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Patch Notes for March 31st, 2020 - Issue 26, Page 5


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  • Developer

Issue 26, Page 5

 

Safe Mode Discontinuation

 

Costume Editor Update

  • Auras have been separated into two slots: Auras and Path Auras
  • Boots and gloves now have an asymmetrical toggle, which can be toggled on to allow separate left and right glove and boot selection
    • Not every set of gloves and boots are available in asymmetrical mode, more will be added in future updates
    • All sets of gloves and boots remain available in symmetrical mode

image.png.1af0a15dbcb19ada1e775bf0aa82f48d.png

 

asym-6.thumb.png.aab0aca752ba771104bc4254fd38f8d2.pngasym-1.thumb.png.a0ba864c15e170136111e5daf9e994a3.pngasym-3.thumb.png.2313a885339b556bd2664852fe9179bf.png

 

asym-5.thumb.png.c6554c9bb2f3ab25edbeaacc35c40ea8.pngasym-2.thumb.png.5f96a05184234d4499adf3db11c54157.pngasym-4.thumb.png.e90b354fe068b5259a981725b5be8671.png

 

New Support Powerset: Electrical Affinity

You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to.

  • The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies.
  • Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have.
  • Electrical Affinity is available for Defenders, Corruptors, Controllers and Masterminds.
  • Electrical Affinity has both a Hero (blue) and Villain (red) default theme available for all ATs, along with the light and dark customisation themes.

Powers

  • ShockTherapy_Shock.png.47ac6e7922aa47a49b8a4f9b0a01c904.png T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen)
    • Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow
  • ShockTherapy_RejuvenatingCircuit.png.9d37e1718186c520d2153b9a61fdfe38.png T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static)
    • Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate
  • ShockTherapy_GalvanicSentinel.png.b58b41d878755ee68754ec83933028a7.png T3 (Defenders, Controllers and Corruptors): Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special)
    • Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow
  • ShockTherapy_EnergySink.png.fa738ffe201d15a1ff2049e3d40dea86.png T3 (Masterminds): Discharge (Ranged (Targeted AoE), Foe -Dmg, -End, -Recovery, -Regen)
    • Unleash a blast of electrical energy around your target, draining them and all nearby enemies of some endurance. This will also reduce their regeneration, recovery, and damage dealt for a short period of time. Recharge: Slow
  • ShockTherapy_EnergizingCircuit.png.8a9a5dc9b610aae36727dab25de5034b.png T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static)
    • Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow
  • 23345712_index(1).png.1b4c0554c35eefaf23422283a20502cc.png T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End))
    • Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Standing inside your own Faraday Cage will grant you a stack of Static every 5 seconds. Recharge: Moderate
  • ShockTherapy_EmpoweringCircuit.png.1fea10aa19ad95294de2f3546ddb6384.png T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static)
    • Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow
  • ShockTherapy_Defibrillate.png.4240c0c29aaf0058ef648d0c6d0a5ed4.png T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Foe Sleep, -End, -Recovery)
    • Strike a target with a highly-charged jolt of electricity, reviving all nearby allies and draining all nearby foes. Any enemies affected will be drained of some endurance, have their recovery reduced and be put to sleep for a short time. Defibrillate consumes all stacks of Static, and the strength of the offensive component of this power scales with the number of stacks consumed. Allies will always be revived with full health and endurance regardless of the number of Static stacks consumed. Recharge: Long
  • index.png.f5fb8575eb7ab70f373c9a5d7f5f6319.png T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static)
    • Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow
  • ShockTherapy_AmpUp.png.9996c312ee1471de094ef91f460cef0e.png T9: Amp Up (Ranged, Ally +Special, +Recharge)
    • Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense debuffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long
  • ShockTherapy_Static.png Static (Circuit Boost)
    • Every stack of Static you have increases the number of targets your Circuit powers can chain to by 3.

 

New Origin Power Pool: Experimentation

"Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often."

  • As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time.

Powers

  • Experimentation_ExperimentalInjection.png.e1f0abeaa6f32db113752bdcb16ebdf7.png T1: Experimental Injection (Melee Ranged, Ally +Regeneration, +Recovery, +Res(Status))
    • You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long
  • Experimentation_ToxicDart.png.ef51480e90855fcf820de552509f36d5.png T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic))
    • You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate
  • Experimentation_SpeedofSound.png.6719bebb9f024c41868ab7a94f0cf20e.png T3: Speed of Sound (Toggle: Self +Speed, (Special))
    • Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while.
    • Experimentation_Jaunt.png.67249f39d2cb10fcf7616cb666a06e38.png Jaunt (Click, Self Teleport)
      • Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate
  • Experimentation_CorrosiveVial.png.a62eae4c84a492e753b72623de9e710c.png T4: Corrosive Vial (Ranged (Targeted AoE), High DoT(Toxic), -Defense)
    • You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Slow
  • Experimentation_AdrenalBooster.png.6d85824626eaadf12ae5aca039f7c6d1.png T5: Adrenal Booster (Self, +To Hit, +Recharge, +Damage, +Special)
    • You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long

 

New IO Sets

  • Synapses_Shock.png.e86b11582a32e4f1102344b5ff9db565.png Synapse's Shock (Endurance Modification, Rare, 21-50)
    • The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers.
    • Enhancements: 
      • Endurance Modification
      • Damage / Recharge
      • Endurance Modification / Recharge
      • Damage / Recharge / Accuracy
      • Damage / Accuracy / Endurance Reduction
      • UNIQUE: Endurance Modification / 15% Increased Run Speed
    • Set Bonuses: 
      • 2: 7.5% Movement Speed
      • 3: 10% Slow Resistance
      • 4: 8% Regeneration
      • 5: 6.25% Recharge
      • 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance
  • Power_Transfer.png.388c155a5c6018f984e46a69823a6268.png Power Transfer (Endurance Modification, Rare, 21-50)
    • The second damage-focused Endurance Modification set.
    • Enhancements: 
      • Endurance Modification
      • Damage / Recharge
      • Endurance Modification / Damage
      • Damage / Accuracy / Endurance Reduction
      • Damage / Recharge / Accuracy / Endurance Reduction
      • Chance to Heal Self (3 PPM)
    • Set Bonuses: 
      • 2: 6% Regeneration
      • 3: 1.35% Max Endurance
      • 4: 1.875% Max Health
      • 5: 9% Accuracy
      • 6: 7.5% Recharge
  • premature.png.d6f124ba240dce54359047217fe69987.png Preemptive Optimization (Endurance Modification, Uncommon, 21-50)
    • An Endurance Modification set with a focus on ally buff abilities that don't deal damage.
    • Enhancements: 
      • Accuracy / Recharge
      • Endurance Modification / Endurance Reduction
      • Endurance Modification / Recharge
      • Endurance Modification / Accuracy / Endurance Reduction
      • Endurance Modification / Accuracy / Recharge
      • Endurance Modification / Endurance Reduction / Recharge
    • Set Bonuses: 
      • 2: 1.8% Max Endurance
      • 3: 1.5% Max Health
      • 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance
      • 5: 3.75% Recharge
      • 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense
  • Bombardment.png.90f16ca713c1141372ec1b9b87191002.png Bombardment (Targeted AoE, Rare, 30-50)
    • Enhancements: 
      • Damage
      • Accuracy / Recharge / Endurance
      • Damage / Recharge
      • Accuracy / Damage / Recharge
      • Accuracy / Damage / Recharge / Endurance Reduction
      • Chance for Fire Damage (3.5 PPM)
    • Set Bonuses: 
      • 2: 5% Increased Range
      • 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance
      • 4: 7% Accuracy
      • 5: 5% Recharge
      • 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance
  • Artillery.png.db98d3c3515218607189e7c80d0cf32b.png Artillery (Targeted AoE, Uncommon, 30-50)
    • Targeted AOE set with a Range component and two sources of Ranged Defense.
    • Enhancements: 
      • Accuracy / Damage
      • Damage / Endurance
      • Damage / Recharge
      • Accuracy / Damage / Recharge
      • Accuracy / Recharge / Range
      • Endurance / Recharge / Range
    • Set Bonuses: 
      • 2: 8% Regeneration
      • 3: 1.88% Energy / Negative Defence + 0.94% Ranged Defence
      • 4: 2% Damage Buff
      • 5: 9% Accuracy
      • 6: 3.13% Ranged Defence + 1.565% Energy / Negative Defence


Powers

  • The following powers now ignore outside buffs (they all provide enhanceable resistance and should've always ignored buffs)
    • Controller > Darkness Affinity > Fade
    • Controller > Poison > Elixir of Life
    • Defender > Poison > Elixir of Life
    • Corruptor > Poison > Elixir of Life
    • Mastermind > Poison > Elixir of Life
    • Sentinel > Bio Armor > Genomic Evolution
  • The following Scrapper and Stalker Epic Pools powers have been modified:
    • Mace Mastery > Web Cocoon: This power now does Toxic Damage over time. Now accept damage enhancements and sets.
    • Leviathan Mastery > Spirit Shark Jaws: This power can now land critical hits.
    • Mu Mastery > Electric Shackles: This power can now land critical hits.
    • Soul Mastery > Soul Storm: This power can now land critical hits.
    • Weapon Mastery > Shuriken: This power was erroneously set at half the intended recharge for it's damage. Recharge has now been increased from 3 to 6 seconds.
    • Weapon Mastery > Explosive Shuriken: This power was doing 85% the damage it was meant to do in PvE, damage has been increased.
  • The following powers are now disabled whilst in Arena matches:
    • Mystic Fortune (and buffs)
    • Secondary Mutation (and buffs)
    • Jump Pack
    • Steam Jump

Leadership

  • The following Leadership powers have had their activation time reduced from 3.63 seconds to 1.5 seconds:
    • Pools > Leadership > Maneuvers
    • Pools > Leadership >Assault
    • Pools > Leadership >Tactics

Invention Procs

  • Call of the Sandman: Chance for Heal
    • No longer procs multiple times per power
    • Heal increased from 5% to 15%
    • This proc is now unique
  • Gaussian's Synchronised Fire Control: Chance for Build Up
    • Should now once again work on pets to-hit powers, but will not will not proc on the pet owner when using pet-summoning powers
  • Edict of the Master
    • Now shows defense under all defense types instead of under base defense

Dark Miasma

  • The following powers were using Defender modifiers, they have been fixed to use their own AT modifiers
    • Controller > Darkness Affinity > Twilight Grasp
    • Controller > Darkness Affinity > Tar Patch
    • Corruptor > Dark Miasma > Twilight Grasp
    • Corruptor > Dark Miasma > Tar Patch
    • Mastermind  > Dark Miasma > Twilight Grasp
    • Mastermind  > Dark Miasma > Tar Patch
    • Pets > Dark Servant > Twilight Grasp
    • Incarnate > Lore > Demons > Support > Twilight Grasp
    • Incarnate > Lore > Vanguard > Support > Twilight Grasp
    • Mission Maker > Dark Miasma > Twilight Grasp
    • Signature Summons > Ghost Widow > Twilight Grasp
  • All versions of Twilight Grasp
    • Accuracy increased from 1.0x to 1.2x

Power Customization

  • Updated Electrical Blast for Blasters and Corruptors to be able to select from both the default Hero (blue) and Villain (red) options, along with other customisation options
  • Fixed the default Villain (red) theme Electrical Blast having a Hero (blue) Voltaic Sentinel
    • Update: This is actually something coming in Page 6!

Katana Animations

  • Katana powers no longer have a "No Redraw" theme. These powers now will execute an interruptible draw animation only in the following conditions:
    • Out of combat
    • Out of range from the target
    • Power still has not recharged
  • These changes impact the following sets:
    • Blaster > Ninja Training
    • Brute > Katana
    • Mastermind > Ninjas > Jounin
    • Tanker > Katana
    • Scrapper > Katana
    • Sentinel > Epic > Ninja Tools
    • Stalker > Ninja Blade
  • Should these changes work as intended, other weapon sets will get similar treatment as time permits

Dark Melee

  • Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks!
    • Arc increased from 45 to 120 degrees
    • Recharge increased from 8 to 11 seconds
    • Cast Time reduced from 3.07 to 2.35 seconds
    • Damage lowered from scale 2.156 to 1.6184
      • DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.645
    • Target Cap increased from 10 to 16 for Tankers
    • Target Cap increased from 5 to 10 for Scrappers, Brutes and Stalkers
  • Dark Melee was under-performing in the AoE department. The aim of this change is to increase the AoE potential of the set whilst having minimal impact on the single target potential.

Powers Bug Fixes

  • Tanker > Super Reflexes > Evasion: Fixed a bug where this power would not maintain its Defense Resistance 100% of the time.
  • Fixed several villain powers being tagged as both Ranged and AoE:

    • 5th Column > Missile Launcher
    • Banished Pantheon > Musket
    • Event Zombies > Musket
    • Generic Guns > Missile Launcher
    • Temporary Powers > Particle Cannon
    • Crey > Sleep Gas
    • Axis America > Missile Launcher
    • Vahzilok > Venomous Spray
    • Paragon Police > Smoke Grenade
    • Snakes > Venomous Spray
  • Secondary Mutation > Devolution: Fixed an issue that caused you to not change your shape and prevent all powers from being usable until zoning
  • Pool > Invisibility > Phase Shift: This power's effect should no longer cancel if stunned, held or slept by a delayed mez effect.
  • Incarnate > Hybrid > Melee: This tree no longer grants mez protection in PvP zones, instead, it grants mez resistance.

  • The following powers Soul Noir theme of this power was executing the wrong animation and missing FX. This has been fixed:

    • Sentinel > Dark Blast > Abyssal Gaze

    • Defender >Dark Blast > Petrifying Gaze

    • Scrapper > Epic > Darkness Mastery > Petrifying Gaze

    • Stalker > Epic > Darkness Mastery > Petrifying Gaze

  • Incarnate > Interface > Degenerativ: Should once again work on raid targets

  • Invulnerability > Unstoppable: This power no longer accepts Endurance Mod enhancements or sets. The Recovery buff in this power has never been enhanceable

  • Stalker > Ice Melee > Ice Patch: This power no longer states that it accepts Universal Damage or Stalker Archetype Origin sets, it has never accepted these enhancements

  • Savage Melee > Savage Leap: Should inflict damage much more reliably when used from maximum range on moving targets or while jousting

  • Blaster > Support > Devices > Targeting Drone: This power's text should no longer state it grants a recharge buff

 

General

  • Powers with redirects will now display numbers properly in the detailed information window
  • Standardized combat spam for heal and endurance modification attributes

  • Standardized the text description denoting the recharge time of player powers:

    • Less or equal to 3s: Very Fast

    • More than 3s, less or equal to 6s: Fast

    • More than 6s less or equal to 10s: Moderate

    • More than 10s, less or equal to 60s: Slow

    • More than 60s, less or equal to 240s: Long

    • More than 240s, less or equal to 600s: Very Long

    • More than 600s: Extremely Long

  • All players can now move through Mastermind henchmen and push them out of the way, not just their owners
  • Null the Gull now has options to disable the additional power tray popup for all Origin Pool travel powers
  • Updated the "incorrect password" login error message to prompt the player to check they aren't using their forum account info
  • Influence gain can no longer be increased by disabling XP

General Chat Channel

  • A new 'General' channel has been added to the game
  • This is a new shard-wide channel like LFG and Help. The goal with adding this is to ensure that LFG and Help remain focused on their specific topics, with everything else being discussed in General
  • /general, /gen and /z can be used to send messages to General
  • The new channel will automatically be added to the appropriate chat tabs after a character has re-logged twice.

Mastermind Henchmen AI Updates

  • Melee Mastermind Henchmen set to Go To are now free to move within a 30' radius of the selected position in order to attack foes
  • Ranged Mastermind Henchmen set to Go To are now free to move within a 5' radius of the selected position in order to attack foes
  • Mastermind Henchmen set to Go To strongly prefer targets closer to the location they are supposed to be guarding
  • When Mastermind pets are teleported to their owner due to being out of range, they now now reset their orders to Follow to avoid odd Stay/Goto behavior

Login Screen Update

  • The login screen has been updated to feature the new Homecoming logo
  • Goldie's red sleeve has finally been fixed and is now actually gold

 

Bug Fixes

  • Alpha > Vigor Boost: Icon replaced with a colour corrected version that matches the rest of the Vigor powers
  • Sorcery > Rune of Protection: VFX no longer persists after the power expires
  • Fixed an issue preventing some power customisation files from loading properly
  • Fixed Medium Dual Team inspirations being tagged as Small inspirations in AE
  • Positron should no longer teleport all over the place in the Mortimer Kal Strike Force
  • Fixed a crash relating to combining enhancements
  • Fixed an issue that could cause boosters and catalysts to not show up in the combination screen
  • Fixed clipping issue for Huge > Pants > Gunslinger Boots
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  • Developer

The following change was omitted from the beta patch notes due to a related exploit:

  • Influence gain can no longer be increased by disabling XP

We’ve made this change to reduce the influence income gap between players who farm and those that do not. The amount of additional influence gained by abusing level 49 missions simply wasn’t healthy for the overall economy of the game, and generally unfair towards those who play standard level 50 content instead of farming.

 

Additionally, there were various exploits that could be abused in order to further increase influence gain through this option.

 

Overall, we concluded it was best to remove the mechanic. Even with this change farming is still far more efficient than every other method of influence gain.

 

Discussion of this change should take place in this dedicated thread. Thanks!

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"All players can now move through Mastermind henchmen and push them out of the way, not just their owners"

 

(gasp) You all are Ladies and Gentlemen! I thank you!

 

And that asymmetrical toggle is amazing. My Archery Blaster can now have an arm guard on ONE side like she needed.

 

Again. Thank you.

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OK, just confirming the SR tank DDR fix. I'm still confused here.

 

My level 28 SR tank looking at combat attributes, without Evasion active:

image.png.e09aa5dc5ef370796cf2fff7866e0a94.png

Then the same tank with Evasion turned on:

image.png.1e32504cc234e2bb0c831c4b36814460.png

image.png.c2f3d978b3af1dd62be3dbacd476e269.png

So... why doesn't the listed total change, and why is the listed 64.28% not the sum of the numbers below in either case?

 

 

 

 

 

 

 

Edited by eknudson
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[10:47] You hit Corrupted critter with your Spine Burst for 167.16 points of Lethal damage.
[10:47] You Immobilize Corrupted critter with your Spine Burst.
[10:47] You hit Corrupted critter with your Scirocco's Dervish: Chance for Lethal Damage for 67.57 points of Lethal damage.

 

New critters are showing up in old farm maps doing non-fire damage.

 

Corrupted critters were boss and lt hydra doing toxic and such damage.

 

influence was 8k, 17k and 51k from minion to bosses. the Corrupted new guys were giving different numbers. I was gaining xp with xp off while ex'd (49 fighting 53s)

 

I was forced dropped from the AE arc I had up before the patch. I started it again to the above changes.

 

Will try in  a non-ex'd map and report back:

Back now - 

 

Non-EX'd - 50+1 vs 54s on the farm map (asteroid)

Same 8k/17k/51k inf - getting exp now.  Same added Hydra that weren't there before.

 

Hydra bosses in your AE maps will kill your afk fire farmer. They also give crap rewards compared to the other bosses. (half roughly)

AE created boss character

11:00] You gain 51,265 experience and 64,081 influence.
[11:00] You received Ruby.
[11:00] You received Take a Breather.
[11:00] You have defeated Buttercup

Hydra boss (Corrupted critter)

[11:00] You gain 30,760 experience and 38,449 influence.
[11:00] You received Hydraulic Piston.
 

Edited by Rejolt
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Thanks for D-Sync Enhancements! Just wish things like Resist/End, Heal/End and Damage/Mez had a third stat that made them more viable. Suggestions - add Recharge to Ribosomes, Range to Golgis, and Slows to Peroxisomes. These changes would allow for an endurance cost/range, recharge/endurance, and slow/mez or slow/damage enhancements.

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1 minute ago, Rejolt said:

[10:47] You hit Corrupted critter with your Spine Burst for 167.16 points of Lethal damage.
[10:47] You Immobilize Corrupted critter with your Spine Burst.
[10:47] You hit Corrupted critter with your Scirocco's Dervish: Chance for Lethal Damage for 67.57 points of Lethal damage.

 

New critters are showing up in old farm maps doing non-fire damage.

That's your damage in the feedback.

If you set a man a flame, you keep him warm for a day. If you set a man aflame, you keep him warm for the rest of his life.

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21 minutes ago, Rejolt said:

So there was something more severe than having level 54 bosses jump on my head while I get coffee and I come back to 115k influence per?

I think it's how mission creators in AE could stack powers into that boss to make them worth more than the normal amount of exp/inf per kill than your run-of-the-mill, usual content boss. 

But those powers didn't really affect your farmer, because they were all fire-based.

 

Now that doesn't matter as much.

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4 minutes ago, LQT said:

That's your damage in the feedback.

I was showing the corrupted critter name

 

Thanks for D-Sync Enhancements! Just wish things like Resist/End, Heal/End and Damage/Mez had a third stat that made them more viable. Suggestions - add Recharge to Ribosomes, Range to Golgis, and Slows to Peroxisomes. These changes would allow for an endurance cost/range, recharge/endurance, and slow/mez or slow/damage enhancements.

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6 minutes ago, Jimmy said:

To clarify - were you experiencing the above before or after you got a fresh copy of the arc?

No, they were not in the forced closed version, or old version of the arc. Never were. 

 

They are now in all forms of the arcs that used the custom player made characters.

Thanks for D-Sync Enhancements! Just wish things like Resist/End, Heal/End and Damage/Mez had a third stat that made them more viable. Suggestions - add Recharge to Ribosomes, Range to Golgis, and Slows to Peroxisomes. These changes would allow for an endurance cost/range, recharge/endurance, and slow/mez or slow/damage enhancements.

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Just now, Sanuske4 said:

Any future plans to make Rage great again?

They have already said delayed until Super Strength can get a complete rework.

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Thanks for D-Sync Enhancements! Just wish things like Resist/End, Heal/End and Damage/Mez had a third stat that made them more viable. Suggestions - add Recharge to Ribosomes, Range to Golgis, and Slows to Peroxisomes. These changes would allow for an endurance cost/range, recharge/endurance, and slow/mez or slow/damage enhancements.

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The Hydra added to the farm maps:

 [11:04] Corrupted critter MISSES! Pummel power had a 41.33% chance to hit, but rolled a 59.69.
[11:04] Corrupted critter hits you with their Spit for 11.49 points of Toxic damage over time.

 

So a melee attack with no fire in it and toxic ranged damage. The bosses were killing my farmer if I went afk.

Thanks for D-Sync Enhancements! Just wish things like Resist/End, Heal/End and Damage/Mez had a third stat that made them more viable. Suggestions - add Recharge to Ribosomes, Range to Golgis, and Slows to Peroxisomes. These changes would allow for an endurance cost/range, recharge/endurance, and slow/mez or slow/damage enhancements.

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