Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If I remember correctly, there's: Poison, Suppression, Paralysis, Strength Buffs, Agility Buffs?, Armor Buffs/Debuffs, etc. That's all the one's that I could remember unfortunately.
In terms of Status Effects: Poison and Burn both deal damage over time, Stun paralyzes an enemy and lets them helplessly lay down on the floor for a while. Suppression also exists, but it's more of a PvP thing (slow down and increase Bullet Circle Size, resulting in worse aim). All of those benefit from Int as a stat and Debuff Stacking (on a Weapon), resulting in faster application. As you apply them more often to the same target, their duration decreases, and it takes much longer to inflict the status again. General rule of thumb: The first and maybe the second application is worth it, beyond that it's too much of a hassle to consider using it again.
It should also be noted that Poison seems to deal more damage to living beings (Humanoids and Lifeforms), while Burn deals more damage to Mechs.
There is also Skill Freeze Shot, which temporarily locks the victim's skills, although this one is unlocked extremely late into the game / DLC 4. Mostly a PvP skill, but there are some late-game Online Missions that benefit greatly from this effect.
Actual Debuffs are Power Break (Attack Down), Armor Break (Defense Down) and Viral Shot (Attack AND Defense Down, but doesn't stack with the former two). Viral Shot comes from one of the DLCs as well and effectively replace Power and Armor Break, seeing as it needs the exact same stats, is applied as AoE, and its only disadvantage is its higher cooldown.
I think it's far more helpful to tell you that you don't have to commit to absolutely anything in FB. You might know every single one effect there is (and there are plenty if we also count the benefitcial ones), but that won't do much unless you actually know first-hand how the game works. And the first thing worth knowing before you even own the game is that the companion AI is quite stupid, so always make the companion you're able to customize a healer/support as it's more difficult for them to frak that up.
But anyway, back to what I said, that you don't have to commit to anything. I don't know how many loadouts one has without the DLCs (I already had them by the time the extra loadouts dropped and the patch notes make little effort to discern what's DLC-exclusive and what isn't), but with the complete edition you get 8. Each loadout is blank but they all level up alongside you. So, for example, if you get to level 300 (current cap, possibly won't increase anymore) and you have a few loadouts saved, the blank ones will be at level 300 and they'll retain your unspent character and skill points (CP and SP respectively). Not only that, but any skill progress you made (you'll understand skill progress more easily when you experience it) is also shared across all your loadouts, so all you have to do is purchase the skills you want as you respec. Basically, blank loadouts are a way to respec for free. Even loadouts you have set will level up alongside all others, so you can use one loadout to farm in general and switch to ones you want to strengthen after you've leveled up a bit, cuz all the CP, SP, and skill progress you've gained will still be available on other loadouts.
That sounds pretty complicated, so lemme try and simplified that: In a lot of RPGs where your character can play as multiple classes, you have to level up those classes one by one. Not only that, but their skills are locked. That's not the case in FB as you only level up your character and you don't have to be locked to a specific class and their skills. Roles in FB are more of a way to more easily and accurately understand what each character's roles are (duh, right?) than traditional RPG classes. You can use skills from any given role freely regardless of what the game says your character's role actually is. There's no impact to that besides the skill's efficiency based on your stats. But if you focus primarily on damage but would still like to have some quick healing, you can set Healing Field to yourself instead of relying on your companions to heal you when you need it.
So you can just experiment to your heart's content. There's no pressure in making your character a certain way and if you mess up your build, there aren't dire consequences. You can just go back to your room, select a blank loadout, and respec on the spot, then overwrite the loadouts you think aren't good. For everything wrong with FB, the best part about it is how much freedom you have to build your character just the way you want without having to farm for dozens of hours to get a different loadout going.