Aw right, I've been looking for a list of those, but couldn't find it anywhere, so I decided to try to make one...
I know it doesnt take more than 30 secs to check it up if you know where to look, but still...
As most docs on these forums might have read somewhere, some init debuffs breaks when the monster is hit again (like a calm), which makes them unuseable in most situations, unlike the other line, that stays on the target even though its getting hit (lower init debuff, but it sure helps more). This info is good to have, as most docs would probably decide to use the debuff that debuffed by the biggest amount (which also wore off after 1 hit) - If they didnt know of this, of course
Breaks When Hit: (Ghetto mezz?)
Decrepitude : -2569 to all Inits, - 8 to all dmg.
(req. 792 BioMet / PsyMod)
Festering Plague: -2115 to all inits, - 7 to all dmg.
(req. 702 BioMet / PsyMod)
Wasted Limbs: -1577 to all inits, - 5 to all dmg.
(req. 467 BioMet / PsyMod)
Advanced Frailty: -1206 to all inits, - 4 to all dmg.
(req. 311 BioMet / PsyMod)
Phantom Weight: - 811 to all inits, - 2 to all dmg.
(req. 148 BioMet / PsyMod)
Tired Limbs: - 560 to all inits, - 1 to all dmg.
(req. 41 BioMet / PsyMod)
Reflect/Damage shields will break these as well, so they are kind of useless as soon as someone in the team has a reflect shield going.
(Thanks to Dr Evil for this info - rudely stolen from a post on the agent board )
Duration Init Debuff: (Does not break when the target is hit)
Uncontrollable Body Tremors: - 1452 to all inits, - 20 to all dmg.
(req. 862 BioMet / PsyMod)
Rapid Palsy: - 1165 to all inits, - 16 to all dmg.
(req. 740 BioMet / PsyMod)
Induce Musculature Spasms: - 908 to all inits, - 12 to all dmg.
(req. 590 Biomet / PsyMod)
Muscle Atrophy: - 681 to all inits, - 9 to all dmg.
(req. 390 Biomet / PsyMod)
Exhaust Muscles: - 495 to all inits, - 6 to all dmg.
(req. 211 Biomet / PsyMod)
Lesser Muscle Atrophy: - 340 to all inits, - 3 to all dmg.
(req. 94 Biomet / PsyMod)
Thats all, I hope
List going from highest QL to the lowest, from top to bottom
- Corrections/additional info welcome -
Not sure if its worth rooting, but I think the info about some nanos breaking when hit is nice to have as a beginning doc...
I did not realize this untill level 100 or so, and I SURE would have kept a couple of extra teammates alive, if I had known this.
(edit: Sorry if this has been posted before, must admit that I didnt check all posts through, and have had this post lying on the comp, just waiting for postage for a while )