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Tag: apiedit
No edit summary
Tag: apiedit
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| icon =
 
| icon =
 
| desc = Ranged basic attack that deals {{Stat|Basic Attack Damage}}
 
| desc = Ranged basic attack that deals {{Stat|Basic Attack Damage}}
}} Damage:53
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}}
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|attr= basic attack damage
 
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|attrvalue=53
 
|-| RMB =
 
|-| RMB =
 
{{Abilityv2
 
{{Abilityv2

Revision as of 17:32, 19 July 2017

The world is my stage


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After hundreds of failed attempts, the 348th was a perfect success. Zinx (Durable / Attacker / Controller / Seiger) was born. Zinx (Intellect, Growth) utilizes her mana to be extremely durable and deal deadly damage over time to her enemies. 

Base Stats

Abilities

Placeholder pistol shot
Ranged basic attack that deals Basic Attack Damage

|attr= basic attack damage

|attrvalue=53

Ability Bad Medicine Bad Medicine
Zinx charges her gun and creates an AoE field of energy on the ground in front of her, can be discharged early to create a smaller field.

Ability Kitty Claws Kitty Claws
Toggle: Empowers her Pistol allowing it to apply a damage over time effect, which can be stacked.

Ability Ricochet Stun Ricochet Stun
A Medium range projectile which bounces around nearby enemies, stunning them. The stun duration increases for each enemy hit.

Ability Dirty Healing Dirty Healing
Passive: Zinx gains bonus mana regen, based on a percentage of her missing mana.

Toggle: While activated, she will immediately heal 50% of damage taken, costing mana instead.

Strings

 AttackSpeedRating:              100  
 BaseAttackTime:                 1.2  
 CleaveRating:                   0  
 LeftClickARC:                   0.3  
 LeftClickBasePower:             53 - 75.4 (+ 1.6 per lvl)  
 EnergyRegenRate:                1.3 - 5.08 (+ 0.27 per lvl)  
 Health:                         500 - 1443.6 (+ 67.4 per lvl)  
 HealthRegenRate:                1.25 - 4.05 (+ 0.2 per lvl)  
 MaxEnergy:                      240 - 912 (+ 48 per lvl)  
 AbilityPenetrationRating:       0  
 AbilityResistanceRating:        20 - 30.5 (+ 0.75 per lvl)  
 BasicPenetrationRating:         0  
 BasicResistanceRating:          8 - 22 (+ 1 per lvl)  
 Alternate  
    ARC:                       0.4  
    ARC.PerTick:               0.05  
    BasePower:                 75 / 125 / 175 / 225  
    Cooldown:                  10  
    Cost:                      -80 / -100 / -120 / -140  
    Damage.PerTick:            9.375 / 15.625 / 21.875 / 28.125  
    Duration:                  4  
    Heal.Magnitude:            50 / 85 / 120 / 155  
    Radius:                    400  
    Range:                     1300  
    TickRate:                  0.5  
 Primary  
    ARC:                       0.2  
    ARC.PerTick:               0.0333333  
    BasePower:                 80 / 100 / 120 / 140  
    Cooldown:                  1  
    Cost:                      -60 / -80 / -100 / -120  
    Damage.PerTick:            13.3333 / 16.6667 / 20 / 23.3333  
    Duration:                  3  
    TickRate:                  0.5  
 Secondary  
    ARC:                       0  
    BasePower:                 0  
    Cooldown:                  14  
    Cost:                      -80 / -100 / -120 / -140  
    Duration:                  0.2 / 0.4 / 0.6 / 0.8  
 Ultimate  
    ARC:                       0  
    BasePower:                 0  
    Cooldown:                  1  
    Cost:                      0  
    Health.Reduction:          0.7  
    ManaMult:                  1.5 / 1.25 / 1  
    ManaRegen.MissingManaMult: 0.04 / 0.06 / 0.08  
    MaxMana.Bonus:             200 / 400 / 600  


GameplayCue.Medic.Primary.Proj


GameplayCue.Medic.Antibiotic.Proj

GameplayCue.Medic.Antibiotic.Reflect

GameplayCue.Medic.Antibiotic.ReflectShield

GameplayCue.Medic.DotShot.Active

GameplayCue.Medic.DotShot.Dot

GameplayCue.Medic.DotShot.Fire

GameplayCue.Medic.DotShot.Load

GameplayCue.Medic.DotShot.Proj

GameplayCue.Medic.HealShot.Active "GameplayCue for Medic Heal Shot Active Effects"

GameplayCue.Medic.HealShot.AOE.Carrier

GameplayCue.Medic.HealShot.AOE.Explode

GameplayCue.Medic.HealShot.AOE.Hit

GameplayCue.Medic.HealShot.Fire

GameplayCue.Medic.HealShot.Load

GameplayCue.Medic.HealShot.Proj

GameplayCue.Medic.PainReliever.EnemyDamage

GameplayCue.Medic.PainReliever.Heal

GameplayCue.Medic.HealShot.PickUp.End

GameplayCue.Medic.PainReliever.Proj

GameplayCue.Medic.PainReliever.SelfDamage

GameplayCue.Medic.Primary.Fire

GameplayCue.Medic.Primary.Proj

GameplayCue.Medic.Sedate.AttackBuff

GameplayCue.Medic.Sedate.AttackSlow

GameplayCue.Medic.Sedate.Cast

GameplayCue.Medic.StunShot.Active

GameplayCue.Medic.StunShot.Fire

GameplayCue.Medic.StunShot.Proj

GameplayCue.Medic.StunShot.StunLoop

GameplayCue.Medic.Ultimate.Activate

GameplayCue.Medic.Ultimate.Active

GameplayCue.Medic.Ultimate.ActiveLoop

GameplayCue.Medic.Ultimate.Heal


Medic.Balance.Ability.Alternate.Range

Medic.Balance.Ability.Alternate.Charge.Max

Medic.Balance.Ability.Alternate.Duration

Medic.Balance.Ability.Alternate.Heal.Base

Medic.Balance.Ability.Alternate.Heal.PerTick

Medic.Balance.Ability.Alternate.TickRate

Medic.Balance.Ability.Primary.Range

Medic.Balance.Ability.Primary.ARC.PerTick

Medic.Balance.Ability.Primary.BasePower.PerTick

Medic.Balance.Ability.Primary.Charge.Max

Medic.Balance.Ability.Primary.Duration

Medic.Balance.Ability.Primary.TickRate

Medic.Balance.Ability.Secondary.Charge.Max

Medic.Balance.Ability.Secondary.Duration

Medic.Balance.Ability.Ultimate.Duration


Ability.Medic.DotShot.Ammo

Ability.Medic.HealShot.Ammo

Ability.Medic.StunShot.Ammo


GameplayEffect.Medic.HealShot.Damage "Tag to track if the player has been taken damage from Medic\'s Healshot"

GameplayEffect.Medic.HealShot.Heal "Tag to check if the player has already been healed by Medic\'s HealShot"


AbilityTriggerEvent.Medic.HealShot.LinePlacement


(Tag="Ability.Medic.HealShot.Active",DevComment="Tag to see if Medic\'s toggle heal is active")

(Tag="Ability.Medic.StunShot.Active",DevComment="Tag to check if Medic\'s StunShot is active")