New Issue just dropped, new things!
11-26-2021, 03:06 PM (This post was last modified: 11-26-2021, 03:07 PM by Terrenceknight.)
11-26-2021, 03:06 PM (This post was last modified: 11-26-2021, 03:07 PM by Terrenceknight.)
New strike force came in with the patch today. Dr Aeon. Comes with new challenge settings you can select at start and these replace the old challenge settings but now you get additional rewards for finishing the tf with the new challenge settings in place.
New Powersets!
Seismic blast: Primary for Blaster/Corrupters and Secondary for Defenders.
Earth Manipulation: Secondary for blasters.
Powerset proliferation:
Scrapper: Stone melee and modified Stone armor.
Stalker: Stone melee and modified stone armor.
Powerset Changes:
Stone Armor has been revamped.
Power Customization
Stone Armor powers now have a set of Minimal themes. These themes still display geometry on the character while the powers are running, but are significantly less obtrusive.
Rock Armor
Endurance cost has been reduced from 0.26 end per second to 0.208 end per second
Stone Skin
The following stats were moved to Stone Skin from Granite:
Added Resistance against Fire, Cold, Energy, Negative and Toxic damage. +10%/7.5% for Tankers and Brutes respectively.
Added Defense to all but toxic. +5%/3.75% for Tankers and Brutes respectively.
This power should now accept Defense enhancements and sets.
Earth's Embrace
Recharge lowered from 360 seconds to 120 seconds
Cast time reduced from 2.1 seconds to 1.0 seconds
Duration reduced from 120 seconds to 60 seconds
The Max HP buff can no longer be stacked with itself
Heal scale reduced from scale 4 to scale 1.35
Mud Pots
Endurance cost for this power has been reduced from 0.78 end per second to 0.52 end per second
Crystal Armor
This power now grants a 20% recovery buff while it's active
Power can now be enhanced for end modification sets and enhancements
Cast time reduced from 2.01s to 1.0s
Endurance cost has been reduced from 0.26 end per second to 0.208 end per second
Minerals
This power now grants a 15% recharge buff while it's active
Endurance cost has been reduced from 0.26 end per second to 0.208 end per second
Brimstone Armor
This power now grants the caster a fire damage proc
This proc is based on attacks cast time, instead of their recharge
This proc uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise.
(Brutes Only) This proc scales with Fury (up to x2 damage at 100% Fury)
(Scrappers Only) This proc has a chance to critical hit
Increased Fire/Cold resistance from scale 2.5 to scale 3.0
Added scale 2.0 Toxic resistance
Endurance cost has been reduced from 0.26 end per second to 0.208 end per second
Granite
Players should now be able to do small 1.5ft high jumps while in granite form. This is high enough to jump some small bench-sized ledges, but not enough to jump over enemies or fences.
The following stats were moved to Stone Skin from Granite:
Resistance against Fire, Cold, Energy, Negative and Toxic damage was reduced by 10%/7.5% for Tankers and Brutes respectively.
Defense lowered by 5%/3.75 for Tankers and Brutes respectively.
Electrical Blast has been reworked:
Electrical Blast attacks now have a chance to Shock enemies for 20% bonus damage depending on their current Endurance! This damage scales with buffs and enhancement. In addition, Shocking enemies will return a portion of Endurance back to you and inflict -40% Recovery Debuff on your target for 5 seconds each application, replacing the prior % chance to do so on many powers (with some exception). Starting at 80% endurance, your chance to Shock will scale from 10% up towards 100% when an enemy is fully drained.
Notes:
Returned endurance is non-enhanceable.
Single Target Attacks return 1/2 of the base cost, AoEs return 1/4.
AoEs will only restore endurance once, not per target.
Short Circuit, Tesla Cage, and Thunderous Blast will always inflict -100% Recovery debuff. In addition, they all have a chance to do additional -Recovery with Shock.
Voltaic Sentinel will not return endurance.
Shocking is separate from Scourge/Other such bonus procs and will not double-dip.
This change not only shores up Elec's single target damage conditionally, but also allows players to more easily keep targets drained as their basic attacks will proc Shock and inflict -Recovery the more endurance they drain.
AT Specific Endurance Drain Scales
Electrical Blast powers now follow the EndMod scales for each AT, much like Electrical Affinity. This is applicable strictly for Corruptors (1.1 scale) and Defenders (1.25 scale) where they will have bonuses to End Drain, -Recovery, and +End Return compared to Blasters and Sentinels who have a 1.0 scale.
In addition, the following powers had their base End Drain values changed for each AT:
Tesla Cage - 7% -> 20% (22% / 25%)
Slow Zapp - 15% -> 30% (33% / 37.5%)
These changes will help the Support AT's fulfill their roles with Electrical Blast with better Endurance Modification prowess, and easier usage of Shock compared to the higher damage AT's.
Power Changes
Ball Lightning
DoT duration lowered from 3.1s to 2.2s, retains the same number of ticks
Short Circuit
DoT duration lowered from 2.1s to 1.5s, retains the same number of ticks
Animation lowered from 3.0s to 2.5s. Now hits sooner.
Charge Up (Aim)
Aim has been renamed Charge Up
Lowered ToHit /Dam from scale 5 to scale 4
Added a scale 2.5 End Mod Str Boost that boosts your endurance drain
(Blaster/Sent = 25% , Corruptor =27.5%, Defender = 31.25%)
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!
Charged Bolts, Lightning Bolt, and Zapp/Zapping Bolt will build Static charges as long as you own Tesla Cage or any Electrical Affinity power.
This Static is shared with Electrical Affinity
In addition, Electrical Manipulation for Blasters can gain static with Electric Fence, Charged Brawl, Havok Punch, and Shocking Grasp if you own Tesla Cage.
Each Static charge will allow Tesla Cage to chain jump to one additional nearby target within 10 feet of the main target.
For each jump, you will spend 1 Static. If you jump to 3 extra targets, you will spend 3 Static and keep the rest. You do not spend Static on purely single target hits.
Chain Jump Damage for Blaster, Corruptors and Defender will grow on each subsequent jump, but only the primary target will be held.
Chain Jump Damage for Sentinels will be 15% of the damage inflicted against the main target.
The main target of Tesla Cage will be hit for 20% endurance drain, while additional targets suffer a smaller portion.
While you can gain well over 10 stacks, the target cap for Tesla Cage is 10 additional targets (6 for Sentinels)
The power will gain a Blue ring indicating you have reached your Chain Cap
BlueRing.png.f7131ae3519bd50e6147f55b6169ba5a.png
Only the Main Target of Tesla Cage can trigger Procs.
Voltaic Sentinel
This power is now a toggle (0.52 end/s)
Recharge reduced to 10s
This toggle is still susceptible to drop if mezzed
Changes to Voltaic Sentinel's powers:
Powers now properly scale per summoning AT (Including Dominator's Electrical Assault version, though it has no other changes at this time)
Bolt recharge reduced from 2.5s to 1.25s
Bolt activation normalized to 1s (some randomly were at 1.17s)
These changes allow the Sentinel to rapidly fire electricity within a crowd, or on one target continuously.
End Drain normalized to -4% from -5%, but now scales properly for Corruptors and Defenders on top of being rapid-fire.
Damage normalized to scale 0.56, below are the base damage values at lvl 50:
Blaster: 35.03
Sentinel: 29.58
Corruptor: 23.36
Defender: 20.24
Voltaic Sentinel's bolt can also proc Shocked!
Thunderous Blast
Added a -30% bonus Endurance Drain vs Elite Targets (Main Target Only).
This bonus is NOT boostable or resistible, and scales down as the target's endurance depletes.
There is no special -Recovery bonus associated with this aside from the base stats / shock.
beyond that you'll have to hit up the thread where the update is listed here
https://forums.homecomingservers.com/top...27-page-3/
New Powersets!
Seismic blast: Primary for Blaster/Corrupters and Secondary for Defenders.
Earth Manipulation: Secondary for blasters.
Powerset proliferation:
Scrapper: Stone melee and modified Stone armor.
Stalker: Stone melee and modified stone armor.
Powerset Changes:
Stone Armor has been revamped.
Power Customization
Stone Armor powers now have a set of Minimal themes. These themes still display geometry on the character while the powers are running, but are significantly less obtrusive.
Rock Armor
Endurance cost has been reduced from 0.26 end per second to 0.208 end per second
Stone Skin
The following stats were moved to Stone Skin from Granite:
Added Resistance against Fire, Cold, Energy, Negative and Toxic damage. +10%/7.5% for Tankers and Brutes respectively.
Added Defense to all but toxic. +5%/3.75% for Tankers and Brutes respectively.
This power should now accept Defense enhancements and sets.
Earth's Embrace
Recharge lowered from 360 seconds to 120 seconds
Cast time reduced from 2.1 seconds to 1.0 seconds
Duration reduced from 120 seconds to 60 seconds
The Max HP buff can no longer be stacked with itself
Heal scale reduced from scale 4 to scale 1.35
Mud Pots
Endurance cost for this power has been reduced from 0.78 end per second to 0.52 end per second
Crystal Armor
This power now grants a 20% recovery buff while it's active
Power can now be enhanced for end modification sets and enhancements
Cast time reduced from 2.01s to 1.0s
Endurance cost has been reduced from 0.26 end per second to 0.208 end per second
Minerals
This power now grants a 15% recharge buff while it's active
Endurance cost has been reduced from 0.26 end per second to 0.208 end per second
Brimstone Armor
This power now grants the caster a fire damage proc
This proc is based on attacks cast time, instead of their recharge
This proc uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise.
(Brutes Only) This proc scales with Fury (up to x2 damage at 100% Fury)
(Scrappers Only) This proc has a chance to critical hit
Increased Fire/Cold resistance from scale 2.5 to scale 3.0
Added scale 2.0 Toxic resistance
Endurance cost has been reduced from 0.26 end per second to 0.208 end per second
Granite
Players should now be able to do small 1.5ft high jumps while in granite form. This is high enough to jump some small bench-sized ledges, but not enough to jump over enemies or fences.
The following stats were moved to Stone Skin from Granite:
Resistance against Fire, Cold, Energy, Negative and Toxic damage was reduced by 10%/7.5% for Tankers and Brutes respectively.
Defense lowered by 5%/3.75 for Tankers and Brutes respectively.
Electrical Blast has been reworked:
Electrical Blast attacks now have a chance to Shock enemies for 20% bonus damage depending on their current Endurance! This damage scales with buffs and enhancement. In addition, Shocking enemies will return a portion of Endurance back to you and inflict -40% Recovery Debuff on your target for 5 seconds each application, replacing the prior % chance to do so on many powers (with some exception). Starting at 80% endurance, your chance to Shock will scale from 10% up towards 100% when an enemy is fully drained.
Notes:
Returned endurance is non-enhanceable.
Single Target Attacks return 1/2 of the base cost, AoEs return 1/4.
AoEs will only restore endurance once, not per target.
Short Circuit, Tesla Cage, and Thunderous Blast will always inflict -100% Recovery debuff. In addition, they all have a chance to do additional -Recovery with Shock.
Voltaic Sentinel will not return endurance.
Shocking is separate from Scourge/Other such bonus procs and will not double-dip.
This change not only shores up Elec's single target damage conditionally, but also allows players to more easily keep targets drained as their basic attacks will proc Shock and inflict -Recovery the more endurance they drain.
AT Specific Endurance Drain Scales
Electrical Blast powers now follow the EndMod scales for each AT, much like Electrical Affinity. This is applicable strictly for Corruptors (1.1 scale) and Defenders (1.25 scale) where they will have bonuses to End Drain, -Recovery, and +End Return compared to Blasters and Sentinels who have a 1.0 scale.
In addition, the following powers had their base End Drain values changed for each AT:
Tesla Cage - 7% -> 20% (22% / 25%)
Slow Zapp - 15% -> 30% (33% / 37.5%)
These changes will help the Support AT's fulfill their roles with Electrical Blast with better Endurance Modification prowess, and easier usage of Shock compared to the higher damage AT's.
Power Changes
Ball Lightning
DoT duration lowered from 3.1s to 2.2s, retains the same number of ticks
Short Circuit
DoT duration lowered from 2.1s to 1.5s, retains the same number of ticks
Animation lowered from 3.0s to 2.5s. Now hits sooner.
Charge Up (Aim)
Aim has been renamed Charge Up
Lowered ToHit /Dam from scale 5 to scale 4
Added a scale 2.5 End Mod Str Boost that boosts your endurance drain
(Blaster/Sent = 25% , Corruptor =27.5%, Defender = 31.25%)
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!
Charged Bolts, Lightning Bolt, and Zapp/Zapping Bolt will build Static charges as long as you own Tesla Cage or any Electrical Affinity power.
This Static is shared with Electrical Affinity
In addition, Electrical Manipulation for Blasters can gain static with Electric Fence, Charged Brawl, Havok Punch, and Shocking Grasp if you own Tesla Cage.
Each Static charge will allow Tesla Cage to chain jump to one additional nearby target within 10 feet of the main target.
For each jump, you will spend 1 Static. If you jump to 3 extra targets, you will spend 3 Static and keep the rest. You do not spend Static on purely single target hits.
Chain Jump Damage for Blaster, Corruptors and Defender will grow on each subsequent jump, but only the primary target will be held.
Chain Jump Damage for Sentinels will be 15% of the damage inflicted against the main target.
The main target of Tesla Cage will be hit for 20% endurance drain, while additional targets suffer a smaller portion.
While you can gain well over 10 stacks, the target cap for Tesla Cage is 10 additional targets (6 for Sentinels)
The power will gain a Blue ring indicating you have reached your Chain Cap
BlueRing.png.f7131ae3519bd50e6147f55b6169ba5a.png
Only the Main Target of Tesla Cage can trigger Procs.
Voltaic Sentinel
This power is now a toggle (0.52 end/s)
Recharge reduced to 10s
This toggle is still susceptible to drop if mezzed
Changes to Voltaic Sentinel's powers:
Powers now properly scale per summoning AT (Including Dominator's Electrical Assault version, though it has no other changes at this time)
Bolt recharge reduced from 2.5s to 1.25s
Bolt activation normalized to 1s (some randomly were at 1.17s)
These changes allow the Sentinel to rapidly fire electricity within a crowd, or on one target continuously.
End Drain normalized to -4% from -5%, but now scales properly for Corruptors and Defenders on top of being rapid-fire.
Damage normalized to scale 0.56, below are the base damage values at lvl 50:
Blaster: 35.03
Sentinel: 29.58
Corruptor: 23.36
Defender: 20.24
Voltaic Sentinel's bolt can also proc Shocked!
Thunderous Blast
Added a -30% bonus Endurance Drain vs Elite Targets (Main Target Only).
This bonus is NOT boostable or resistible, and scales down as the target's endurance depletes.
There is no special -Recovery bonus associated with this aside from the base stats / shock.
beyond that you'll have to hit up the thread where the update is listed here
https://forums.homecomingservers.com/top...27-page-3/