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csr

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Posts posted by csr

  1. On 5/26/2025 at 5:00 AM, The Curator said:

    Radiation Armor

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • 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 20 seconds, each additional target adds recharge proportionate to it's buff strength.

     

    The "Notes" in the character creation screen say 20s and 18.5s for the adaptive recharge times instead of 25s/20s.  This is for all melee ATs.

  2. On 5/26/2025 at 5:00 AM, The Curator said:

    Radiation Armor

     

    RadiationArmor RadiationTherapy.png Radiation Therapy

    • 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 20 seconds, each additional target adds recharge proportionate to it's buff strength.
    • Every subsequent target will yield a 30% weaker effect than the previous target
    • Base -Regeneration Res is now flat 25% per target for all ATs

     

    The -Regen is still -150% on the Tanker I tested.

     

    The heal (again on a Tanker) is 70% of the first target on all subsequent targets.  Not X, then 0.7X, then 0.49X and so on.  The END gain scales the same as the heal.

    • Thanks 1
  3. The Notes in Radiation Therapy's Description tab are a bit odd.  It says...

     

    "Notes: This power has adaptive recharge. It has a base recharge of 20 seconds and each affected foe will increase the recharge by a varying amount. First target adds 18.5 seconds for a maximum total of 90 seconds."


    I suggest something along the lines of...

     

    "Notes: This power has adaptive recharge.  It has a base recharge of 20 seconds, the first target adds 18.5 second and each additional foe increases the recharge by a varying amount to a maximum total of 90 seconds."

  4. On 5/14/2025 at 12:27 PM, The Curator said:

    Bio Armor

    Power info screen has been entirely revamped to more easily understand what effects apply under each adaptation

     

     

     

    BioOrganicArmor AblativeCarapace.png Ablative Carapace

    • Absorb is now based of base HP instead of Max HP (scale unchanged)

     

    Electric Armor

    Design Notes:

     

    We are seeking to upgrade the overall sustainability of this set. Although the set provides some solid resistances (making its burst/alpha survival rather solid) it suffers in sustained survivability. For this reason, we are giving the set a new power that is mutually exclusive from Power Sink that adds some scaling regenerative buffs in trade of some of its endurance drain capabilities. The duration of Energize's regeneration buff is also being extended and Power Surge is getting a makeover that is more in line with the live version of Icy Bastion while retaining it's closing AoE burst. We are going to evaluate the viability of this change based on feedback, there is a high possibility for it to  get very minor adjustments or being rolled back to it's live form.

     

     

    Some editing issues...

     

    Ablative Carapce says "based of HP".  It should probably say "based off HP" or "based off of HP".

     

    Electric Armor's Design Notes are still referencing the new power that was rolled back in favor of just buffing Power Sink.

  5. On 5/5/2025 at 7:54 AM, The Curator said:

     

     

    New Powerset: Psionic Armor

    New armor set for Tankers, Brutes, Scrappers, Sentinels and Stalkers

     

     

    image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

    • Toggle: Self +DEF(All), +To Hit, Foe -Recharge
    • Only available to Tankers and Brutes
    • Impose Presence your presence on nearby enemies, slowing their attack rate down and increasing your defense and chance to hit.

     

     

    This power is only providing +DEF(Melee, Ranged) rather than +DEF(All).

    • Thumbs Up 1
  6. On 5/5/2025 at 7:54 AM, The Curator said:

     


    Radiation Armor

     

    Radiation Therapy

    • Fixed a bug where the power would grant an extra tick of health and endurance even without a target, for a total of 11 instead of the intended 10
    • Accuracy lowered from 3x to 1.2
    • Base Regeneration is now flat 25% per target for all ATs
    • Recharge reduced from 60s to 5s
    • Endurance cost reduced from 13 to 6.032
    • Heal per enemy increased from scale 0.22 to scale 0.32.
    • Heal with no enemy in range lowered from scale 1.1 to scale 0.32
    • Total maximum heal is the same as before
    • Every foe hit by this power will increase its recharge by 8.5s up to a maximum of 90s if fully saturated.
    • Regeneration buff reduced from +100% to 50%, duration reduced from 60s to 30

     

    The +Regen in this power on melee ATs (only tested on a Tanker, but the power description seems to be the same for Brutes, Scrappers and Stalkers) appears to be a flat enhanceable non-stacking +50% without requiring a target and having a 45s duration.  And the heal with no target is actually twice that per target (and twice the scale listed in the patch notes).

  7. On 5/5/2025 at 7:54 AM, The Curator said:

     


    Regeneration

     

     

    Fast Healing

    • now grant 25% fixed regen resistance at all levels, for all ATs
    • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance

     

    Quick Recovery

    • Now grants 20% recovery debuff resistance

     

    Dull Pain > Second Wind

    • Converted to Second Wind
    • The power grants a 20% Max HP buff, this buff is retained even if the caster is defeated
    • Heal is now a flat base 40% heal, ignores resistances (same as live Dull Pain). This heal ignores resistances
    • Recharge increased from 300s to 360s, matching Dull Pain's recharge
    • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain)
    • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting
    • Fixed a bug where resurrecting after death with the auto-resurrect would not play vfx.
    • Fixed endurance cost for Second Wind.
    • Power should now accept endurance discount enhancements.
    • Fixed power description.

    Reactive Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing
    • This power is now a toggle, pulses every 2 seconds
    • Grants a 200% enhanceable regeneration buff
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times
    • Grants a scale 2 resistance to regen debuffs for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times
    • Sentinel's Instant Regeneration power will follow this implementation of the power
    • Power should now display stack count for each additional reactive regen buff

    Revive > Ailment Resistance 

    • Converted this power to Ailment Resistance
    • This power is now an auto power
    • Grants a 24% MaxHP buff, half enhanceable
    • Grants -15% resistance to heals (making all heals on you 15% stronger)
    • Grants scale 0.55 resistance (19.03% res on brutes/scrappers, 23.49% tankers, 15.22% sentinels) to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit 
    • Power no longer accepts endurance or recharge enhancements

    Moment of Glory

    • Cast time reduced from 2.57s to 1.5s
    • Now grants a small damage buff that decays over time
    • Now grants a small amount of Psionic and Toxic defense

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Instant Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Instant Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing
    • Second Wind
    • Moment of Glory

     

     

     

    Regeneration proliferated to Tankers

    • Same power selection as Brutes, minus Instant Healing. Tankers only have access to Instant Regeneration.

     

    There are some inconsistencies here:

    • The new power is called "Reactive Regeneration" but is listed in the power orders as "Instant Regeneration".
    • The power order for Tankers and Sentinels lists "Instant Healing" as their only option at T7 when they should only have the option for "Reactive Regeneration".
    • The Tanker proliferation has the same power selections as Sentinels.  Though the statement that it is the same as Brutes, minus "Instant Healing" is also correct.  The reference to "Instant Regeneration" instead of "Reactive Regeneration" is not however.
  8. I rebuilt my Live MA/Elect Brute to try the changes out on test.  I stuck with her build except for replacing Combat TP with Power Surge and moving 2 slots from Stamina to Power Sink.

     

    Power Sink's stacks seem to refresh; as adding even 1 stack before it expired kept it capped.  When I didn't add any all the stacks expired at once.

     

    Power Surge seemed largely wasted on this toon.  I'd have to dig up a fair number of slots (3 or more) to make it significantly better.  It does help her Neg and Toxic Res but other than that it felt as if the most useful component might be the -Regen for AV fights.  With my high +Rech even one-slotted Power Surge I was able to keep an average of nearly -130% Regen on my target.  The power's costume change seems a bit off-putting now that it last so short a time.  But this is definitely a power worth taking now.

  9. On 4/19/2025 at 2:37 PM, Wavicle said:

     

    I think it's supposed to cap at 10. Were you looking at the buff icons or at the attributes window?

     

    Devour Psyche on a Scrapper is now capping at 11.  Which is the same as Energy Absorption from Ice Armor and Energy Drain from Energy Aura.  The one oddity I see is that any additional stack seems to refresh all existing stacks.  Making it extremely easy to stay at 11 all the time.

    • Like 1
  10. 18 hours ago, Dispari said:

    Fly Trap: His behavior doesn't seem any different. He does maybe one ranged attack and then charges in. Still an idiot. Maybe he needs more ranged attacks or fewer melee attacks? He does only have three ranged powers and they have pretty long recharge times, and Bite is only 4 seconds.

     

    Like MM pets you can get it to stay at range with GoTo and Stay commands.  But Fling Thorns' range is so short (30') it often leads to just using his AoE Immob then spamming Thorny Darts for terrible DPS.

  11. 1 hour ago, macskull said:

    The magnitude is affected by level differences, so against a +4 target that becomes mag 1.2, or 2.4 when fully enhanced.

     

    For reference, mag 2 will affect a minion, mag 3 for a lieutenant, and mag 4 for a boss.

     

    This is different from how most mez powers work, where the duration is what is enhanced (and therefore affected by level differences). For this power, the duration is fixed and unaffected by level differences but the magnitude changes.

     

    It only takes >1 Mag to affect a Minion, >2 for Lt and >3 for a Boss.  You don't need a full Mag greater than their protection.  I actually tested against +4 minions with the 1.2 Mag and it Terrorized them.

  12. 26 minutes ago, macskull said:

    That benefit goes away pretty quickly once you start fighting up-leveled enemies. Fully enhanced, Cloak of Fear will not affect bosses at +3 and lieutenants at +4. Without enhancements it won’t even affect minions at +1.

     

    It's Mag 2.5 base, not 2.0, so it does affect +3 Bosses and +4 Lieutenants.  And unenhanced it affects +4 Minions.

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