-
Posts
605 -
Joined
-
Last visited
-
Days Won
23
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by The Curator
-
Zones The Labyrinth of Fog Adjustments Swapped out existing Cimeroran flags for new Labyrinth themed flags. Badges New Badges Maze Surveyor - Spend 100 hours offline in the Labyrinth of Fog to earn this badge. Logging out within the Labyrinth of Fog will earn you a bonus to the number of Nightmare Obols you receive, when you log back in, each time you complete a mission for a short time. Powers Powers General Adjustments - Set Bonuses Global bonuses now show up on their own section under the player powers list, instead of being grouped with other Set Bonuses. Aura Radius Increases Increased the radius of the following powers: Bio Armor > Evolving Armor Bio Armor > Genetic Corruption Dark Armor > Cloak of Fear Dark Armor > Oppressive Gloom Earth Assault > Mud Pots (damage restricted to 8ft) Earth Manipulation > Mud Bath Energy Aura > Entropy Shield Energy Aura > Repulse Ice Armor > Chilling Embrace Icy Assault > Chilling Embrace (damage restricted to 8ft) Invulnerability > Invincibility Mental Manipulation > World of Confusion (damage restricted to 8ft) Psionic Armor > Impose Presence Psionic Mastery > World of Confusion (damage restricted to 8ft) Radiation Armor > Beta Decay Regeneration > Integration (Brute/Tankers taunt aura) Shield Defense > Against All Odds Stone Armor > Mud Pots (damage restricted to 8ft) Umbral Aura > Inky Aspect Willpower > Rise to the Challenge (Tanker versions of any above power that was already at 12ft had no alterations) Endurance Cost Changes Reduced Mastermind primary (only personal attacks) and secondary power end costs to match other AT endurance modifiers. Reduced all Epic Pool endurance costs Reduced the endurance cost of the following Pool powers: Fighting > Boxing Fighting > Kick Fighting > Cross Punch Flight > Air Superiority Leaping > Jump Kick Super Speed > Flurry Archetype Adjustments - Brutes Resist and Defense modifiers increased from 75% to 85% PvP base resistances lowered from 10% to 0% Max HP increased from 1499.2554 to 1601.719 Sentinels Self Resist and Defense modifiers increased from 70% to 75% Sentinel Meter now only builds while in combat Vulnerability is now as chain that can affect up to 5 targets Known issue: the target requirement expression that is used to prevent the power from being used on a target that is already vulnerable is currently not working properly with chains. Opportunity now grants a perception buff based on meter buildup, with a max of +40% at full meter. Opportunity now grants a critical chance on all primary attacks based on meter buildup, with a max chance of +40% at full meter, 5% with empty meter. Critical damage is 40% the strength of base power damage. Note: nukes are not intended to crit Stalker Assassination: Scale increased from scale 7 to scale 8.5 in PvE Masterminds Henchmen Summoning Henchmen are now summoned with a temporary high stealth and defense buff These buffs last for up to 15s or until the henchmen engages in combat. This effect is PvE only. Teleportation The T1 power now can teleport henchmen to the designated ground location. Henchmen will only be teleported if they are outside supremacy range and have not attacked in the last 5 seconds. This will not replace living henchmen, only teleport them. Set Bonus Share Has been increased from 40% to 50% Supremacy Supremacy +AoE Def/+Res/+Regen effects lowered to 10%/10%/100% respectively. Now grants a +10% Res(ALL) and AoE Defense to henchmen within range. Now grants a +100% regen buff to henchmen within range. While within Supremacy range, henchmen will have a generic ToHit buff vfx on them. Henchmen that leave supremacy range (60ft) and are not engaged in combat will receive a high stealth buff and perception debuffs as well as movement speed buffs. These will all cancel if they attack, are attacked or enter Supremacy range. This effect is PvE only. Mastermind ATOs: These powers are now treated as damage sets. As such, in addition to summon powers, they are now slottable on: All primary personal attacks Cold Domination > Sleet Dark Miasma > Howling Twilight Force Field > Force Bolt Force Field > Repulsion Bomb Marine Affinity > Shifting Tides Marine Affinity > Whitecap Poison > Poison Trap Radiation Emission > Fallout Storm Summoning > Freezing Rain Storm Summoning > Gale Storm Summoning > Lightning Storm Storm Summoning > Tornado Traps > Acid Mortar Traps > Caltrops Traps > Seeker Drones Traps > Trip Mine Trick Arrow > Acid Arrow Command of the Mastermind +AoE defense lowered from +10%/+15% to +2.5%/+5% for Regular/Superior versions respectively. Mark of Supremacy +Res/+Regen buffs lowered to +2.5%/+5% and +25%/+50% for Regular/Superior versions respectively. Melee Powerset Adjustments - Broad Sword Slash Cast time lowered from 1.33s to 1.1s Slice This power now applies a -15% res debuff on targets for 15 seconds After 15s from last use, this power can inflict a Rending Slice on the main target hitting for an additional 0.7254 lethal damage -Defense debuff lowered from -7.5% to -3.75%, Cast time lowered from 2.00s to 1.83s Mutually exclusive option to Boomerang Slice Damage from 1.23 to 1.2346 Stalker Only Target cap increased from 5 to 10 targets Boomerang Slice A new mutually exclusive option to slice. It has a narrower area but longer reach than Slice. This power now applies a -15% res debuff on targets for 15 seconds After 15s from last use, this power can inflict a Rending Slice on all targets hitting for an additional 3 ticks of scale 0.2 dot lethal damage [does not apply to Stalkers] This power has similar stats with area, range and animation being the major differences. 1.83 cast time, 8s recharge, 30ft range, 30 degree arc with scale 0.877 damage. Whirling Sword Recharge increased from 14s to 20s Radius increased from 8ft to 10ft on Scrappers, 12ft to 15ft on Tankers Endurance cost increased from 13.52 to 18.512 Damage scale increased from 1.18 to 1.4218 Head Splitter: This power now can hit up to 2 additional foes in a 90 degree arc for 33% damage. Target cap adjusted to 3 on all ATs Electrical Melee Jacob's Ladder Single target changes reverted Recharge increased from 8s to 9s Endurance cost increased from 8.528 to 9.36 Damage scale increased from scale 1.5 to 1.5233 (Previous recharge/endurance were too low for its damage Chain Induction This power is now a true chain Attack type changed from Melee_Attack to AoE_Attack No longer accepts Melee Enhancement sets Now accepts Melee AoE Enhancement sets [Stalker] Stealth crit can only trigger on the main target, remains at 100% chance Lightning Clap Power is now a foe targeted attack Power now inflicts scale 2.76 energy damage against it's main target only Power can now only proc on the primary target only Recharge lowered from 30s to 15s Accuracy increased from 0.8 to 1.0 Power now accepts Damage Enhancements and sets Chance to stun and knockback lowered from 100% to 80% (Stalkers Only) This power is now available as a mutually exclusive option from Thunder Strike Lightning Rod The center of this power has been expanded to 5ft, but can only hit a maximum of one target Scrappers and Stalkers can now crit for scale 3.2015 if they hit with the centermost portion of the power. Is now a true pseudopet on all archetypes Fiery Melee Breath of Fire (Brutes, Scrappers, Stalkers) Recharge increased from 10s to 15s Endurance cost increased from 10.192 to 14.352 Arc increase from 30 degrees to 120 degrees Cast time reduced from 2.67s to 2.4s Max Target hit reduced from 10 to 5 FX has been adjusted to reflect new area Combustion [Tankers] Combustion and Breath of fire are now mutually exclusive Cremate Tankers now have access to Cremate as a T3 melee attack Not accessible if they have taken both: Breath of Fire and Combustion. You will need to respec out of either power to pick Cremate Fire Sword Now has a No Swords theme Fire Sword Circle Now has a No Swords theme Greater Fire Sword No longer applies a -defense debuff No longer accepts Defense debuff sets Now has a No Swords theme Kinetic Melee All Powers -Damage debuffs now effect all damage types (it did not decrease Toxic or Psychic damage) -Damage debuffs are normalized to scale 0.7 for all ATs and powers except for Burst Burst -Damage debuff is scale 1.2 -Damage durations increased: Quick Strike, Repulsing Torrent - 6s Body Blow - 8s Smashing Blow, Focused Burst - 10s Concentrated Strike - 12s Burst - 15s -Damage debuffs now show -Damage fx KB values decreased by 50% (ex: Scale 0.67kb -> 0.4467kb) Swapped damage type ratio so Energy is higher and Smashing lower to match En defense type fixed Stalker powers not having the same damage scale ratio of Sm/En damage as other ATs fixed Brute Fiery Embrace damage in Concentrated Strike Power Siphon Cast time lowered from 1.93s to 1.17s Recharge lowered from 120s to 90s ToHit and Power Siphon Mode duration lowered from 20s to 15s Stack duration increased from 10s to 15s Power now grants one stack of Siphon at activation Each stack now grants +10% damage (down from +25%), now also increases Toxic and Psychic damage Base powers strength now goes up by +10% per owned stack This increases all the base stats of the power before any other boosts This includes Damage, Mez Duration, Debuffs, and Knockback scale of Kinetic Melee powers This multiplies against the buffed base damage For example, at 5 stacks a 100 damage attack becomes 150 and then is boosted by +50% to 225 Repulsing Torrent Range decreased from 40ft to 30ft, lowering it's area factor Total damage scale increased from scale 1.1 to 1.29 Knockback scale lowered from 3 to 1 Now inflicts scale 0.7 -Dam debuff for 6s Now grants a Power Siphon Stack Focused Burst Is now able to chain on hit to up to 4 extra targets, richocheting kinetic energy! Tankers can hit up to 10 total targets due to Overcap like with 5-target cones The 1st target takes full damage, with each extra target taking 25% less up to a minimum of 25% Burst Cast time lowered from 2.67 to 2.53 Now deals damage over time during the start of animation, then a stronger final hit Total damage scale unchanged [Stalkers] Stealth crit rate lowered to 50% Concentrated Strike Now can grant 2 stacks of Siphon, one at the start as you begin to drain the target and one at the final hit Now deals 1/3 of it's damage over time during the start of the animation Total damage scale unchanged Stun chance increased from 60% to 100% Cast time lowered from 2.83 to 2.67 [Stalkers/Scrappers] Now deals 3 scale 1.1867 ticks on crit, fully matching the total base damage over time [Stalkers] No longer recharges Build Up on crit [Scrappers] No longer has a chance to recharge Power Siphon Psionic Melee Insight No longer has a lockout Insight DoTs have been standardized to guarantee their average damage each time they are applied: Mental Strike - Insight DoT changed from 80% chance of 0.084 x4 over 3.1s > 100% chance of 0.0661 x3 over 2.1s Psi Blade - Insight DoT changed from 80% chance of 0.2285 x4 over 3.1s > 100% chance of 0.1799 x3 over 2.1s Telekinetic Blow - Insight DoT changed from 80% chance of 0.18 x4 over 3.1s > 100% chance of 0.1417 x3 over 2.1s Psi Blade Sweep - Insight DoT changed from 80% chance of 0.236 x4 over 3.1s > 100% chance of 0.1858 x3 over 2.1s Mass Levitate - Insight DoT changed from 80% chance of 0.142 x4 over 3.1s > 100% chance of 0.1118 x3 over 2.1s Boggle Cast time reduced from 2s to 1s Now has a highlight ring if you do not have any targets you have Boggled. FX now lasts 15 seconds to indicate the effect being active Chances to proc Insight on powers increased from 2x to 3x Ex: Mental Strike's 8.9% goes from 17.78% to 26.67% vs a Boggled target Greater Psi Blade Now has a highlight ring when you have Insight. Insight Strike damage increased from scale 1.38 > 1.656 Insight Strike no longer changes the Mag 3 hold portion to Scale 12. Instead, it now adds an additional Scale 8, Mag 1 hold that stacks with the base hold Mass Levitate Delay for dealing damage reduced from 2s to 1.5s to better match when targets impact the ground Sonic Melee Strident Echo / Sonic Thrust: Increased these power's bonus against Attuned targets from 15s to 25s Sonic Clap: This power now triggers a dot around up to 5 targets around an attuned target (attuned target must be in the area of effect and be hit by the base power) Highlight ring in this power means you have an Attuned target, but the power has not managed to apply its splash dot on any foes in the last 15s. Deafening Wave: This power now triggers a dot around up to 5 targets around an attuned target (attuned target must be in the area of effect and be hit by the base power) Highlight ring in this power means you have an Attuned target but the power has not managed to apply it's splash dot on any foes in the last 15s Earsplitter Increased this power's bonus against Attuned targets from +10% to +20% Super Strength Hand Clap Recharge time reduced from 30 to 12 Endurance reduced from 13 to 11.856 Stun changed from Stack to Replace This power should now accept damage enhancement and sets. Power description now warns damage enhancement and sets don't work unless Unleashed Might is active. Hurl This power is now a narrow cone with a 10 degree arc that can hit up to 5 targets in a straight line (10 on tankers due to Overcap) Damage was kept the same Rage -Defense crash reduced from -20% to -10.0% Added a -20% res debuff to the crash NOTE: This change is meant to make the crash more equitable across all Armor pairings NEW Unleashed Might New Toggle power, mutually exclusive from Rage While this power is active, you will gain a Scale 2.0 buff to Damage and a scale 1.25 buff to ToHit The following powers will also gain additional bonuses: Jab: Deals an additional scale 0.204 damage Punch: Deals an additional 0.3 scale damage Haymaker: Deals an additional 0.492 scale damage Knockout Punch: Deals an additional 0.4447 scale damage Hurl: Deals an additional scale 0.492 damage Foot Stomp: Deals an additional scale damage Hand Clap: Becomes a front facing cone with 180 degree arc and 15ft radius Has a target cap of 5 (10 on tankers due to Overcap) Knocks down instead of knock back Loses the 50% chance for additional mag 1 stub Deals scale 1.0899 damage Base Accuracy is increased from 0.8 to 1.0 Spines Barb Swipe DoT duration increased from 2.1 to 3.1 (3 -> 4 total ticks) Lunge On hit, gain +15% to Spine Poison for 15s (replaces self) Spine Poison increases the odds of Spines DoT of continuing per tick. While active, this increases the odds from 80% to 95% When Spine Poison is not active, a highlight ring will appear around Lunge Cast time lowered from 1.63s to 1.33s Recharge lowered from 6s to 5s Lethal Damage Scale lowered from 1.32 to 1.08 End Cost lowered from 6.864 to 6.032 DoT duration increased from 3.1 to 6.1 (4 -> 7 total ticks) Impale Now deals -100% Regen debuff for 15s (replaces self) Cast time reduced from 2.43 to 2.23 Recharge increased from 8s to 10s Endurance cost increased from 8.528 to 10.192 DoT now lasts for 15.1s (16 total ticks) at 80% chance DoT starts at scale 0.2, and decays to scale 0.05 by the last tick. Combined, this is a possible total of Scale 3.64 damage Spine Burst Cast time lowered from 3s to 1.67s Recharge lowered from 16s to 10s Endurance cost lowered from 15.184 to 10.192 Lethal damage scale lowered from 0.9 to 0.6 DoT duration increased from 3.1s to 6.1s (4 -> 7 total ticks) Ripper DoT duration increased from 4.1s to 7.1s (5 -> 8 total ticks) Throw Spines DoT duration increased from 4.1s to 7.1s (5 -> 8 total ticks) Summoning Powerset Adjustments - Beast Mastery Lick Wounds This power has been changed from Scale 1.33 Ranged_Heal to scale 2 HealSelf (20% self heal) Power now available to Howler Wolves as part of the Tame Beast upgrade Howl (all versions) Cast time reduced from 3.67s to 1.67s Maiming Bite (all versions) Cast time reduced from 2.47s to 1.9s Dire Wolf > Freezing Roar Cast time reduced from 2.83 to 1.9s Dire Wolf > Terrible Roar Cast time reduced from 3.67 to 1.67 Dire Wolf should use this power a more often now Armor Powerset Adjustments - T9 Powers Bio Armor Offensive Adaptation Recharge reduced from 4s to 0.5s Proc damage lowered, reduction depends on activated power's endurance cost. Proc damage is now increased by damage buffs. Now debuffs the caster with irresistible: -7.5%/-5.63% res (on Tanker/Scrapper), * -3.75%/-2.81% def Defensive Adaptation Recharge reduced from 4s to 0.5s Cast time reduced from 1s to 0.67s Efficient Adaptation Recharge reduced from 4s to 0.5s Inexhaustible -Recharge Resistance now only applies in Defensive Adaptation End Drain Resistance now only applies in Efficient Adaptation Movement Resistance now only applies in Offensive Adaptation Evolving Armor: Now grants -Defense Resistance while in Defensive Adaptation, +5% stacking, +5% non stackable. Now grants -Regeneration Resistance while in Efficient Adaptation, +5% stacking, +5% non stackable. Now only applies -res in Offensive Adaptation Athletic Regulation (Sentinels) Power now grants an additional +10% -Defense Resistance while in Defensive Adaptation This power should grant approximately 30% total -def res at level 50 while in Defensive Adaptation Power now grants 30% -Regeneration Resistance while in Efficient Adaptation Genetic Corruption (Stalkers) Now grants -Defense Resistance while in Defensive Adaptation, +5% stacking, +5% non stackable. Now grants -Regeneration Resistance while in Efficient Adaptation, +5% stacking, +5% non stackable. Ablative Carapace Absorb is now based off base HP instead of Max HP (scale unchanged) DNA Siphon: Attack type changed from Lethal to Toxic First (closest) target will apply the full effect; subsequent targets will yield 30% of its effects While in Defensive Adaptation, the power will now only Heal and grant +End regardless of if the target is conscious or not While in Efficient Adaptation, the power will now only grant +Regen and +Recovery regardless of if the target is conscious or not This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 16.25 seconds, each additional target adds recharge proportionate to its buff strength Environmental Modification This power now grants a 5 Max End buff while in Efficient Adaptation Environmental Adaptation > Environmental Modification (Sentinel Only Power) Renamed to Environmental Modification Rebuild DNA (Sentinels) Lowered the scale of the endurance recovered outside Efficient Adaptation Efficient Adaptation: Increased bonus endurance Parasitic Aura/Parasitic Leech Can now also be used while defeated. Using this power while defeated will cost no endurance. This power now recharges in 10 seconds if no targets are hit. Area changed to 40ft PBAoE if used while defeated. Used while conscious, this power now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Attack type changed from Lethal to Toxic. Accuracy lowered from 1.5 to 1.0. Duration of all effects reduced to 30 seconds Recharge increased from 270s to 300s Absorb is now based off base HP instead of Max HP Base absorb increased from +10% to +25% Base regen increased from +50% to +250% Base recovery increased from +30% to +75% Stance bonuses: Defensive Adaptation bonus Absorb increased from +3.3% to 8.25% Efficient Adaptation bonus Regeneration increased from scale 15% to scale 75% Efficient Adaptation bonus Recovery increased from scale 15% to scale 22.5% Offensive Adaptation now inflicts scale 0.1 damage every second over 14.25 seconds for a total of 1.5 scale damage on the first target hit. Offensive Adaptation now inflicts scale 0.01 damage every second over 14.25 seconds for a total of 0.15 scale damage on subsequent targets hit. First (closest) target will apply the full effect; subsequent targets will yield 10% of its effects Dark Armor Obscure Sustenance No longer lists AoE/Negative types on its attack types Now accepts endurancre modification enhancements and sets Recharge increased from 60s to 180s Regeneration and recovery buff scales and durations adjusted 10s +175% regen remains unchanged 20s +175% regen lowered to 136% 60s +100% regen duration increased to 120s 10s +60% recovery remains unchanged 20s +38% recovery remains unchanged 30s +10% recovery duration increased to 120s Dark Regeneration (sentinels) Power now accepts accurate healing sets Energy Aura Overload Cast time reduced from 3s to 1.67s (PvE Only, Non-Tankers) Duration reduced from to 180s to 30s (PvE Only, Non-Tankers) Recharge reduced from 1000s to 300s (PvE Only, Non-Tankers) Defense lowered from scale 6 to scale 2.5 (PvE Only, Non-Tankers) Psi/Toxic defense lowered from scale 4.5 to scale 2 (PvE Only, Non-Tankers) MaxHP buff decreased from +40% to +30% (PvE Only, Non-Tankers) Crash eliminated (Tanker version is not affected by this change) (PvP Tanker Only) Duration increased from 30s to 180s (PvP Tanker Only) Recharge increased from 300s to 1000s (PvP Tanker Only) Power now has an endurance crash after effect ends Fiery Aura Burn Damage is now entirely applied via the damage patch Pet will apply the one time up-front damage in a 15ft radius as well as the damage over time in a 8ft radius Fiery Embrace effects now last the full duration of the patch Increased Radius of up-front effect from 8ft to 15ft Scale 0.44 damage only apply within 8ft Scale 1 damage applies to the entire area DoT radius remains at 8ft radius Increased target cap of up-front effect from 5 to 10 Burn now grants the caster KB protection in addition to immob protection Temperature Protection Now adds 50% knockback resistance Consume [HIGHLY EXPERIMENTAL] 15% Max HP buff now requires a target, duration reduced from 120s to 45s Power can now grant a small 1.5% Max Hp buff for each foe affected, up to a max of +15% max HP for 45s Stacking set to refresh (a single foe hit will refresh all stacks) Adaptive recharge has been implemented 15 seconds recharge base, +4.5s per target hit, max of 60s recharge Phoenix Rising Power now heals applies a flat heal and endurance recovery buff regardless of the caster health Power now applies a 30% Max HP buff for 30 seconds regardless if used conscious or as a rez. Health lockout has been removed Damage delivery now applied via a pseudopet Invulnerability Unstoppable Cast time lowered from 3.1s to 1.67s (PvE Only) Recharge lowered to 400s. (PvE Only) Duration reduced from 120s to 40s. (PvE Only) Now provides 25% -endurance, -recovery, -Def, -Recharge and -Speed resistance (PvE Only) Endurance cost increased from 2.6 to 10.4 (PvE Only) Crash Eliminated Ninjitsu Blinding Powder [Sentinels] Power now also applies a placate effect on targets (requires a tohit roll). Recharge reduced from 120s to 60s Endurance cost increased from 7.8 to 8.528 Arc increased from 40 degrees to 90. Range increased from 25ft to 40ft. Power now takes Taunt enhancements and sets. Power now takes Sleep enhancements and sets. Power now checks for Psionic defense in addition to AoE defense. This effectively merges Smoke Flash and Blinding Powder into a single power. Blinding Powder [Stalkers/Scrapprers] Renamed Smoke Flash. Power now also applies a placate effect on targets (requires a tohit roll). Endurance cost increased from 7.8 to 8.528 Changed from a foe targeted cone to a PBAoE with a 25ft radius. Cast time increased from 1.07s to 1.83s Animation and description changed to match the changes. Power now takes Taunt enhancements and sets. Power now takes Sleep enhancements and sets. Power now checks for Psionic defense in addition to AoE defense. This effectively merges Smoke Flash and Blinding Powder into a single power. Smoke Flash [Stalkers] This power is being replaced with Bo Ryaku. If you had this power in your build, it will be replaced with Bo Ryaku next time you log in. All slotted enhancements and sets will still be in the power but you might want to change some of them. Seishinteki Kyoyo Recharge increased from 60s to 90s. +Endurance now delivered over 30s Now grants +30% resistance to -End for 30s Shinobi-Iri [Sentinels] Now grants a +30% chance for critical opportunity hit. No longer grants a damage buff while stealthed. Bo Ryaku This power is now available to Stalkers at level 24. Kuji-In Retsu (PvE only) Endurance cost increased from 2.6 to 10.4. (PvE only) Recharge reduced to 300s. (PvE only) Duration reduced to 30s. (PvE only) No longer crashes. (PvE only) Defense buff lowered from scale 6 to scale 3. Power now takes Heal enhancements and sets. Using this power now recharges all Ninjitsu powers except Kuji-In Retsu (PvE only) Now grants a 40% absorb buff for 30s. (PvE only) Now grants mez protection for its duration. (PvP only) Now grants a 20% absorb buff for 15s. (PvP only) Now grants mez resistance for its duration. Psionic Armor Psychokinetic Barrier This power should now show a ring around the power showing if stacks need refreshing in the next 10 seconds Devour Psyche This power should now show a ring around the power showing if stacks need refreshing in the next 10 seconds Recovery debuff duration lowered from 45s to 10 seconds Power now applies -20% recovery for 35s after the -100% expires Consume Psyche This power should now show a ring around the power showing if stacks need refreshing in the next 10 seconds -Recovery debuff duration lowered from 45s to 10 seconds Power now applies -20% recovery for 35s after the -100% expires Radiation Armor Radiation Therapy Diminishing returns changed from a multiplicative -30% per target to a flat 30% strength value for all secondary targets. Adjusted Adaptive recharge to: 25s base +9.5s for the first target 2.8 for every additional target A maximum of 60s recharge Meltdown Recharge reduced from 480s to 300s Duration reduced from 60s to 30s Endurance cost increased from 2.6 to 10.4 Crash Removed Shield Defense Shield Charge Power is now a true Pseudopet (this should not affect how the power works outside inheriting the caster's caps) This attack should now break hide. One With The Shield (PvE Only) Recharge lowered to 160s (PvE Only) Duration reduced from 120s to 40s (PvE Only) Crash eliminated Now grants 25% Res(-end and -recovery) Now grants +20% Absorb (enhanceable) for 40s Now executes a PBAoE shield slam on activation doing minor AoE damage and knocking down some foes around you Super Reflexes Practiced Brawler This power now grants scale 2.5 absorb that is strongest the less HP and most end you currently have. This power now takes heal enhancements and sets Master Brawler Power is now a toggle Powers that used to grant effects if this power was owned no longer do so, all effects moved directly into this toggle No longer grants absorb nor takes healing enhancements or sets Power is now available to Tankers, Brutes, Scrappers and Stalkers as a mutually exclusive power from Practiced Brawler Elude Cast time reduced from 2 seconds to 1.5 seconds. Endurance cost increased from 2.6 to 10.4. (PvE only) Recharge reduced to 300s. (PvE only) Duration reduced to 30s. (PvE only) No longer crashes. (PvE only) Defense buff lowered from scale 6 to scale 3. (PvE only) Recovery buff increased from +100% to 150%. Power now takes Heal enhancements and sets. (PvE only) Now grants a 150% regen buff. (PvE only) Now grants mez protection for its duration. (PvP only) Now grants mez resistance for its duration. Should now accept Heal enhancements and sets Willpower Resurgence This power can now be activated while conscious If used while conscious, the power will: Heal you for 25% of your base HP Apply a scale 0.5 Fire, Cold, Energy, Negative, Toxic and Psionic resist buff for 10 seconds (Does not stack with itself) Apply a scale 0.5 Fire, Cold, Energy, Negative, Toxic and Psionic resist buff for 60 seconds (Does not stack with itself) Recharge in 90s You will gain an auto-self rez if you are defeated in the next 35 seconds. If used after being defeated, the power will apply the current effects Apply a +100% recharge buff for 90 seconds. Apply a scale 1 Fire, Cold, Energy, Negative, Toxic and Psionic resist buff for 90 seconds (Does not stack with itself) Recovery and +End effects are no longer enhanceable No longer provides Damage or ToHit buffs No longer give a damage buff or crash This power no longer takes Endurance Modification enhancements or sets. This power now takes Resist Damage enhancements and sets. Reconstruction (Stalkers) This power has been replaced with Up to the Challenge, a regenerative toggle that does not require targets in range to grant it's regen buffs and currently available to Sentinels. The healing is now moved to Resurgence. Players that already owned Reconstruction will now have Resurgence in their builds instead Rise to the Challenge This power now grants 7.5% resistance to -regeneration for the first target and 2.25% for each target for a maximum 30% resistance. Up to the Challenge This power now grants 15% resistance to -regeneration. Strength of Will Cast time reduced from 3.1s to 1.67s (PvE Only) Duration lowered from 120s to 30s. (PvE Only) Recharge reduced from 300s to 120s. (PvE Only) Crash eliminated. (PvE Only) Smash/Lethal resistance increased from scale 2.5 to 4.5 (PvE Only) Non Smash/Lethal resistance increased from scale 1.25 to 3.25 (PvE Only) Now grants Taunt Protection Now grants 25% resistance to most debuffs for its duration. Now grants a scale 4 damage buff for its duration. Other Powerset Adjustments - Dual Pistols Swap Ammo now changes 100% of the set's damage to the element of the active ammo type. Note that attack type will always remain Lethal. Please scrutinize powers as much as possible for any discrepancies. Storm Blast Storm Brewing Now is a separate temporary power that can stack up to 5 times on the player, instead of being tied directly to the power used. Each stack increases the odds of Lightning Procs from attacks by 1% The High Winds proc is now tied to Storm Brewing and lasts 8 seconds at a time Intensify Now grants 5 Storm Brewing stacks Storm Cell Is now immobile Cast Time reduced from 2.03s to 1.17s Recharge reduced from 60s to 15s Radius increased from 25ft to 35ft While High Winds is active, Storm Cell will cast Automatic Lightning in addition to the Lightning Procs granted by attacking with Storm Blast powers Storm Cell - Automatic Lightning These procs are now an aura power granted to the Storm Cell as long as High Winds is active Can proc every 1s on any target in a Storm Cell After hitting a target, up to 2 additional nearby targets can be struck with a 15% chance of occurring for each The main target cannot be hit again for 1-3s by the proc, but can be struck by chained procs of nearby targets Each tick, there is a 15% chance of casting a Lightning Proc, and an even smaller chance to cast 3 Lightning Procs at once. Storm Cell - Lightning Procs Target cap reduced to 1 from up to 4 Damage scale increased from 0.5 to 1.0 Proc rate per power changes: Gust - 20% Hailstones, Jet Stream - 30% Direct Strike (Fast), Chain Lightning - 40% Cloudburst - 50% Direct Strike (Slow) - 80% Can only occur every 2 seconds from the same caster, no longer locked out on the target for multiple casters These Lightning Procs can stack with Automatic Lightning Storm Cell - Lightning Lockout Damage and Endurance Drain are no longer subject to any sort of Lockout All versions of Lightning now have a 33% chance to either inflict Knockdown or a brief mag 3 Stun If either effect is procced, the target is immune from other strikes inflicting these effects for 5 seconds Category Five Duration shortened from 30s to 20s Sentinel duration shortened from 20s to 15s Radius of DoT, Lightning, and StormCell check increased from 30ft to 50ft Sentinel radius increased from 30ft to 40ft DoT rate reduced from 5 times per second to 3 times per second Category Five Eye Delay reduced from 3s to 2s for summoning the Cyclone Duration shortened from 25s to 17s Sentinel duration shortened from 15s to 10s Radius reduced from 30ft to 25ft (damage scale unchanged) Sentinel Radius reduced from 25ft to 20ft (damage scale unchanged) DoT rate increased from 2 times per second to 3 times per second Category Five lightning Now automatically strikes every 0.67 seconds, and has a 25% chance to trigger on up to 5 targets Damage reduced from Scale 1.0 to Scale 0.5 Shares the lightning lockout properties with Storm Cell lightning for secondary mez effects Damage and Endurance Drain are not subject to Lockout Chain Lightning This power no longer deals additional DoT. It is also now an auto-hit for applying it’s chain across enemies. The power still needs to pass a ToHit check in order to actually hit enemies, but it is no longer subject to critical failure. Cloudburst Now accepts Slow and ToHit debuff enhancement Marine Affinity White Cap Changed to location power due to extremely unreliable teleport mechanics Recharge lowered from 30s to 15s Endurance cost reduced from 18 to 14.352 Cast time reduced from 2s to 1.5s Brine Cast time reduced from 2s to 1.33s Shoal Rush Cast time lowered from 2.17s to 1.33s Soothing Wave -Dam debuff lowered from scale 1.2 to 0.75, is now resistable Tide Pool -Dam Debuff lowered from scale 2.4 to 1.5, is now resistable Tide Pool Frenzy -Dam Debuff lowered from scale 1.2 to 0.75, is now resistable NOTE: These changes allow -Resistance to increase the -Damage debuff. With the native -Res powers, this will match the previous values on a single target, and can grow even more as more -Res is added Tide Pool Frenzy Individual targets can only be knocked down once every 4 seconds NOTE: While infrequent, this prevents multiple knocks at the same time or keeping an enemy pinned for too long. 4 seconds is roughly the time it takes for them to stand up once knocked. Shifting Tides Can now only trigger damage 4 times per second on the same enemy NOTE: This sets a speed limit on how often a single enemy can be damaged to prevent too many sources stacking at once Pyrotechnic Control Glittering Column Explosion component is now an auto power Hypnotizing Lights Damage/Confuse procs should now only trigger of the confuse/damage sub-power Dark Miasma Black Hole Due to potential harassment against some enemy groups, now only the main target of the power will be Phased, should it be immune to repel effects. Radius increased from 20ft to 30ft Epic - Dark Mastery Black Hole Due to potential harassment against some enemy groups, now only the main target of the power will be Phased, should it be immune to repel effects. Radius increased from 10ft to 20ft
-
Tasks Marigold 'Zoe' Langston's Task Force - 'The Golden Rule' General Fixed a typo in a clue. General - Advanced Mode Swap power the War Chassis steals for Time Manipulation from Time Crawl to Slowed Response. Mission 2 Arachnos ambush no longer attacks disguised Automatons. Mission 2 - Advanced Mode Add a bubble of water that makes it very obvious when the Leviathan/Arachnid's Bounty is held or not. Mission 3 - Advanced Mode Enlightened Subjugator Psionic Pulse now deals one-fifth damage to pets. Mission 4 Map improvements to make it less likely finale Nemesis get caught on the lips of platforms when trying to knock them off. Zones Labyrinth of Fog Adjustments Reward table for defeating the Minotaur now offers 10 Prismatic Aether rather than 5 Prismatic + 10 Unstable. Reduce player cap in the Labyrinth to 35 to manage lag in the zone during raids. Fixes Fixed missing beacons in Outer Darkness that was causing the things that live there to vanish. Fixed new MM pet classes to receive zone Labyrinth Shifts. Fix attempt for Mr. G (Primal) sending players to the Labyrinth for missions. Girl In The Darkness no longer has an about me page. Fix missing space in one of the darkness captions. Labyrinth Call now applies while dead, except the bonus Inf/Exp, which still requires being alive. The target cap for the mythic fog anchor in the Font is now uncapped. Pocket D Adjustments Named bartenders in Pocket D (Sam, Isaac, Chaz, etc) now sell inspirations. Fixes City Badge Tracker no longer automatically tracks characters who enter Pocket D if they have less than 500 badges. Winter Forest Fixes Fix DynGeo looking for outdated event token. Rewards Incarnate Conversions Put influence-costly conversions for Incarnate progress on Prometheus under option 'What can you do for me?'. Vanity Pets Fix Sally not dropping the pet version of themselves and buffed drop rate so it's still a common pet. Fixed drop rate on Mini Nemesis pet being incorrectly set too low, now properly 10% per player. Prestige Costumes 'Min FX' added as customization option to Effect: Spidernado. Experience Minor tweak to the XP curve, rounding Experience Required down to the nearest 100 Example: Level 40 requires 8,401,500 experience instead of 8,401,519. Badges Fix the display of gendered titles (like "The Once and Future King/Queen") in the personal info window when hovering over a badge. Tasks Heldenjaeger - 'Brass Tuesday' Fixed Pstring errors with Heldenjaeger Ouroboros intro text. Enemies Nemesis Generals and Tacticians now spawn in regular Nemesis content. Remove Mini Nemesis Bombs from Invasion GM Nemesis. Fixed typo on General description. Fixed Pstring errors with Invasion GM Nemesis. Fixed Nemesis Drill March rifle persisting after behavior ends. Fixed Nemesis Vengeance not affecting Shadow Shard Reflections. Created special definition of Mysterious Soldier for General Z arc and Dap-Dap mission to buff non-Nemesis allies. The Awakened Fixed Corrupted Crey melee attacks not being properly split smashing/special damage, added missing continuingfx to Corrupted Cryo Tank attacks. Added chance for disorient to Corrupted Power Tank Haymaker. Crey Added 40% resistance to all damage types to Crey Juggernaut Personal Force Field, increased duration from 15s to 20s. 9th Generation Classified Protector Fixed Incinerate having mismatched activation and root times, fixed using wrong damage table, fixed using wrong continuingfx. Fixed Crane Kick using wrong damage table, adjusted to scale 1.96 melee damage. Fixed Dragon's Tail using wrong damage table, fixed checking melee instead of AoE defense. Fixed Echo Chamber using copypasted Blaster replace hold setup, removed controller overpower. Converted Synaptic Overload to a true chain, fixed checking ranged instead of AoE defense, removed controller overpower. Adjusted Moment of Glory damage buff from +100% to +25% decaying, matching player version. Fixed Death Cry missing AoE and Fire defense type checks, fixed summoning multiple Corrosive Blood patches, fixed missing an endurance cost, fixed having an activateperiod instead of a rechargetime, fixed part of its damage using wrong damage table, Corrosive Blood patches now do scale 0.4 toxic damage per tick instead of scale 0.1 damage stacking DoT for 15 seconds and damage component is no longer autohit. Entropy Shield is now a proper psuedotoggle suppressible by mez and end drain, removed Confuse protection, added end drain resistance and recharge buff. Classified Crey Demolitionist Fixed Incinerate having mismatched activation and root times, fixed using wrong damage table. Fixed Fire Ball using wrong damage table, fixed not being properly split fire/smashing damage. Fixed Seeker Drones using robot skeleton activation animation, increased recharge from 60s to 90s. Fixed Purging Bomb setup being broken (likely happened when Time Bomb got converted to Remote Bomb). Decreased Accelerate Metabolism damage buff from 22% to 20%, increased recharge from 90s to 211s. Classified Crey Defender Fixed Fire Breath using wrong damage table Decreased Repulsing Torrent damage from scale 1.2491 to scale 1.1, decreased recharge from 20s to 12s. Fixed Force Bolt using wrong damage table, added replacing -20% resistance debuff for 15s. Deflection Shield now hits up to 3 targets on cast, no longer checks positional defenses, defense buff increased from 15% to 20%. Converted Dispersion Bubble from auto power to a true toggle, no longer checks positional defenses, defense buff increased from 10% to 15%. Praetorians Reduced Battle Maiden's Crossbow to 100ft down from 310ft making it possible to move her with Taunt during the fight. Increased Siege/War Walker Nano Reconstruction recharge from 30s to 60s, removed unresistable flag from heal. UPA Fixed Resistance Runesoldiers/Specialists/Seer Beholders unable to activate powers after level 54. Miscellaneous Adjustments Shorten the 'Enhancements' link on the tray to 'Enhance' to avoid overlapping with the collapse arrow of powers tray. Don't hide Convert link in the enhancements window if you don't have converters. Powers Fixes Fixed Corruptor/Defender Freeze Ray and Corruptor Bitter Freeze Ray: Missing the target>kHeld > 0 requirement for -KB Fixed an issue where Apex Predator was not granting the +Acc buff to henchmen or caster. Spelling fixes in Attune, Sonic Clap, and Sandman's Whisper. Timing adjustments on the hit for slow assassin's whisper.
-
Zones Pocket D Adjustments Named bartenders in Pocket D (Sam, Isaac, Chaz, etc) now sell inspirations. Fixes City Badge Tracker no longer automatically tracks characters who enter Pocket D if they have less than 500 badges. Winter Forest Fixes Fix DynGeo looking for outdated event token. Rewards Badges Fix the display of gendered titles (like "The Once and Future King/Queen") in the personal info window when hovering over a badge. Enemies NOTE: These were on the notes last patch, but the changes were missed. All critter changes should be in this build. Nemesis Generals and Tacticians now spawn in regular Nemesis content. Remove Mini Nemesis Bombs from Invasion GM Nemesis. Fixed typo on General description. Fixed Pstring errors with Invasion GM Nemesis. Fixed Nemesis Drill March rifle persisting after behavior ends. Fixed Nemesis Vengeance not affecting Shadow Shard Reflections. Created special definition of Mysterious Soldier for General Z arc and Dap-Dap mission to buff non-Nemesis allies. The Awakened Fixed Corrupted Crey melee attacks not being properly split smashing/special damage, added missing continuingfx to Corrupted Cryo Tank attacks. Added chance for disorient to Corrupted Power Tank Haymaker. Crey Added 40% resistance to all damage types to Crey Juggernaut Personal Force Field, increased duration from 15s to 20s. 9th Generation Classified Protector Fixed Incinerate having mismatched activation and root times, fixed using wrong damage table, fixed using wrong continuingfx. Fixed Crane Kick using wrong damage table, adjusted to scale 1.96 melee damage. Fixed Dragon's Tail using wrong damage table, fixed checking melee instead of AoE defense. Fixed Echo Chamber using copypasted Blaster replace hold setup, removed controller overpower. Converted Synaptic Overload to a true chain, fixed checking ranged instead of AoE defense, removed controller overpower. Adjusted Moment of Glory damage buff from +100% to +25% decaying, matching player version. Fixed Death Cry missing AoE and Fire defense type checks, fixed summoning multiple Corrosive Blood patches, fixed missing an endurance cost, fixed having an activateperiod instead of a rechargetime, fixed part of its damage using wrong damage table, Corrosive Blood patches now do scale 0.4 toxic damage per tick instead of scale 0.1 damage stacking DoT for 15 seconds and damage component is no longer autohit. Entropy Shield is now a proper psuedotoggle suppressible by mez and end drain, removed Confuse protection, added end drain resistance and recharge buff. Classified Crey Demolitionist Fixed Incinerate having mismatched activation and root times, fixed using wrong damage table. Fixed Fire Ball using wrong damage table, fixed not being properly split fire/smashing damage. Fixed Seeker Drones using robot skeleton activation animation, increased recharge from 60s to 90s. Fixed Purging Bomb setup being broken (likely happened when Time Bomb got converted to Remote Bomb). Decreased Accelerate Metabolism damage buff from 22% to 20%, increased recharge from 90s to 211s. Classified Crey Defender Fixed Fire Breath using wrong damage table Decreased Repulsing Torrent damage from scale 1.2491 to scale 1.1, decreased recharge from 20s to 12s. Fixed Force Bolt using wrong damage table, added replacing -20% resistance debuff for 15s. Deflection Shield now hits up to 3 targets on cast, no longer checks positional defenses, defense buff increased from 15% to 20%. Converted Dispersion Bubble from auto power to a true toggle, no longer checks positional defenses, defense buff increased from 10% to 15%. Praetorians Reduced Battle Maiden's Crossbow to 100ft down from 310ft making it possible to move her with Taunt during the fight. Increased Siege/War Walker Nano Reconstruction recharge from 30s to 60s, removed unresistable flag from heal. UPA Fixed Resistance Runesoldiers/Specialists/Seer Beholders unable to activate powers after level 54. Miscellaneous Adjustments Shorten the 'Enhancements' link on the tray to 'Enhance' to avoid overlapping with the collapse arrow of powers tray. Don't hide Convert link in the enhancements window if you don't have converters. Powers Fixes Fixed Corruptor/Defender Freeze Ray and Corruptor Bitter Freeze Ray: Missing the target>kHeld > 0 requirement for -KB Fixed an issue where Apex Predator was not granting the +Acc buff to henchmen or caster. Spelling fixes in Attune, Sonic Clap, and Sandman's Whisper. Timing adjustments on the hit for slow Assassin's Whisper.
-
Marine Affinity White Cap Changed to location power due to extremely unreliable teleport mechanics Recharge lowered from 30s to 15s Endurance cost reduced from 18 to 14.352 Cast time reduced from 2s to 1.5s Brine Cast time reduced from 2s to 1.33s Shoal Rush Cast time lowered from 2.17s to 1.33s Soothing Wave -Dam debuff lowered from scale 1.2 to 0.75, is now resistable Tide Pool -Dam Debuff lowered from scale 2.4 to 1.5, is now resistable Tide Pool Frenzy -Dam Debuff lowered from scale 1.2 to 0.75, is now resistable NOTE: These changes allow -Resistance to increase the -Damage debuff. With the native -Res powers, this will match the previous values on a single target, and can grow even more as more -Res is added Tide Pool Frenzy Individual targets can only be knocked down once every 4 seconds NOTE: While infrequent, this prevents multiple knocks at the same time or keeping an enemy pinned for too long. 4 seconds is roughly the time it takes for them to stand up once knocked. Shifting Tides Can now only trigger damage 4 times per second on the same enemy NOTE: This sets a speed limit on how often a single enemy can be damaged to prevent too many sources stacking at once
-
Storm Blast Storm Brewing Now is a separate temporary power that can stack up to 5 times on the player, instead of being tied directly to the power used. This helps clean up the UI, and still requires multiple Storm Blast powers to be used as you only get 1 stack per individual power cast. Storm Cell Is now immobile Cast Time reduced from 2.03s to 1.17s Recharge reduced from 60s to 15s Radius increased from 25ft to 35ft The High Winds proc is now tied to Storm Brewing While High Winds is active, Storm Cell will automatically cast lightning procs every 2s Storm Cell - Automatic Lightning These procs are now an aura power granted to the Storm Cell as long as High Winds is active Can proc every 2s on any target in a Storm Cell After hitting a target, up to 2 additional nearby targets can be struck with a 33% chance of occurring for each The main target cannot be hit again for 2s by the proc, but can be struck by chained procs of nearby targets Storm Cell - Lightning Procs Target cap reduced to 1 from up to 4 Damage scale increased from 0.5 to 1.14 Proc rate per power changes: Gust - 20% Hailstones, Jet Stream - 30% Direct Strike (Fast), Chain Lightning - 40% Cloudburst - 50% Direct Strike (Slow) - 80% Can only occur every 2 seconds from the caster, no longer locked out on the target These Lightning Procs can stack with Automatic Lightning Storm Cell - Lightning Lockout Damage and Endurance Drain are no longer subject to any sort of Lockout All versions of Lightning now have a 33% chance to either inflict Knockdown or a brief mag 3 Stun If either effect is procced, the target is immune from other strikes inflicting these effects for 5 seconds Category Five Radius of DoT, Lightning, and StormCell check increased from 30ft to 50ft Sentinel radius increased from 30ft to 40ft DoT rate reduced from 5 times per second to twice per second Category Five Eye Radius reduced from 30ft to 25ft Sentinel Radius reduced from 25ft to 20ft Category Five lightning Now automatically strikes every second, and has a 25% chance to trigger on up to 5 targets Damage reduced from Scale 1.0 to Scale 0.5 Shares the lightning lockout properties with Storm Cell lightning for secondary mez effects Damage and Endurance Drain are not subject to Lockout Chain Lightning This power no longer deals additional DoT. It is also now an auto-hit for applying it’s chain across enemies. The power still needs to pass a ToHit check in order to actually hit enemies, but it is no longer subject to critical failure. Cloudburst Now accepts Slow and ToHit debuff enhancement
-
Willpower Resurgence This power can now be activated while conscious If used while conscious, the power will: Heal you for 25% of your base HP Apply a scale 0.5 Fire, Cold, Energy, Negative, Toxic and Psionic resist buff for 10 seconds (Does not stack with itself) Apply a scale 0.5 Fire, Cold, Energy, Negative, Toxic and Psionic resist buff for 60 seconds (Does not stack with itself) Recharge in 90s You will gain an auto-self rez if you are defeated in the next 35 seconds. If used after being defeated, the power will apply the current effects Apply a +100% recharge buff for 90 seconds. Apply a scale 1 Fire, Cold, Energy, Negative, Toxic and Psionic resist buff for 90 seconds (Does not stack with itself) Recovery and +End effects are no longer enhanceable No longer provides Damage or ToHit buffs No longer give a damage buff or crash This power no longer takes Endurance Modification enhancements or sets. This power now takes Resist Damage enhancements and sets. Reconstruction (Stalkers) This power has been replaced with Up to the Challenge, a regenerative toggle that does not require targets in range to grant it's regen buffs and currently available to Sentinels. The healing is now moved to Resurgence. Players that already owned Reconstruction will now have Resurgence in their builds instead Rise to the Challenge This power now grants 7.5% resistance to -regeneration for the first target and 2.25% for each target for a maximum 30% resistance. Up to the Challenge This power now grants 15% resistance to -regeneration. Strength of Will Cast time reduced from 3.1s to 1.67s (PvE Only) Duration lowered from 120s to 30s. (PvE Only) Recharge reduced from 300s to 120s. (PvE Only) Crash eliminated. (PvE Only) Smash/Lethal resistance increased from scale 2.5 to 4.5 (PvE Only) Non Smash/Lethal resistance increased from scale 1.25 to 3.25 (PvE Only) Now grants Taunt Protection Now grants 25% resistance to most debuffs for its duration. Now grants a scale 4 damage buff for its duration.
-
Super Reflexes Practiced Brawler This power now grants scale 2.5 absorb that is strongest the less HP and most end you currently have. This power now takes heal enhancements and sets Master Brawler Power is now a toggle Powers that used to grant effects if this power was owned no longer do so, all effects moved directly into this toggle No longer grants absorb nor takes healing enhancements or sets Power is now available to Tankers, Brutes, Scrappers and Stalkers as a mutually exclusive power from Practiced Brawler Elude Cast time reduced from 2 seconds to 1.5 seconds. Endurance cost increased from 2.6 to 10.4. (PvE only) Recharge reduced to 300s. (PvE only) Duration reduced to 30s. (PvE only) No longer crashes. (PvE only) Defense buff lowered from scale 6 to scale 3. (PvE only) Recovery buff increased from +100% to 150%. Power now takes Heal enhancements and sets. (PvE only) Now grants a 150% regen buff. (PvE only) Now grants mez protection for its duration. (PvP only) Now grants mez resistance for its duration. Should now accept Heal enhancements and sets
-
Shield Defense Shield Charge Power is now a true Pseudopet (this should not affect how the power works outside inheriting the caster's caps) This attack should now break hide. One With The Shield (PvE Only) Recharge lowered to 160s (PvE Only) Duration reduced from 120s to 40s (PvE Only) Crash eliminated Now grants 25% Res(-end and -recovery) Now grants +20% Absorb (enhanceable) for 40s Now executes a PBAoE shield slam on activation doing minor AoE damage and knocking down some foes around you
-
Radiation Armor Radiation Therapy Diminishing returns changed from a multiplicative -30% per target to a flat 30% strength value for all secondary targets. Adjusted Adaptive recharge to: 25s base +9.5s for the first target 2.8 for every additional target A maximum of 60s recharge Meltdown Recharge reduced from 480s to 300s Duration reduced from 60s to 30s Endurance cost increased from 2.6 to 10.4 Crash Removed
-
Psionic Armor Psychokinetic Barrier This power should now show a ring around the power showing if stacks need refreshing in the next 10 seconds Devour Psyche This power should now show a ring around the power showing if stacks need refreshing in the next 10 seconds Recovery debuff duration lowered from 45s to 10 seconds Power now applies -20% recovery for 35s after the -100% expires Consume Psyche This power should now show a ring around the power showing if stacks need refreshing in the next 10 seconds -Recovery debuff duration lowered from 45s to 10 seconds Power now applies -20% recovery for 35s after the -100% expires
-
page 3 [FOCUSED FEEDBACK] Ninjitsu Adjustments
The Curator posted a topic in [Open Beta] Focused Feedback
Ninjitsu Blinding Powder [Sentinels] Power now also applies a placate effect on targets (requires a tohit roll). Recharge reduced from 120s to 60s Endurance cost increased from 7.8 to 8.528 Arc increased from 40 degrees to 90. Range increased from 25ft to 40ft. Power now takes Taunt enhancements and sets. Power now takes Sleep enhancements and sets. Power now checks for Psionic defense in addition to AoE defense. This effectively merges Smoke Flash and Blinding Powder into a single power. Blinding Powder [Stalkers/Scrapprers] Renamed Smoke Flash. Power now also applies a placate effect on targets (requires a tohit roll). Endurance cost increased from 7.8 to 8.528 Changed from a foe targeted cone to a PBAoE with a 25ft radius. Cast time increased from 1.07s to 1.83s Animation and description changed to match the changes. Power now takes Taunt enhancements and sets. Power now takes Sleep enhancements and sets. Power now checks for Psionic defense in addition to AoE defense. This effectively merges Smoke Flash and Blinding Powder into a single power. Smoke Flash [Stalkers] This power is being replaced with Bo Ryaku. If you had this power in your build, it will be replaced with Bo Ryaku next time you log in. All slotted enhancements and sets will still be in the power but you might want to change some of them. Seishinteki Kyoyo Recharge increased from 60s to 90s. +Endurance now delivered over 30s Now grants +30% resistance to -End for 30s Shinobi-Iri [Sentinels] Now grants a +30% chance for critical opportunity hit. No longer grants a damage buff while stealthed. Bo Ryaku This power is now available to Stalkers at level 24. Kuji-In Retsu (PvE only) Endurance cost increased from 2.6 to 10.4. (PvE only) Recharge reduced to 300s. (PvE only) Duration reduced to 30s. (PvE only) No longer crashes. (PvE only) Defense buff lowered from scale 6 to scale 3. Power now takes Heal enhancements and sets. Using this power now recharges all Ninjitsu powers except Kuji-In Retsu (PvE only) Now grants a 40% absorb buff for 30s. (PvE only) Now grants mez protection for its duration. (PvP only) Now grants a 20% absorb buff for 15s. (PvP only) Now grants mez resistance for its duration. -
Invulnerability Unstoppable Cast time lowered from 3.1s to 1.67s (PvE Only) Recharge lowered to 400s. (PvE Only) Duration reduced from 120s to 40s. (PvE Only) Now provides 25% -endurance, -recovery, -Def, -Recharge and -Speed resistance (PvE Only) Endurance cost increased from 2.6 to 10.4 (PvE Only) Crash Eliminated
-
Fiery Aura Burn Increased Radius of up-front effect from 8ft to 15ft Scale 0.44 damage only apply within 8ft Scale 1 damage applies to the entire area Patch remains at 8ft radius Increased target cap of up-front effect from 5 to 10 Burn now grants the caster KB protection in addition to immob protection Temperature Protection Now adds 50% knockback resistance Consume 15% Max HP buff now requires a target, duration reduced from 120s to 45s Power can now grant a small 1.5% Max Hp buff for each foe affected, up to a max of +15% max HP for 45s Stacking set to refresh (a single foe hit will refresh all stacks) Adaptive recharge has been implemented 5 seconds recharge base, +5.5s per target hit, max of 60s recharge Phoenix Rising Power now heals applies a flat heal and endurance recovery buff regardless of the caster health Power now applies a 30% Max HP buff for 30 seconds regardless if used conscious or as a rez.
-
Energy Aura Overload Cast time reduced from 3s to 1.67s (PvE Only, Non-Tankers) Duration reduced from to 180s to 30s (PvE Only, Non-Tankers) Recharge reduced from 1000s to 300s (PvE Only, Non-Tankers) Defense lowered from scale 6 to scale 2.5 (PvE Only, Non-Tankers) Psi/Toxic defense lowered from scale 4.5 to scale 2 (PvE Only, Non-Tankers) MaxHP buff decreased from +40% to +30% (PvE Only, Non-Tankers) Crash eliminated (Tanker version is not affected by this change) (PvP Tanker Only) Duration increased from 30s to 180s (PvP Tanker Only) Recharge increased from 300s to 1000s (PvP Tanker Only) Power now has an endurance crash after effect ends
-
Dark Armor Obscure Sustenance Power now accepts endurance sets and enhancements. No longer lists AoE/Negative types on its attack types. Regeneration and recovery buff scales and durations adjusted. Now provides a flat +250% enhanceable regeneration buff for 60s. Now provides a flat +25% recovery buff for 60s. Dark Regeneration (sentinels) Power now accepts accurate healing sets
-
Bio Armor Offensive Adaptation Recharge reduced from 4s to 0.5s Proc damage lowered, reduction depends on activated power's endurance cost. Proc damage is now increased by damage buffs. Now debuffs the caster with irresistible: -7.5%/-5.63% res (on Tanker/Scrapper), * -3.75%/-2.81% def Defensive Adaptation Recharge reduced from 4s to 0.5s Cast time reduced from 1s to 0.67s Efficient Adaptation Recharge reduced from 4s to 0.5s Inexhaustible -Recharge Resistance now only applies in Defensive Adaptation End Drain Resistance now only applies in Efficient Adaptation Movement Resistance now only applies in Offensive Adaptation Evolving Armor: Power now only applies -res in Offensive Adaptation Ablative Carapace Absorb is now based off base HP instead of Max HP (scale unchanged) DNA Siphon: Attack type changed from Lethal to Toxic First (closest) target will apply the full effect; subsequent targets will yield 30% of its effects While in Defensive Adaptation, the power will now only Heal and grant +End regardless of if the target is conscious or not While in Efficient Adaptation, the power will now only grant +Regen and +Recovery regardless of if the target is conscious or not This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 16.25 seconds, each additional target adds recharge proportionate to its buff strength Environmental Modification This power now grants a 5 Max End buff while in Efficient Adaptation Environmental Adaptation > Environmental Modification (Sentinel Only Power) Renamed to Environmental Modification Rebuild DNA (Sentinels) Lowered the scale of the endurance recovered outside Efficient Adaptation Efficient Adaptation: Increased bonus endurance Parasitic Aura/Parasitic Leech Can now also be used while defeated. Using this power while defeated will cost no endurance. This power now recharges in 10 seconds if no targets are hit. Area changed to 40ft PBAoE if used while defeated. Used while conscious, this power now grants an auto self rez if the player dies within 45s of using it in it's conscious state. Attack type changed from Lethal to Toxic. Accuracy lowered from 1.5 to 1.0. Duration of all effects reduced to 30 seconds Recharge increased from 270s to 300s Absorb is now based off base HP instead of Max HP Base absorb increased from +10% to +25% Base regen increased from +50% to +250% Base recovery increased from +30% to +75% Stance bonuses: Defensive Adaptation bonus Absorb increased from +3.3% to 8.25% Efficient Adaptation bonus Regeneration increased from scale 15% to scale 75% Efficient Adaptation bonus Recovery increased from scale 15% to scale 22.5% Offensive Adaptation now inflicts scale 0.1 damage every second over 14.25 seconds for a total of 1.5 scale damage on the first target hit. Offensive Adaptation now inflicts scale 0.01 damage every second over 14.25 seconds for a total of 0.15 scale damage on subsequent targets hit. First (closest) target will apply the full effect; subsequent targets will yield 10% of its effects
-
page 3 [FOCUSED FEEDBACK] Spines Adjustments
The Curator posted a topic in [Open Beta] Focused Feedback
Spines Barb Swipe DoT duration increased from 2.1 to 3.1 (3 -> 4 total ticks) Lunge On hit, gain +15% to Spine Poison for 15s (replaces self) Spine Poison increases the odds of Spines DoT of continuing per tick. While active, this increases the odds from 80% to 95% When Spine Poison is not active, a highlight ring will appear around Lunge Cast time lowered from 1.63s to 1.33s Recharge lowered from 6s to 5s Lethal Damage Scale lowered from 1.32 to 1.08 End Cost lowered from 6.864 to 6.032 DoT duration increased from 3.1 to 6.1 (4 -> 7 total ticks) Impale Now deals -100% Regen debuff for 15s (replaces self) Cast time reduced from 2.43 to 2.23 Recharge increased from 8s to 10s Endurance cost increased from 8.528 to 10.192 DoT now lasts for 15.1s (16 total ticks) at 80% chance DoT starts at scale 0.2, and decays to scale 0.05 by the last tick. Combined, this is a possible total of Scale 3.64 damage Spine Burst Cast time lowered from 3s to 1.67s Recharge lowered from 16s to 10s Endurance cost lowered from 15.184 to 10.192 Lethal damage scale lowered from 0.9 to 0.6 DoT duration increased from 3.1s to 6.1s (4 -> 7 total ticks) Ripper DoT duration increased from 4.1s to 7.1s (5 -> 8 total ticks) Throw Spines DoT duration increased from 4.1s to 7.1s (5 -> 8 total ticks) -
Super Strength Hand Clap Recharge time reduced from 30 to 12 Endurance reduced from 13 to 11.856 Stun changed from Stack to Replace This power should now accept damage enhancement and sets. Power description now warns damage enhancement and sets don't work unless Unleashed Might is active. Hurl This power is now a narrow cone with a 10 degree arc that can hit up to 5 targets in a straight line (10 on tankers due to Overcap) Damage was kept the same Rage -Defense crash reduced from -20% to -10.0% Added a -20% res debuff to the crash NOTE: This change is meant to make the crash more equitable across all Armor pairings NEW Unleashed Might New Toggle power, mutually exclusive from Rage While this power is active, you will gain a Scale 2.0 buff to Damage and a scale 1.25 buff to ToHit The following powers will also gain additional bonuses: Jab: Deals an additional scale 0.204 damage Punch: Deals an additional 0.3 scale damage Haymaker: Deals an additional 0.492 scale damage Knockout Punch: Deals an additional 0.4447 scale damage Hurl: Deals an additional scale 0.492 damage Foot Stomp: Deals an additional scale damage Hand Clap: Becomes a front facing cone with 180 degree arc and 15ft radius Has a target cap of 5 (10 on tankers due to Overcap) Knocks down instead of knock back Loses the 50% chance for additional mag 1 stub Deals scale 1.0899 damage Base Accuracy is increased from 0.8 to 1.0
-
Psionic Melee Insight No longer has a lockout Insight DoTs have been standardized to guarantee their average damage each time they are applied: Mental Strike - Insight DoT changed from 80% chance of 0.084 x4 over 3.1s > 100% chance of 0.0661 x3 over 2.1s Psi Blade - Insight DoT changed from 80% chance of 0.2285 x4 over 3.1s > 100% chance of 0.1799 x3 over 2.1s Telekinetic Blow - Insight DoT changed from 80% chance of 0.18 x4 over 3.1s > 100% chance of 0.1417 x3 over 2.1s Psi Blade Sweep - Insight DoT changed from 80% chance of 0.236 x4 over 3.1s > 100% chance of 0.1858 x3 over 2.1s Mass Levitate - Insight DoT changed from 80% chance of 0.142 x4 over 3.1s > 100% chance of 0.1118 x3 over 2.1s Boggle Cast time reduced from 2s to 1s Now has a highlight ring if you do not have any targets you have Boggled. FX now lasts 15 seconds to indicate the effect being active Chances to proc Insight on powers increased from 2x to 3x Ex: Mental Strike's 8.9% goes from 17.78% to 26.67% vs a Boggled target Greater Psi Blade Now has a highlight ring when you have Insight. Insight Strike damage increased from scale 1.38 > 1.656 Insight Strike no longer changes the Mag 3 hold portion to Scale 12. Instead, it now adds an additional Scale 8, Mag 1 hold that stacks with the base hold Mass Levitate Delay for dealing damage reduced from 2s to 1.5s to better match when targets impact the ground
-
Kinetic Melee All Powers -Damage debuffs now effect all damage types (it did not decrease Toxic or Psychic damage) -Damage debuffs are normalized to scale 0.7 for all ATs and powers except for Burst Burst -Damage debuff is scale 1.2 -Damage durations increased: Quick Strike, Repulsing Torrent - 6s Body Blow - 8s Smashing Blow, Focused Burst - 10s Concentrated Strike - 12s Burst - 15s -Damage debuffs now show -Damage fx KB values decreased by 50% (ex: Scale 0.67kb -> 0.4467kb) Swapped damage type ratio so Energy is higher and Smashing lower to match En defense type fixed Stalker powers not having the same damage scale ratio of Sm/En damage as other ATs fixed Brute Fiery Embrace damage in Concentrated Strike Power Siphon Cast time lowered from 1.93s to 1.17s Recharge lowered from 120s to 90s ToHit and Power Siphon Mode duration lowered from 20s to 15s Stack duration increased from 10s to 15s Power now grants one stack of Siphon at activation Each stack now grants +10% damage (down from +25%), now also increases Toxic and Psychic damage Base powers strength now goes up by +10% per owned stack This increases all the base stats of the power before any other boosts This includes Damage, Mez Duration, Debuffs, and Knockback scale of Kinetic Melee powers This multiplies against the buffed base damage For example, at 5 stacks a 100 damage attack becomes 150 and then is boosted by +50% to 225 Repulsing Torrent Range decreased from 40ft to 30ft, lowering it's area factor Total damage scale increased from scale 1.1 to 1.29 Knockback scale lowered from 3 to 1 Now inflicts scale 0.7 -Dam debuff for 6s Now grants a Power Siphon Stack Focused Burst Is now able to chain on hit to up to 4 extra targets, richocheting kinetic energy! Tankers can hit up to 10 total targets due to Overcap like with 5-target cones The 1st target takes full damage, with each extra target taking 25% less up to a minimum of 25% Burst Cast time lowered from 2.67 to 2.53 Now deals damage over time during the start of animation, then a stronger final hit Total damage scale unchanged [Stalkers] Stealth crit rate lowered to 50% Concentrated Strike Now can grant 2 stacks of Siphon, one at the start as you begin to drain the target and one at the final hit Now deals 1/3 of it's damage over time during the start of the animation Total damage scale unchanged Stun chance increased from 60% to 100% Cast time lowered from 2.83 to 2.67 [Stalkers/Scrappers] Now deals 3 scale 1.1867 ticks on crit, fully matching the total base damage over time [Stalkers] No longer recharges Build Up on crit [Scrappers] No longer has a chance to recharge Power Siphon
-
Fiery Melee Breath of Fire Recharge increased from 10s to 15s Endurance cost increased from 10.192 to 14.352 Arc increase from 30 degrees to 120 degrees Cast time reduced from 2.67s to 2.4s Max Target hit reduced from 10 to 5 (16 to 10 on tankers) FX has been adjusted to reflect new area Combustion [Tankers] Combustion and Breath of fire are now mutually exclusive Cremate Tankers now have access to Cremate as a T3 melee attack Not accessible if they have taken both: Breath of Fire and Combustion. You will need to respec out of either power to pick Cremate Fire Sword Now has a No Swords theme Fire Sword Circle Now has a No Swords theme Greater Fire Sword No longer applies a -defense debuff No longer accepts Defense debuff sets Now has a No Swords theme
-
Electrical Melee Jacob's Ladder Single target changes reverted Recharge increased from 8s to 9s Endurance cost increased from 8.528 to 9.36 Damage scale increased from scale 1.5 to 1.5233 (Previous recharge/endurance were too low for its damage Chain Induction This power is now a true chain Attack type changed from Melee_Attack to AoE_Attack No longer accepts Melee Enhancement sets Now accepts Melee AoE Enhancement sets [Stalker] Stealth crit can only trigger on the main target, remains at 100% chance Lightning Clap Power is now a foe targeted attack Power now inflicts scale 2.76 energy damage against it's main target only Power can now only proc on the primary target only Recharge lowered from 30s to 15s Accuracy increased from 0.8 to 1.0 Power now accepts Damage Enhancements and sets Chance to stun and knockback lowered from 100% to 80% Lightning Rod The center of this power has been expanded to 5ft, but can only hit a maximum of one target Scrappers and Stalkers can now crit for scale 3.2015 if they hit with the centermost portion of the power. Is now a true pseudopet on all archetypes
-
Sentinels Self Resist and Defense modifiers increased from 70% to 75% Sentinel Meter now only builds while in combat Vulnerability is now as chain that can affect up to 5 targets Known issue: the target requirement expression that is used to prevent the power from being used on a target that is already vulnerable is currently not working properly with chains. Opportunity now grants a perception buff based on meter buildup, with a max of +40% at full meter. Opportunity now grants a critical chance on all primary and epic attacks based on meter buildup, with a max chance of +40% at full meter, 5% with empty meter. Critical damage is 40% the strength of base power damage. Note: nukes are not intended to crit
-
Broad Sword Slash Cast time lowered from 1.33s to 1.1s Slice This power now applies a -15% res debuff on targets for 15 seconds After 15s from last use, this power can inflict a Rending Slice on the main target hitting for an additional 0.7254 lethal damage -Defense debuff lowered from -7.5% to -3.75%, Cast time lowered from 2.00s to 1.83s Mutually exclusive option to Boomerang Slice Damage from 1.23 to 1.2346 Stalker Only Target cap increased from 5 to 10 targets Boomerang Slice A new mutually exclusive option to slice. It has a narrower area but longer reach than Slice. This power now applies a -15% res debuff on targets for 15 seconds After 15s from last use, this power can inflict a Rending Slice on all targets hitting for an additional 3 ticks of scale 0.2 dot lethal damage [does not apply to Stalkers] This power has similar stats with area, range and animation being the major differences. 1.83 cast time, 8s recharge, 30ft range, 30 degree arc with scale 0.877 damage. Whirling Sword Recharge increased from 14s to 20s Radius increased from 8ft to 10ft on Scrappers, 12ft to 15ft on Tankers Endurance cost increased from 13.52 to 18.512 Damage scale increased from 1.18 to 1.4218 Head Splitter: This power now can hit up to 2 additional foes in a 90 degree arc for 33% damage. Target cap adjusted to 3 on all ATs