Unbreakable: Difference between revisions
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{{Passive skill box|Unbreakable}} | {{Passive skill box|Unbreakable}} | ||
{{for|the heist boss|The Unbreakable}} | |||
'''Unbreakable''' is a notable [[Ascendancy passive skill]] for the [[Juggernaut]] that grants life [[regeneration]], damage reduction, and doubles the amount of [[armour]] the user receives from the equipped [[body armour]]. It also grants life regeneration based on the amount of physical damage that was mitigated from hits. | '''Unbreakable''' is a notable [[Ascendancy passive skill]] for the [[Juggernaut]] that grants life [[regeneration]], damage reduction, and doubles the amount of [[armour]] the user receives from the equipped [[body armour]]. It also grants life regeneration based on the amount of physical damage that was mitigated from hits. | ||
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==Version history== | ==Version history== | ||
{{Version history table header}} | {{Version history table header}} | ||
{{Version history table row|3.13.0}} | |||
* The small passive prior to '''Unbreakable''' now causes you to Regenerate 0.5% of Life per second (instead of granting 20% increased Stun Duration on Enemies). | |||
{{Version history table row|3.2.0}} | {{Version history table row|3.2.0}} | ||
* Removed {{c|mod|Cannot be Stunned}}. | * Removed {{c|mod|Cannot be Stunned}}. | ||
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* Added to the game. | * Added to the game. | ||
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==References== | |||
{{reflist}} |
Revision as of 13:12, 27 June 2021
Unbreakable
Ascendancy Notable Passive Skill
Armour from Equipped Body Armour is doubled
8% of Armour applies to Fire, Cold and Lightning Damage taken from Hits [1]
8% of Armour applies to Fire, Cold and Lightning Damage taken from Hits [1]
For the heist boss, see The Unbreakable.
Unbreakable is a notable Ascendancy passive skill for the Juggernaut that grants life regeneration, damage reduction, and doubles the amount of armour the user receives from the equipped body armour. It also grants life regeneration based on the amount of physical damage that was mitigated from hits.
If the user also has Iron Reflexes, any evasion rating bonus from the body armour (which gets converted to armour) will NOT be doubled.
Petrified Blood's damage spread mechanics do not count as mitigation, and therefore do not contribute to "prevented damage".[1]
Version history
Version | Changes |
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3.13.0 |
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3.2.0 |
|
2.2.0 |
|