Paradox: Difference between revisions

Cleodoesart1 (talk | contribs)
m Gallery: Added typography for non-English languages to gallery
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Add Interactions, update some notes
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* The grenade starts pulsing if it hits an enemy mid-flight: heroes, troopers, objectives, or denizens. In that case it doesn't stick to the target but stays in the air where it made contact. It passes through allied units without hitting them.
* The grenade starts pulsing if it hits an enemy mid-flight: heroes, troopers, objectives, or denizens. In that case it doesn't stick to the target but stays in the air where it made contact. It passes through allied units without hitting them.
* There is no stacks limit and no cooldown between stacks. Casting grenade twice with {{ItemIcon|Echo Shard}} allows double stacking.
* There is no stacks limit and no cooldown between stacks. Casting grenade twice with {{ItemIcon|Echo Shard}} allows double stacking.
| interactions =
{{AbilityInteraction | interaction = Unstoppable | state = partial | text =
* The slow is suppressed.
* The stacking damage debuff is '''not''' suppressed or protected against by Unstoppable.
}}
}}
}}


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* Projectiles from abilities and items are affected. Ally abilities that deal weapon damage get the bonus damage.
* Projectiles from abilities and items are affected. Ally abilities that deal weapon damage get the bonus damage.
* A projectile cannot be affected by more than one wall. This means that stacking several walls (from T3) does not give extra damage.
* A projectile cannot be affected by more than one wall. This means that stacking several walls (from T3) does not give extra damage.
| interactions =
{{AbilityInteraction | interaction = Reactive Barrier | text =
Triggers only after T2 upgrade that introduces Silence to the ability
}}
{{AbilityInteraction | interaction = Indomitable | text =
Triggers only after T2 upgrade that introduces Silence to the ability
}}
}}
}}


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* The charge-up happens over {{DataProp|Kinetic Carbine|MaxChargeDuration}}s.
* The charge-up happens over {{DataProp|Kinetic Carbine|MaxChargeDuration}}s.
* Like the damage, the duration of Time-Stop for the target also scales with charge time, with minimum being {{DataProp|Kinetic Carbine|MinSlowDuration}}s.
* Like the damage, the duration of Time-Stop for the target also scales with charge time, with minimum being {{DataProp|Kinetic Carbine|MinSlowDuration}}s.
* Carbine's damage [[scaling]] is based on [[Weapon Damage]] of a full burst shot ({{DataProp|Paradox|Weapon.BulletsPerBurst}} * bullet damage = {{#expr:{{DataProp|Paradox|Weapon.BulletsPerBurst}}*{{DataProp|Paradox|Weapon.BulletDamage}}}}).
* Carbine's listed damage [[scaling]] is based on [[Weapon Damage]] of a full burst shot.
* Casting Kinetic Carbine does not break [[Stealth|stealth]]. Shooting Carbine's shot does break it.
* Despite saying "Move Speed is increased while charging", the bonus is only given after Carbine is fully charged.
* Despite saying "Move Speed is increased while charging", the bonus is only given after Carbine is fully charged.
* Move Speed bonus is a unique buff that applies a multiplicative modifier to all of Paradox's animations. This has several consequences:
* Move Speed bonus is a unique buff that applies a multiplicative modifier to all of Paradox's animations. This has several consequences:
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* Carbine is affected by [[Disarm]].
* Carbine is affected by [[Disarm]].
* Shooting objectives with Carbine displays "Too far" even in close range. This is a visual bug, the damage still happens.
* Shooting objectives with Carbine displays "Too far" even in close range. This is a visual bug, the damage still happens.
* Carbine has complicated interactions with many items, see more in [[Paradox#Kinetic_Carbine_Interactions|Kinetic Carbine Interactions]].
| interactions =
{{AbilityInteraction | interaction = Ability Duration | state = partial | text =
* The Time-Stop for the target and the full charge hold duration get extended.
* The {{DataProp|Kinetic Carbine|MaxChargeDuration}}s charging-up duration does '''not''' get extended.
}}
{{IconBox
| iconfile = Kinetic Carbine.png
| title = On-shot Interactions
| type = info
| link = Paradox#Kinetic_Carbine_Interactions
| text =
Carbine has complicated interactions with many shooting/moving items, see more in [[Paradox#Kinetic_Carbine_Interactions|Kinetic Carbine Interactions]].
}}
}}
}}


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* Swap damage is applied after the swap ends. T1 barrier is activated when the swap begins.
* Swap damage is applied after the swap ends. T1 barrier is activated when the swap begins.
* The T3 upgrade also unlocks an Alternate Cast that lets the player swap a single target.
* The T3 upgrade also unlocks an Alternate Cast that lets the player swap a single target.
* Paradoxical Swap will trigger {{ItemIcon|Indomitable}} and {{ItemIcon|Cloak of Opportunity}}, cleansing the effect, so neither Paradox nor the target will move.
| interactions =
** The projectile continues even if it gets cleansed and will still swap when it hits another enemy along its path.
{{AbilityInteraction | interaction = Indomitable | text =
** On T3, if the projectile hits a target that cleanses Paradoxical Swap but another enemy is within the swap area of effect, the following happens:
Paradoxical Swap triggers {{ItemIcon|Indomitable}} and {{ItemIcon|Cloak of Opportunity}}, cleansing the effect, so neither Paradox nor the target move. The projectile continues even if it gets cleansed and will still swap if it hits another enemy along its path.
*** The original target of Paradoxical Swap doesn't move.
 
*** Any other nearby targets affected by the swap area of effect will be swapped.
 
*** Paradox will move to the original target's position.
After T3, if the projectile hits a target that cleanses Paradoxical Swap but another enemy is within the swap area of effect, the following happens:
* The original target of Paradoxical Swap doesn't move.
* Any other nearby targets affected by the swap area of effect will be swapped.
* Paradox will move to the original target's position.
}}
}}
}}


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* {{ItemIcon|Magic Carpet}} gets increase to its flying speed.
* {{ItemIcon|Magic Carpet}} gets increase to its flying speed.
* {{ItemIcon|Ethereal Shift}} gets increase to its "floating" speed.
* {{ItemIcon|Ethereal Shift}} gets increase to its "floating" speed.
Since casting Carbine does not break stealth it creates a unique interaction with items that give Stealth:
* {{ItemIcon|Shadow Weave}}
* {{ItemIcon|Veil Walker}}


== Backstory ==
== Backstory ==