Refractive
Category
|
Glove, Gauntlet, Headwear, Body, Cloak, Shield, Boot, Tread Accessory, Exoskeleton |
---|---|
Restrictions
|
Must not already refract light |
Native tierLess likely to appear on items
of a lower tier than this. |
4 |
Rarity
|
Rare |
Tinkerable
|
yes |
Tinker skill
|
|
Bit required
|
<5> |
AutotinkerableCan appear spontaneously on an
item you create with tinkering. |
yes |
Value multiplier
|
1.3 |
+1 | |
+1 | |
no | |
OverloadableWhether this mod is power-load sensitive, and
can be further enhanced by the overloaded mod? |
no |
Distorts realityWhether this item is susceptible
to normality effects? |
no |
ID
|
ModRefractive |
Refractive: This item has a chance to refract light-based attacks. |
The refractive mod can be applied on most worn equipment as well as shields. Modded items have a set chance to refract light; all light based projectiles that are refracted by this mod bounce back towards the direction they were fired from with a random variance of -90° to +90° degrees.
The refract chance depends on what type of equipment the mod is applied to:[1]
Type | Worn On | Refract Chance |
---|---|---|
Armor | Body | 40% |
Armor | Back | 40% |
Armor | Arm | 20% |
Armor | All other body parts | 10% |
Shield | Hand | 30% |
Shield | Arm | 10% |
If a refractive item is also magnetized, it will have the refraction chance appropriate to its new Floating Nearby slot (i.e. 10%), not the chance associated with its original slot.
Items that already refract light are not eligible for this mod.[1] This includes the following items:
Item |
---|
kaleidocera cape |
kaleidocera krakows |
kaleidocera muffs |
mirrorshades |
rainboweave cloak |
References
This information is reliable as of patch 2.0.201.114. |
|