0 d d R i = ) {\displaystyle d_{i,n}^{(j)}\Rightarrow {\bar {d}}}, d a n = It can be created in weapon and armour gizmos . 1 A ( {\displaystyle d_{i,n}^{(j)}} A n Summation within the brackets in the simplest case, this is the powerful EOD leveled Blades. ( .05 n Boosts adrenaline gained from auto-attacks by 10% per rank. n 0 Charge drain rate for this item is reduced by 9% per rank. From this example it's evident that a component's perk weighting affects both the minimum and maximum rank, and that the sum total does as well. i Perks are created within three types of gizmo shells (weapon, armour and tool). Anticipation lasts one additional second per rank, but no longer reduces damage taken. + a s Better reses longer cade. {\displaystyle r_{avg}={\frac {\sum \limits _{n=0}^{\infty }\left(1-p\right)^{n}p\left[\sum \limits _{i=1}^{n}d_{i,n}^{(0)}+\sum \limits _{i=1}^{\left\lceil {\frac {t_{abs}}{t_{AS}}}\right\rceil }d_{i,n}^{(1)}-\sum \limits _{i=1}^{\left\lceil {\frac {t_{abs}}{t_{AS}}}\right\rceil }\left\lfloor {.05\times R\times d_{i,n}^{(1)}}\right\rfloor +\sum \limits _{i=1}^{\left\lceil {\frac {t_{cd}-t_{abs}}{t_{AS}}}\right\rceil }d_{i,n}^{(2)}\right]}{\sum \limits _{n=0}^{\infty }\left(1-p\right)^{n}p\left[\sum \limits _{i=1}^{n}d_{i,n}^{(0)}+\sum \limits _{i=1}^{\left\lceil {\frac {t_{abs}}{t_{AS}}}\right\rceil }d_{i,n}^{(1)}+\sum \limits _{i=1}^{\left\lceil {\frac {t_{cd}-t_{abs}}{t_{AS}}}\right\rceil }d_{i,n}^{(2)}\right]}}}, r = Has a 1% chance per rank of putting an extra item by other nearby players after successfully gathering a resource. ( = This means that as long as the player is taking at least one hit every tick, regardless of the number of enemies attacking, the effective attack rate is 1. Defence: Acts as a sign of life. + s 1 1 a d a n t + 2 S 1 S This shield, including the Vengeful and Merciless versions, have the ability to use the Defence ability, Provoke, while having the shield equipped and right-clicking and casting provoke. n 1 n d b d t For further details, see the perk's page. a A s Perks List Attack: Gives a chance for degradable items not to degrade. = 1 p d p ( ] t s b ( = 2 1 t ( n 1 0 ) t x This perk has a unique effect when used with Mining. r 1 g advantages and disadvantages of elite theory . 0 n 2 a ( d a a ] n i 1 Using these simplifications, the damage reduction reduces to, r n ( i p S n ) d b s b 0 a p ) 1 ] ( 1 The second summation within the brackets in the numerator can be split up. = The player's life points during the reduction phase are not a factor. a This also includes typeless damage. A 2 Chain and Ricochet hit 1 extra target per rank. [ t 1 Place terms not dependent on , n Provides light equivalent to a bullseye lantern. It is possible for perk production to fail; this is also dependent on perk weighting. The Barricade ability's duration and cooldown are both increased by 10% per rank. S p 0 a = = A + Any self-inflicted damage is also added to the life point pool. [ 1 = i s = s 0 1 a b S i S Perks are created within three types of gizmo shells (weapon, armour and tool). a They are created by combining materials inside a gizmo shell. 1 A t Provoke affects enemies in a 5x5 square around its target, causing those that are already in combat to attack you. i 2 g = The maximum damage of Combust, Dismember and Fragmentation shot is increased by 20% weapon damage per rank, but enemies that move will only take 1.5X increased damage. A t ) Has a 3% chance per rank of dropping the resource you have just gathered. p 1 s t + a t + For example, combining 3 Silent components with 1 or 2 Fortunate components gives the possibilities of 35 for Lucky. p 0 {\displaystyle r_{avg}=1-{\frac {\sum \limits _{n=0}^{\infty }\left(1-p\right)^{n}p\left\lceil {\frac {t_{abs}}{t_{AS}}}\right\rceil \left(.05\times R\times {\bar {d}}-\phi \right)}{\sum \limits _{n=0}^{\infty }\left(1-p\right)^{n}p\left[\sum \limits _{i=1}^{n}{\bar {d}}+\sum \limits _{i=1}^{\left\lceil {\frac {t_{abs}}{t_{AS}}}\right\rceil }{\bar {d}}+\sum \limits _{i=1}^{\left\lceil {\frac {t_{cd}-t_{abs}}{t_{AS}}}\right\rceil }{\bar {d}}\right]}}}. ( s s Periodically zaps your combat target for 50% per rank of your weapon's damage (or 10% per rank in PvP). a a s s 1 {\displaystyle \Rightarrow r_{avg}=1-{\frac {\sum \limits _{n=0}^{\infty }\left(1-p\right)^{n}p\left[\sum \limits _{i=1}^{\left\lceil {\frac {t_{abs}}{t_{AS}}}\right\rceil }(.05\times R\times {\bar {d}}-\phi )\right]}{\sum \limits _{n=0}^{\infty }\left(1-p\right)^{n}p\left[\sum \limits _{i=1}^{n}{\bar {d}}+\sum \limits _{i=1}^{\left\lceil {\frac {t_{abs}}{t_{AS}}}\right\rceil }{\bar {d}}+\sum \limits _{i=1}^{\left\lceil {\frac {t_{cd}-t_{abs}}{t_{AS}}}\right\rceil }{\bar {d}}\right]}}}. i i = b , n ) = 1 b t ( a a x Slice, Piercing Shot and Wrack deal 20% less damage, but generate 0.6 additional adrenaline per rank. 2 p x If you have achto use it as you'll do a lot more damage with a shield. 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