above your own tier.
- An implant must also be at least the pool's current tier, never below.
- How much a pool gains is the implant's own rating, not its tier.
- Pool ceilings are FIXED, not tier scaled, see the bars in 'implant'.
- Flourish bonus dependant on implant Tier/Rating.
- Cladding bonus dependant on implant Tier/Rating.
- 1 round cooldown if augment command used in combat.
- If an implant is not specified, one is chosen from inventory.
- T1-T3 Implants can be purchased in Central Cap, Eclipse Haven, Zero Nexus.