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issue 27 Patch Notes for November 26th, 2021 - Issue 27, Page 3
Booper replied to The Curator's topic in Patch Notes Discussion
I'll finish with this, though. If anything I said earlier is inaccurate, then please make a bug report. If you use buildup and it's active when you cast Meteor (when you select the location drop) but wears off prior to the Meteor hitting, then you see less damage because of the lost buildup - then please make a bug report. That would certainly be an example of something not working as intended. -
issue 27 Patch Notes for November 26th, 2021 - Issue 27, Page 3
Booper replied to The Curator's topic in Patch Notes Discussion
The hit check should be at impact. So although corpses may occur, the harder targets still standing should be checked at impact. So feel free to thin out those minions before the meteor arrives. -
issue 27 Patch Notes for November 26th, 2021 - Issue 27, Page 3
Booper replied to The Curator's topic in Patch Notes Discussion
The feedback is noted. Since this is no longer on Beta, I recommend making a suggestion post in the Suggestion and Feedback forum. My intent was to correct some of the claims you made about the power, so hopefully folks know It does not do the least amount of damage amongst nukes. It actually does the standard 4.0 scale damage most nukes have. Its 170s cooldown is normal for a ranged nuke (Blizzard and Thunderous Blast also have this) but also its cooldown will be lowered by the mechanics of the set. The delayed hit will not result in less damage then what your damage strength was at cast time (when you select the location of the meteor). It does not have the worst nuke stats, as Meteor has the largest radius (30', typically nukes have 25') and is tied with Rain of Arrows for the longest range (90', for reference Blizzard and Thunderous Blast have 60' range). I hope that information is helpful to you and others. Good luck. -
issue 27 Patch Notes for November 26th, 2021 - Issue 27, Page 3
Booper replied to The Curator's topic in Patch Notes Discussion
It does knock up too. You misinterpreted my previous comment as one benefit. They are two benefits that gives you options for how you want to use it. Place it further away and still hit a wide area and control the knock. Or you can place it in the middle of a spread mob and hit everyone. Or place it between 2 mobs and have it hit both. The options are there for you to choose how to use it. -
issue 27 Patch Notes for November 26th, 2021 - Issue 27, Page 3
Booper replied to The Curator's topic in Patch Notes Discussion
Also worth noting Meteor has the largest radius of any nuke, 30 feet (44% more area than a 25' nuke). That will give the player more room to strategically place the nuke for knock direction control and to hit more enemies if they're spread out. -
issue 27 Patch Notes for November 26th, 2021 - Issue 27, Page 3
Booper replied to The Curator's topic in Patch Notes Discussion
These are conflicting statements, then. The damage strength at the moment you cast Meteor is a snapshot. The moment you cast the power, that damage strength is applied all the way through. So concerns of gaussian proc wearing off prior to the damage hit doesn't apply. As long as you cast Meteor prior to it wearing off, it will be applied at impact. -
issue 27 Patch Notes for November 26th, 2021 - Issue 27, Page 3
Booper replied to The Curator's topic in Patch Notes Discussion
You should also notice if you cast Meteor then cast Buildup/Aim after (but before Meteor impacts) the Meteor will not be buffed by the Buildup/Aim. -
issue 27 Patch Notes for November 26th, 2021 - Issue 27, Page 3
Booper replied to The Curator's topic in Patch Notes Discussion
Have you tested that with Gaussian proc? I bet if you test it you'll see the damage buff is carried from start of cast until impact. Monitor your combat log and see what your damage is with build up (or aim) when gaussian doesn't proc, then compare the damage when it does proc. Test against the same target (rikti pylon is a good one for this). Since Meteor is target location AoE, you can position it to your advantage. If you want a mob knocked towards you, place it behind them. Knocked to the side, place it on the opposite. You want them scattered, place it right in the middle. -
issue 27 Patch Notes for November 26th, 2021 - Issue 27, Page 3
Booper replied to The Curator's topic in Patch Notes Discussion
Thunderous Blast also has 170s recharge (typical for ranged nukes). However Seismic Blast has a mechanic the lowers the cooldown of its attacks when using other Seismic Blast attacks, so technically Meteor will recharge faster than the 170s base would suggest. Meteor does 4.0 scale damage which is typical of most nukes and is definitely not the lowest damage (Rain of Arrow, Full Auto, and others do less). -
issue 27 Patch Notes for November 26th, 2021 - Issue 27, Page 3
Booper replied to The Curator's topic in Patch Notes Discussion
It is. The cooldown reduction mechanic is separate from shockwaves. As long as you're on the ground while using a seismic blast attack, it will reduce the cooldown of all other seismic blast attacks. -
What powers did you try to slot it in? It should be able to slot into Super Speed, Speed of Sound, Infiltration, Speed Boost, Gymnastics, and possibly a few other powers I'm forgetting.
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What about them isn't working? What are you trying to do? If you're hoping to slot them into Sprint, you can't. If you're wanting the bonus from the unique IOs, it is only granted if the power it's slotted in is active. They are Proc120s, basically.
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Check the recommended post. It's linked to the RC1 changes.
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Poll: What percentage of HC players played on live?
Booper replied to Troo's topic in General Discussion
I'm glad you finally found one of your socks, Chaz.- 50 replies
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I saw this too during testing. It seemed when Shockwaves was active and I was leveling up to add a power (so at even levels for newer characters), it wouldn't let me. If I wait for Shockwaves to wear off, it worked. It certainly is a bug, not sure what just yet. We'll be investigating.
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The precedent was already pushed with Power Transfer which also is damage-centric and only contains 2 EndMod pieces in the set. There are other Slow Movement sets that will offer more slows at the cost of only 1-2 Damage pieces. This set offers a stark alternative by allowing 90+% enhancement to damage while still offering 53% enhancement to slow.
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Focused Feedback: Villain Group changes
Booper replied to Booper's topic in [Open Beta] Focused Feedback
Release Candidate 1 Changes: Villain Groups Fixed a bug in the AI of Critters that have foe-targeted summons. Fixes Devoured bosses not summoning swarms, and probably other things. Critter Changes AV, and Giant Monsters should now be able to use their weakest attacks when fully end-drained. AVs should be able to use attacks that cost less than 10 end to cast. Giant Monsters should be able to use attacks that cost less than 15 end to cast. EB and Arch Villain min recovery is now capped at 25% instead of 0% Giant Monster min recovery is now capped at 50% instead of 0% Crey The Crey enemy group has been adjusted at high level, as the group was majorly lacking in diversity above level 40. The armored Crey lieutenant mobs (Eliminator, Crisis Unit, Juggernaut) that only existed from levels 30-34, have been extended up to 54. At levels 40+ a lieutenant version of the Crey Protector can spawn. These adjusted lieutenant enemies have had their attack chains and powers redone, fixing issues previously where if they engaged in melee without their weapon drawn they would only cycle Brawl infinitely. Psychic and Radiation Paragon Protectors that are seen at lower levels inexplicably stopped spawning after level 34, these have had their level range expanded up to 54, making them consistent with other types of Paragon Protectors who appear at all level ranges. Lieutentants: Crey Eliminator: Chain Gun: Ranged Lethal, High Dam, +Acc Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Tear Gas Grenade: Targeted AoE, -Perception, -ACC Crey Crisis Unit: Grenade Launcher: Targeted AoE, Lethal/Smash, Knockback Sleep Gas: Targeted AoE, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Hallucinogenic Gas: Targeted AoE, Confuse Crey Juggernaut: Missile Launcher: Ranged Lethal/Smash, +KB Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Personal Force Field: Self Toggle Invulnerable, Special New FX, can now attack while protected. (Level 35+ only) Taunt: Ranged (Targeted AoE), Foe Taunt Targets Ranged defense, 1.4 Accuracy Crey Protector: Cryo Rifle: Ranged, Light DMG(Cold), -Recharge, -Speed, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Dispersion Bubble: Team AoE Toggle +Res(Special) (Level 40+ only) Deflection Shield: Ranged, Ally +DEF(Smash, Lethal, Melee), Res(Toxic) (Level 40+ only) Force Bolt: Ranged, Minor DMG(Smash), Foe Knockback New Enemies: Cryogenicist bosses added, spawning at levels 35-54, limit 1 per spawn group: Cryogenic Shot: Ranged, Moderate DMG(Cold), Foe Immobolize, Foe Slow, Foe -Rech Cryogenic Beam: Ranged (Cone), Moderate DMG(Energy), Foes -Def(All), Foes Slow, Foes -Rech Absolute-Zero Beam: Narrow Ranged (Cone), High DMG(Cold), Foes -Res, Foes Slow, Foes -Rech Ice Shield: Ranged, Ally +DEF(Melee, Smash, Lethal), Res(Cold, Fire) Benumb: High Accuracy, Ranged Foe -DMG, -END, -Regeneration, -Special Serum: Self Heal, +Max HP Hypo: Ally Heal, Mez Protection Reanimate: Ally Rez, Special Crey Gamma Tank minions added, spawning at levels 46-54, limit 2 per spawn group: Contaminated Strike: Melee, Light DMG(Energy/Smash), Foe -Def Radioactive Smash: Melee, Moderate DMG(Energy/Smash), Foe -Def, Knockdown Radiation Siphon: Melee, High DMG(Energy/Smash), Foe, -Def Neutrino Bolt: Ranged, Minor DMG(Energy), Foe -DEF Positron Cell: Ranged, Light DMG(Energy), Foe Hold, -Def Arachnos Arachnos continues to evolve as the supreme villainous organization! Limitations have been lifted, allowing certain career paths within the group to accommodate stand-out individuals in their ranks regardless of gender. This brings them to canonical parity with the existence of the Villain Epic ATs. These new genders (female soldiers, male widows) have a 12.50% chance of spawning. The divisions that have expanded their ranks are Wolf Spiders Crab Spiders Bane Spiders Blood Widows Night Widows Fortunatas (Mistress rank remains female-only) 5th Column Added new max level Lycanthrope LTs and Bosses to the standard 5th Column at SpawnLimit 1. They previously only spawned on LTs between 24-29 and Bosses 20-24, this change will make obtaining The Beast Within defeat badge more reasonable. Shivans Fixed erroneous name of Shivan lieutenants from 'Shivan Smashers' to 'Shivan Smasher'. Knives of Artemis Fixed incorrect texture on the Knives of Artemis' broadsword weapon. Fixed minor visual issue on Knives of Artemis broadsword blade tip. Incarnate Cimeroran Traitors Adjustments to the Endgame Roman AI config so that Endgame Surgeons will no longer waste their buffs or heals on other Surgeons. Nictus Minotaurs now have the finished version of their Nictus axe. -
Release Candidate 1 Changes: Tasks [Focused Feedback: Tasks] The Future of Freedom (Flashback) The original version of Lord Recluse's Future of Freedom strike force can now be found in Ouroboros. It is located under the 'Made (Level 50)' category and is designated Arc 7.54. This version is true to the original release, with none of the nerfs that the content received later. Mission 4's Vindicators fight has all five heroes returned to their original level of 54. Mission 5's Freedom Phalanx fight has all eight heroes returned to their original level of 54. Shares reward cooldowns with the currently existing version of the content. The Ouroboros version rewards all the same defeat badges you would normally get. This content can be run for the 'Master of Recluse's Strike Force' badge, though it is obviously more difficult to do so. Completion of the Ouroboros version of this strike force with the "Old School Challenge" selected (no Incarnate powers, no Set Bonuses) rewards the new Worthy Opponent badge. Disabled Super Inspirations in the Old School Challenge of the LRSF Flashback. The Future of Freedom (Both versions) You must now defeat the Vindicators and secure the base code to complete Mission 4. Ms. Liberty Task Force The version of Lord Recluse faced in the final encounter now has a long-range Web Cocoon hold with -fly/-jump. During this encounter only, Lord Recluse now has 85% resistance to -range debuffs. Apex & Tin Mage Task Forces Removed -4 level shift debuff from running this content without an Alpha Slot power equipped. The Graveyard Shift Fixed an issue which could result in players skipping the Rusty Rivet mission entirely. Added killstat credit to Cortex when you defeat him. Will award in Abandoned Sewer spawn of Cortex and Positron Part 2 finale. Zoombies will no longer persist after exploding Zoombies now knockback friend and foe alike when they explode. Mission 2: Fixed Ambush code. Mission 3 (Rave): Promoted JunkShot to Mayor of Ravertown. Added Nav dialog to rescue all three hostages in Rusty Rivet. Mission 4: Adjusted caption positioning in post-task rewards for Investigation Mission chain. Mission 6 (Pathogen): Added a locked door requiring Dr. Meinst's defeat to get the key. Added more Team Leader only Requires parameters in the radio chat. Changed up Pathogen's AI a bit and changed where he spawns. Freakish Lab of Dr. Vahzilok Added IgnoreRadius flag to many Buzzsaw arc spawndefs to avoid the off-chance of something important not spawning. Added killstat credit to Cortex when you defeat him. Will be awarded in either Mission 1 or Mission Finale. Mission 3: Fixed being able to click on Pierce and getting an empty dialog window Eden Trial You must now defeat the Rock Wall and Mold Wall to complete the Eden Trial. Greater Devoured in the Eden trial will now drop Ambrosia at level 53 and 54. Unique damage from the Crystal Titan attacks is now auto-hit and can only be mitigated via Ambrosia. Non-Unique damage still can be avoided with Defense. Ambrosia Resistance lowered to 65% while in Master of Eden mode. Expanded the level range so summoned Devouring Earth will not spawn far below the trial's level. You can now only select a Titan Origin Enhancement as a reward every 18 hours like other special enhancements. Completing this trial on the Master Challenge will give an even-level Titan Origin Enhancement instead of -2. Abandoned Sewer Trial Descent to the Hydra will no longer fail the mission if all players leave the map. Expanded the level range so summoned Hydra will not spawn far below the trial's level. You can now only select a Hydra Origin Enhancement as a reward every 18 hours like other special enhancements. Completing this trial on the Master Challenge will give an even-level Titan Origin Enhancement instead of -2. Market Crash Trial M1sT3r B1GsH0t in Mission 1 and Captain Roberts in Mission 2 now spawn as AVs. Caverns of Transcendence Trial Almost entirely redone system-side. Objectives now track on the navigation telling you how many obelisks remain. Koago must now be defeated to complete the trial. Mob spawns re-evaluated, many packs had a 20% of spawning, causing the trial map to sometimes generate as an almost entirely empty instance. In set interval checks, surviving mobs on the map will have a chance to start chasing players depending on team size and how many obelisks have been completed. The Underground Incarnate Trial Desdemona now has no collision, meaning it is impossible for her to get stuck on her own summoned demons. Pandora's Box Completing the last mission of SSA2 - Pandora's Box, Part 5 (Heldenjaeger/Inconspicuous Female 39757) will trigger a Nemesis invasion in a zone matching the arc's alignment. Tip Missions Fixed Stardusk being accidentally killable before rescue in "Make a Deal with Stardusk" tip mission. Broker / Detective Contacts These contacts can now be Dismissed by talking. This will remove all current progress towards a Mayhem / Safeguard mission. On re-entering the zone, a new Broker / Detective contact will be randomly issued, which allows you to switch your assigned Detective if you really want to. Turnstile / LFG Queue Added a confirmation prompt to exiting the Cathedral of Pain trial and instanced Rikti Mothership raid.
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Focused Feedback: Emotes, Costumes and Bases
Booper replied to Booper's topic in [Open Beta] Focused Feedback
Release Candidate 1 Changes: Costumes [Focused Feedback: Emotes, Costumes and Bases] Costume Additions & Changes All > Jetpack: Added a new "Jetpacks" category under "Back Details" to support future Jetpacks. Existing jetpacks found under "Backpacks" have not been moved yet. Added "GoldBricker" to "Jetpacks" (the legacy color version of this jetpack is delayed for technical reasons) All > Various: Added "Spectrum" texture to many categories that were missing the option. All > Jackets > Belts: Added "Resistance" belt. All > Standard & Full Mask > Detail 2: Added "Arena Headset" All > Head > Detail 1: Added "Gold Bricker" Added "Blindfold 1" and "Blindfold 2" as "Detail 1" options. (Derived from Headband and Wrapped. Tied versions not available with hats/helmets). Male & Huge > Head > Face: Added "Hostile Face 6" All > Upper Body > Chest Detail > Special Symbols Added "Hero Corp Logo" Female & Huge > Upper Body > Jackets > Chest Detail > Under Added all missing symbols from 'Special Symbols' category Female > Head > Hats: Added "Resistance", bringing it in line with males. This was an incomplete asset and was reconstituted. Female > Head > Detail 1: Added "Gunslinger 05" Added "Gunslinger 06" Added "Gunslinger 07" Added "Gunslinger 08" Fixed Gunslinger bow transparency issue, which has been broken since live. (If you feel *strongly* against the fix since it affects visuals, please voice your concerns on the feedback thread) Fixed minor tint color bleed on gunslinger bow Adjusted smoothing on gunslinger bow (sharp edges on the bow are gone) All > Gloves: Added "Aeon Tech" Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Upper Body > Belts: Added "Official (Simple)" Added "Official (Dual Pistol)" Added "Gold Bricker" Added "Gold Bricker (Legacy)" Female > Upper Body > Belts: Added "Carnival of Light 2" Female > Lower Body > Skirts > Bottom: Restored Bikini 2 Restored Bikini 3 All > Lower Body > Tights: Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Lower Body > Tucked In: Added "Gold Bricker 1" Added "Gold Bricker 1 (Legacy)" Added "Gold Bricker 2" Added "Gold Bricker 2 (Legacy)" All > Boots: Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Custom Weapons > Battle Axe: Added "Roman Nictus" -
Focused Feedback: Dr. Aeon Strike Force
Booper replied to Booper's topic in [Open Beta] Focused Feedback
Release Candidate 1 Updates: Dr. Aeon Strike Force [Focused Feedback: Dr. Aeon Strike Force] New Strike Force: Chasing Fool’s Gold [Dr. Aeon] (Villain, Level 35-50) The supervillain genius, Dr. Aeon, has begun to take notice of suspicious unscientific activity going on within Aeon City! Such things are inconceivable! None can be permitted to befoul the glory of his utopia! In his unparalleled brilliance, he has decided to enlist the service of local villains for the purpose of helping him maintain and enforce order! Definitely not to deflect any potential responsibility or liabilities from himself! Never! However, even his immaculate mind couldn’t predict the culmination of this plot. Decades of planning see the rise of an unexpected threat of which Dr. Aeon played no small part in helping create, in more ways than one! Strike Force Contact: Dr. Aeon, Aeon City, Cap Au Diable Located atop the balcony of the Arachnos administrative building in Aeon City; This location can be reached through the elevators with rounded doors located inside the lobby. Also available through the LFG tab. Completion of the Dr. Aeon Strike Force will give players the option of selecting a new enhancement category as a reward called D-Sync Origin Enhancements (DSO) once every 18 hours. The Dr. Aeon Strike Force also features brand new musical compositions, created specifically for it! Bug Fixes and Changes: Using the Dimensional Grounding Ray any time on a Golden Brickernaut will interfere with their delicate AU technology and cause the targeting of their self-destruct pack to lose Friend-or-Foe scanners, hitting players and Gold Brickers alike. This will appear in the combat log as "Uncontained Power Core Meltdown". Using the Golden Throwing Wrench against a Golden Brickernaut while it's counting down to self-destruct will also cause this interference. The Golden Throwing Wrench no longer applies its guaranteed Mag 2 Confuse on Brickernauts (it still has a 10% chance to confuse). Adjusted the Aeon explains cut scene slightly; Player 7 is now texting and facing away, Player 8 is now plotting. Fixed typo "postules" to "pustules" in ASF Mission 5, Ripple 2's pods. Added fix to the bioelectric pustules that drops them to 0.01% HP after being drained; Their drain wasn't happening consistently in testing. Added damaged texture for Golden Roller once he drops below 50% health. Prevent objectives from Roller and Midas from triggering out of sequence. Remove doors from buildings that will phase out. The Vanguard AVs now properly receive buffed stats at high difficulty options. The Luddites now properly receive buffed stats at high difficulty options. Pets summoned by the Vanguard AVs now properly inherit the phase volume of their owners. Text fixed in the Ripple Resonator power that incorrectly refers to it as a Disruption Arrow. Fixed missed PsiCurse dialog that referred to Flagg instead of Apex. PsiCurse now properly recognizes Praetorian characters as level 50 for dialog qualifications. Fixed a few NPC powers that would crash the client if viewed. The fights in Mission 5 and 7 that have phases now flow properly as a stacked dependency and teams that damage the boss very quickly will not break the encounter. -
Release Candidate 1 Updates: Seismic Blast [Focused Feedback: Seismic Blast] New primary for Blasters and Corruptors, new secondary for Defenders. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense. Being of the Earth, you are the most powerful while on the ground. While grounded, your attacks increase Seismic Pressure. As your Seismic Pressure increases, the cooldown of other Seismic Blast attacks is reduced and your chances of triggering Seismic Shockwaves around you also increase. These Seismic Shockwaves will have a chance of knocking back foes and, while standing on the ground, empower some of your attacks. Rock Shards will have its area and damage increased. Seismic Force will decrease the cooldown of all recharging Seismic Blast attacks by a moderate amount. Stalagmite will deal a large amount of damage. Seismic Shockwaves: Now lasts for 45s or until consumed (was 15s previously). Fix: The knockdown aura was unable to be granted, this should now be remedied. Seismic Stress (the mechanism used to proc Shockwaves) has been renamed to Seismic Pressure. Seismic Blast attacks now grant 2 Seismic Pressures (Earth Manipulation attacks still grant 1 Seismic Pressure). Seismic Pressure's chance mod increased (will now take 2-5 Seismic Blast attacks to trigger Shockwaves). Maximum number of knockdowns reduced to 5 per second. Chance for knockdown reduced slightly. Knockdown suppression increased to 10s. Knockback Aura should only be active and visible while on the ground, not while jumping or flying. Encase Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Encase a foe in stone for a short moment, dealing damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Encase grants two stacks of Seismic Pressure. Shatter Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Cover a foe in stone shards and shatter them, inflicting light damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Shatter grants two stacks of Seismic Pressure. Rock Shards Ranged Cone, Light DMG(Lethal), -Defense, Special You launch a volley of stone shards at your target in a sweeping cone. These shards stab into the target, causing lethal damage. They will also continue to suffer additional lethal damage over time. If affected by Seismic Shockwaves, this power will halt the shockwaves, the up front damage will be increased and damage over time accelerated, foes will be knocked down, range will be increased to 60ft and arc to 40 degrees. Rock Shards grants two stacks of Seismic Pressure. Updated VFX for Empowered Rock Shards. Entomb Ranged, High DMG(Smash), Foe -Jump, -Fly, -DEF Entomb foes in a big boulder, dealing high damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Entomb grants two stacks of Seismic Pressure. Seismic Force Self +To Hit, +DMG, +Special Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. If affected by Seismic Shockwaves, this power will halt the shockwaves and will decrease the cooldown of all recharging Seismic Blast attacks by a moderate amount. Fix: Previously Empowered Seismic Force was not consuming Seismic Shockwaves. Upthrust Targeted AoE, Light DMG(Smashing), -Fly, -Defense, Chance to Knockdown You channel seismic energy into the earth, causing a micro-fault to erupt under your target. This causes a shard of rock to thrust upward out of the ground, dealing smashing damage and lowering their defense. Affected foes will become heavy, limiting their ability to jump and fly for a short time. The force of the eruption can knockback enemies. Upthrust grants two stacks of Seismic Pressure. Tombstone Sniper, High DMG(Smash), Foe -Jump, -Fly Create a giant pillar of stone, creating a Tombstone around your target dealing extreme damage and limiting their ability to jump and fly for a short time. This is a sniper attack, and is best fired from a distance as it can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage. Tombstone grants two stacks of Seismic Pressure. (Blaster Only) Both Quick and Normal Snipes now provide a 50% range buff for 10s. Updated VFX Stalagmite Ranged, Variable DMG(Smash), Foe Disorient, Special You can cause a Stalagmite to erupt under an enemy dealing minimal Lethal damage and Disorienting them for a good while. You must be on the ground to activate this power. If affected by Seismic Shockwaves, this power will halt the shockwaves and deal extreme damage. Stalagmite grants two stacks of Seismic Pressure. Updated VFX for Empowered Stalagmite. Meteor Ranged (Location AoE), Extreme DMG(Smashing) Foe Knockback You call down a meteor strike from the sky at a specified location. All targets within 30' are caught in the blast radius, taking extreme damage and being knocked back. Note: This power uses the knock vector system. You'll notice the foes will be knocked up and back. Fixed Corruptor's Scourge Damage. It was doing 100% Scourge damage, it's now doing the intended 50% Scourge damage.
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Focused Feedback: Electrical Blast Revamp
Booper replied to Player-1's topic in [Open Beta] Focused Feedback
Release Candidate 1 Updates (I am including the Elec Manipulation updates as well): Tesla Cage Tesla Cage has been revamped to emit Chain Lightning! Taking this power allows you to build Static Charges with each activation of other electrical blast attacks. As Static builds, you can unleash it with Tesla Cage where electricity will jump off your main target to shock others nearby! Note: The updated description for Tesla Cage implies Electrical Blast AoE attacks will now also grant Static Charges, however it will only apply one stack no matter how many targets are hit. This impacts Ball Lightning, Short Circuit, and Thunderous Blast. Electricity Manipulation [Focused Feedback: Various Power Changes] Added the ability to gain +Static on Elec. Manip. AoE attacks (does not stack per target) if Tesla Cage is owned from Electrical Blast: Force of Thunder Grants 1 Static if a target is hit (does not stack) Thunder Strike Grants 1 Static if a target is hit (does not stack) Power Sink Grants 1 Static if a target is hit (does not stack) -
Release Candidate 1 Updates: Hypersonic A rare 4-piece Flying IO set that includes a unique IO that will grant your character a power mod that provides +2.0 fly protection when using the fly power it's slotted in. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% flying speed and 68.9% endurance reduction. Fixed description inconsistencies between the recipes and enhancements. They should now match. Enhancements: Flying Endurance Reduction / Flying Endurance Reduction Flying / +Fly Protection Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Energy/Negative) and 3.75% Mez Resistance (All) 3-piece: (Large) 2.5% Recovery 4-piece: (Huge) 9% Movement Speed Launch A rare 4-piece Leaping IO set that includes a unique IO that will grant your character incredible leaping potential while using the jump power it's slotted in. This extra leaping effect will grant your character +8 feet of jump height and +40 feet of maximum jump height for 120s (if click power) or until the jump power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% jumping speed/height and 68.9% endurance reduction. Enhancements: Jumping Endurance Reduction / Jumping Endurance Reduction Jumping / +Jump Height Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Smash/Lethal) and 3.75% Mez Resistance (All) 3-piece: (Large) 10% Regeneration 4-piece: (Huge) 2.7% Max Endurance Thrust A rare 4-piece Running IO set that includes a unique IO that will grant your character extra running speed when using the run power it's slotted in. This extra run speed is 5 mph, can be increased with enhancements and outside strength buffs, does not suppress in combat, and will last for 120s (if click power) or until when the run power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% running speed and 68.9% endurance reduction. Fixed description inconsistencies between the recipes and enhancements. They should now match. Updated the description of Thrust's unique to read as: Grantes a small amount of run speed that will not suppress in combat and can be enhanced. Enhancements: Running Endurance Reduction / Running Endurance Reduction Running / +Run Speed Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Fire/Cold) and 3.75% Mez Resistance (All) 3-piece: (Large) 1.875% Max Hit Points 4-piece: (Huge) 10% Slow Resistance Warp A rare 4-piece Teleportation IO set that includes a unique IO that will grant your character heightened spatial awareness when using the teleportation power it's slotted in. This extra effect provides a 20% increase to perception radius and will last for 120s. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 53.4% range and 68.9% endurance reduction. Enhancements: Range Endurance Reduction / Range Endurance Reduction Range / +Perception Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Psionic/Toxic) and 3.75% Mez Resistance (All) 3-piece: (Large) 3% Endurance Discount 4-piece: (Huge) 7.5% Range
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Focused Feedback: Stone Armor - Revamp and Proliferation
Booper replied to Booper's topic in [Open Beta] Focused Feedback
Release Candidate 1 Updates: Scrapper and Stalker Geode Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect. If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength. Fix: Now accepts Healing and Endurance Modification sets and enhancements. Removed the ability to slot Defense/Resist. The pet generated by this power should be a lot more durable in PvE. Stalker Only Hide Toggle: Self Stealth, +DEF(All but Psionics) Hide makes you almost impossible to detect. When properly 'Hidden", a Stalker can pull off Critical hits with his attacks, and even land a massive 'Assassins Strike' with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. No Endurance cost. Fix: Should now accept Defense sets -
Thank for the feedback. In the next build the set bonuses will be changed as follows: Hypersonic: 2.25% E/N Resist | 2.5% Recovery | 9% Movement Speed Launch: 2.25% S/L Resist | 10% Regen | 2.7% Max End Thrust: 2.25% F/C Resist | 1.875% HP | 10% Slow Resist Warp: 2.25% T/P Resist | 3% End Discount | 7.5% Range