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Energized Neck Coil
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{{Item |name=Energized Neck Coil |class_id=amulet |description=Increases Status Effect damage by {{Type|value|20%}}. Directly applying a damaging Status Effect creates a {{Type|value|2m}} Explosion for {{Type|value|20%}} of its full damage.<br><br>Each target can be affected once every {{Type|value|5s}}. |cats=Area of Effect }} {{Flavor |upper=Pieces of the Labyrinth that orbit a bright nucleus at the center, shifting and undulating much like the place they originated from. |quote=The Utility stabilizes the unstable. The Utility fulfills purpose. The Utility understands. Before...it was only I, the Keeper. Alone. }} <!-- I'm so sorry to comment this out, they changed calcs ==Damage scaling== [[Energized Neck Coil]] scales its damage using the following stats: * All damage * Status damage * Elemental damage (if applicable) * Status duration * Explosive damage ===Explosion damage equation=== {{math|big=1|{{tooltip|BaseDoT|Base damage over time}} × (''1'' + {{tooltip|Status|Status damage increases}} + {{tooltip|Elemental|Applicable elemental damage increases}}) × (''1'' + {{tooltip|AllDmg|Direct all damage increases}}) × {{tooltip|StatusDuration|Status duration modifier}} × (''1'' + {{tooltip|AllDmg|Direct all damage increases}} + {{tooltip|Inc.|Enemy incoming damage increases}} + {{tooltip|Explosive|Explosive damage increases}}) × {{tooltip|Mult.|Final multiplicative damage increases}} × ''0.2''}} ===The double-dip=== Not all sources of "all damage" are created equal. To understand '''Energized Neck Coil''', we must differentiate between 2 categories: * Increases that apply directly to your outgoing damage ("direct all damage increases"). For example, [[Burden of the Destroyer]] [[Ring]] or [[Scavenger]] [[Perk]]. * Increases that are conditional based on something happening to an enemy ("enemy incoming damage increases"). For example, [[Wrath]] or [[Close Quarters]] [[Perks]]. Direct all damage increases apply twice in '''Energized Neck Coil''''s damage calculation - once when determining the total damage of the status, which determines the base damage of the explosion, then a second time when the explosion actually deals its damage. Enemy incoming damage increases function as a debuff on enemies that boosts your damage additively when attacking them. These only apply on the explosion damage and do not increase the total status damage portion of the calculation, making them far less effective. ==Applying multiple statuses simultaneously== '''Energized Neck Coil''' only triggers off one status per attack with an internal cooldown of 5s per enemy that cannot be reduced by any means. For an attack that applies multiple statuses simultaneously, which status is used for the explosion damage calculation depends on a priority order. This priority order is unintuitive and in some cases depends on the order in which you equip the DoT source. This is an oversight that will be patched in a future update. ===Gun priority=== For [[long gun]]s and [[handgun]]s, mods and mutators apply before innate status effects. * For mods vs. mutators, the first one equipped takes priority. For example, equipping [[Corrosive Rounds]] before [[Fetid Wounds]] will cause explosions based on [[Corrosive Rounds]] damage over time for attacks that apply both damage over time effects. Reversing the equip order will cause explosions based on [[Fetid Wounds]] damage over time effect. * Innate status effects from guns are never prioritized over mod or mutator status effects. ===Melee weapon priority=== For [[:Category:Melee weapons|melee weapons]], almost everything is dependent on equip order. * Melees with innate [[status effect]]s will normally take priority over mutator status effects (currently limited to [[Tainted Blade]]). * When using [[Blood Jewel]] and an innate status melee, [[explosion]]s use the damage over time effect of the item you equipped first. * When using a melee with both [[Blood Jewel]] and a status mutator, [[explosion]]s use the damage over time effect of the item you equipped first. ====Reversing melee priority order==== While innate [[status effect]]s normally take priority over [[mutator]]s, it is possible to flip this around and get '''Energized Neck Coil''' to use the mutator instead. * This works on melee weapons with an innate status specifically on their charged attack, namely [[Smolder]] and [[Huntress Spear]]. It does not work on [[Gas Giant]]. * To accomplish this: ** Equip [[Blood Jewel]] without the melee weapon equipped ** Equip [[Tainted Blade]] on the melee ** Equip the [[melee weapon]] ** Unequip [[Blood Jewel]] --> ==Acquisition== * Found in [[The Labyrinth]]. ** From the [[Fractured Ingress]] World Stone, go up the left stairs. Between the two statues there is a hole at the left wall, crouch under it and drop down. Follow the path to find the amulet. ==Update history== {{Update history| {{Patch|417,127}} * Overload can now properly activate the explosion. * Fixed explosion damage calculations to be more accurate. * Reduced status damage bonus from '''25%''' to '''20%''' * Enabled explosion size to scale with Amplitude. * Reduced base explosion range. }} {{Navbox amulets}}
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