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 {artifact} Ability Inhibitor 
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Joined: Tue Jan 04, 2011 10:58 pm
Posts: 204
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Revisiting an idea I made before, the Ability Inhibitor.

Ability Inhibitor
[Special Module: Size: 10, Defense: 100, NPC Debuff Ability Trigger Chance: -6%]
Inhibits harmful effects activated from NPC Enemies.
Limit: 3 per ship

Possible Ways to get the module (you choose)
1. Dark Badges (cost is more than Composite Ray)
2. CT-Lab Discovery (formula contains debuff artifacts/containment artifacts)
3. Hidden Mission (Cloak of NPC between 1.5k-2.5k)

Any thoughts?

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Tue Jan 10, 2012 9:08 am
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Joined: Wed Feb 09, 2011 6:01 am
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Location: Hudson County, NJ, USA
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How long would the effect last? Some NPC are stronger than others.

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Tue Jan 10, 2012 10:45 am
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Joined: Tue Jan 04, 2011 10:58 pm
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RavenDark13 wrote:
How long would the effect last? Some NPC are stronger than others.

It's not an effect, the module decreases the chance for a NPC debuff from activating onto your ship.

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IGN: AlphaAura
Rank: 1500

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Status: Returning Player
Current Goal:
Reach rank 1800
Current Milestones:
10th Year Anniversary of playing GL (Started November 2010)
5 Million+ Population on a planet (Biologist 30% included)


Tue Jan 10, 2012 11:05 pm
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Joined: Mon Apr 26, 2010 7:51 pm
Posts: 259
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If it was implemented as an ability with a cool down, I would support it, otherwise not.


Wed Jan 11, 2012 4:46 am
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Joined: Thu Nov 25, 2010 6:49 pm
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A 10:1 defense to decks ratio? I'd buy it just for that... :shock:

The ability block? 18% total? Meh... So you use 18% less containment cages IF you cage every time you get hit with an NPC ability. Build a better ship and you won't have to worry about it. I for one just slog through the nerfs until I'm done with that particular NPC or set of NPCs (2 Hypergrids for example) then I cage.

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Wed Jan 11, 2012 12:45 pm
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