Test Server Hotfix - July 21, 2017

Discussion in 'Public Test Update Notes' started by Mepps, Jul 21, 2017.

Thread Status:
Not open for further replies.
  1. Mepps Sr. Community Manager

    General Updates
    • Fixed issue with Controller Debuffs not being applied.
    • Updated combo powers damage calculation. This affects the following abilities:
      • Atomic Combos.
      • Celestial Combos.
      • Earth: Jackhammer.
      • Light: Construct Combos.
      • Munitions: Pump Action Shotgun.
      • Quantum: Gravity Punch.
      • Rage: Dreadful Blast, Frenetic Bombardment, Frenzy, Outrage, Revenge.
    • Utility Belts no longer cost Marks of Victory to unlock the 3rd and 4th slots if they have them.
    • Soder Cola Extremes will now show as Soder Cola instead of Zesti Cola in the Actions Menu.
    • Items
      • Decreased the stat contribution of Mods from 0.2 to 0.15. Increased the stat contribution of socket bonuses from 0.05 to 0.1, and reworked socket bonus stats.
      • All Utility Belts that are not Boo-tility Belts now have all Wildcard slots
    • Flight
      • High Pressure - Reverted animation and fx to Live versions and reduced damage accordingly.
    • Iconics
      • Sonic Cry - Damage now benefits from melee bonus.
    • Roleless Buffs
      • Increased the effectiveness of the Tankless buff and Controllerless buff.
      • Decreased the damage penalty on Roleless buffs.
    • Skill Points
      • Focuses - Updated all tooltips.
      • Hybrid Focus - Added 10% Might, and 5% Dominance, Restoration, and Vitalization bonuses.
      • Superpowered Focus - Added 10% Might and 10% Power bonuses.
    • Skimming
      • Cyclonic Burst - Reduced damage slightly (no longer benefits from channel bonus).
    • Stats
      • Fixed a bug with Defense stat clamp values being too high.
      • Increased player mitigation as they outlevel NPCs.
        • This means players will have significantly better survivability in content that is far below their CR, making it possible to solo low level raids for well geared, high skilled players who are properly specced (you will need plenty of self heals / shields to survive). Even with the aforementioned constraints, soloing low level raids should still be a challenge. This change does NOT mean that high CR players can enter low level raids and 1-shot the NPCs there (which was a problem with live and created a toxic play environment and bad play experience for low level characters).
    • Tank Passives
      • Atomic: Increased Quark Gluon Aura Tank Mitigation to 25%, up from 20%.
      • Earth: Fixed Dominance to Defense Tank Passive values to account for new stat values. This buffs Earth's Dominance to Defense conversion bonus slightly from earlier versions of the Revamp (to 65%, up from 60%).
      • Fire: Increased Health and Healing Tank passives to 50%, up from 40%. Increased starting Defense threshold of Fire Soul to 30%, up from 20%.
      • Rage: Increased damage-to-heal conversion of Severe Punishment and Vindictive in Tank Role to 80%, up from 75%, and in DPS Role to 50%, up from 37.5%. Increased passive Tank health bonus to 20%, up from 10%. Increased Tank Dominance-to-Health conversion hit counter cap to 100%, up from 80%.
    • Weapon Balance
      • Shifted some weapon damage from standard combos into Weapon Mastery attacks. Reduced weapon channeled attack bonus. This should result in slightly lower overall damage for precision focused (weapon's expert) hybrid builds, and fairly similar damage for builds using weapon mastery attacks, bringing both closer to PftT and Might focused builds.

    Powers

    Atomic
    • General:
      • When in Tank Role, Atom Splitter may stun enemies again.
      • Electron Flare can now be used to activate the Quark-Gluon Aura if used right after a full Atomic Combo.
    Celestial
    • General:
      • While in DPS role Cursed Idol deals increased damage but does not heal.
      • Curse will now heal properly when your target is KO'ed.
    Earth
    • Earth Pets:
      • Rebalanced Crystal and Brick's damage output.
      • Reduced Fortify Golem's cost to 200 from 300.
    Fire
    • Engulf:
      • Now applies Burning. Slightly reduced damage to compensate.
      • Adjusted animation timings to allow blocking much sooner after the pull.
    Gadgets
    • EMP Pulse:
      • Cooldown reduced to 2.5s from 3s.
    Mental
    • General:
      • Removed Mental's "Return to Normal" from the Mental powers UI.
    • Terror Tendrils:
      • Updated Terror Tendrils damage.
    Nature
    • General:
      • Updated Shapeshifting combos on the current effects menu.
      • Pack Leader adjustments to Dog pet melee attacks (now a multi-target cone, increased attack rate and increased damage).
    Sorcery
    • Soul Barrage:
      • Reduced the projectile spread. This should make it easier to get full value out of this ability (less likely to miss your targets).
    • Like x 13
Thread Status:
Not open for further replies.