Daily Ops/Variables

Every aspect of Daily Ops is randomized to provide unique, dynamic experience.

Mutations
Enemies will be cloaked when not attacking.
 * Active Camouflage
 * BUG: They may be revealed while reloading, and may occasionally attack while cloaked.

Enemy attacks will freeze players, slowing them down considerably if damaged in succession. Freezing stacks wear off gradually after a few seconds, although taking additional hits will increase the duration as well as the magnitude. All animations are slowed, including stimpaks, attack rates and reload rates.
 * Freezing Touch
 * Stacks per hit: 1
 * Max stacks: 9
 * Stacking reset: 6 seconds
 * Slow Duration: 11 seconds
 * Stage 1: Chilled (max 2)
 * -15% speed
 * Stage 2: Frosted (max 2)
 * -30% speed
 * Stage 3: Frozen (max 2)
 * -45% speed

Enemies heal nearby enemies and may heal themselves.
 * Group Regeneration
 * Heals: 20% HP per second until max HP
 * Radius: 15

Enemies have greatly enhanced perception of players, and will automatically detect nearby players, regardless of their stealth.
 * Piercing Gaze
 * Enemies will automatically detect any player within a set radius.

Enemies can only be killed by a melee attack. Once down to their last hit point, they will glow orange to indicate that only a melee attack can finish them off. Melee attacks are:
 * Resilient
 * Primary and power attacks with unarmed and melee weapons
 * Ranged weapon bashing
 * Hack and Slash perk
 * Minigun shredder
 * Damage reflection effects, such as the Frozen Legendary effect or the Thorn armor set bonus

Enemies bypass armor resistances.
 * Savage Strike
 * Standard enemies ignore 100% of Damage Resistance, Energy Resistance, Radiation Resistance, Poison Resistance, Fire Resistance and Cryo Resistance
 * Boss enemies only ignore 50%
 * Damage may only be reduced with Damage reduction effects

Enemies have increased movement speed.
 * Swift-Footed
 * +40% swing speed and reload speed
 * +60% movement speed

Enemies create toxic hazards upon death. Spending time in a hazard will increase the rank of the detrimental effect
 * Toxic Blood
 * Rank 1: (after 1 second, upgrades to Rank 2)
 * 30 Poison Damage per second for 1 second
 * Rank 2: (after 1 second, upgrades to Rank 3)
 * 35 Poison Damage per second for 1 second
 * Rank 3: (after 1 second, repeats damage)
 * 40 Poison Damage per second for 1 second
 * Hazard radius: 9.0
 * Duration: 15 seconds
 * Max active hazards: 8

Enemies will explode on death, dealing damage. Human enemies, such as Blood Eagles or Super Mutants, will burst apart into gibs similar to the Bloody Mess perk
 * Volatile
 * Damage: 15 Fire Damage, -5% player Max HP
 * Blast radius: 500 outer, 150 inner

Factions

 * Blood Eagles


 * Communists


 * Mothman cultists


 * Mole miners


 * Robots


 * Scorched


 * Super mutants