Dev Discussion Allies: Updated Tooltips

Discussion in 'Concluded' started by Mepps, Sep 17, 2021.

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  1. Mepps Sr. Community Manager

    Allies and Tooltips

    We want to describe better how the different allies function. This info will soon be in the game directly. Our teams have confirmed these abilities are working on live now as described, but we will also look for feedback, bug reports, and questions.

    Updated 9/29.

    Oracle-Bot
    When summoned, Oracle-Bot fires a three pronged ray barrage that damages her target.

    When she is not active in combat, she assists by repairing gear. Every five seconds she will repair an amount of durability on the piece of gear with the lowest durability level. As affinity with her grows, so does the amount of durability she will be able to repair.

    Combat Ability: Wrist Rockets
    • Fires a three-pronged ray barrage at a single target. Damage amount increases with affinity level.
    Passive Ability: Tinker
    • Every five seconds the single piece of gear with the lowest durability is repaired for an amount of durability. The amount repaired goes up with affinity level.
    Affinity Levels
    1. Wrist Rockets: Activated
    2. Wrist Rockets: +100% damage
    3. Wrist Rockets: +50% damage; Tinker: Repairs 5 durability
    4. Wrist Rockets: +35% damage; Tinker: +5 durability
    5. Wrist Rockets: +25% damage; Tinker: +5 durability
    Calculator-Bot
    When summoned, Calculator-Bot generates a damage field that lasts for 6 seconds, dealing damage to all enemies within. As affinity with Calculator-Bot grows, the damage taken by enemies in the sphere increases.

    When not active in combat, Calculator-bot assists by healing 5% of max health any time damage is received. The cooldown on this ability decreases as affinity with Calculator-bot increases.

    Combat Ability: Assertion Assault
    • Generates an AoE Sphere on target. Enemy NPCs in the sphere take damage for 6 seconds. Damage dealt scales up with each affinity level.
    Passive Ability: Stack Overflow
    • When damage is taken, 5% of max health is healed. Initial cool down is 30 sec with cool down time decreasing at each affinity level.
    Affinity Levels
    1. Assertion Assault: Activated
    2. Assertion Assault: +100% damage
    3. Assertion Assault: +50% damage; Stack Overflow: Activated with 30 second cooldown
    4. Assertion Assault: +35% damage; Stack Overflow: cooldown -5 seconds
    5. Assertion Assault: +25% damage; Stack Overflow: cooldown -5 seconds
    HoL-Bot
    When summoned, the HoL-Bot unleashes a channeled electric attack on a single target for 6 seconds. This attack does extra damage on bosses and stuns non-bosses. As affinity with HoL-Bot increases, the damage increases.

    When not active in combat, HoL-Bot restores a percentage of power every time an enemy is stunned by the player. As affinity with the HoL-Bot grows, the percentage of power restored increases.

    Combat Ability: Shock Jock
    • Unleashes a single target, channeled attack for 6 seconds. Does bonus damage versus bosses and stuns non-bosses. Damage scales up with each affinity level achieved.
    Passive Ability: Power Thief
    • Upon applying a stun, a percentage of power is restored, with a 30 second cooldown. Percentage restored increases with affinity level.
    Affinity Levels
    1. Shock Jock: Activated
    2. Shock Jock: +100% damage
    3. Shock Jock: +50% damage; Power Thief: Activated at 5% power restored
    4. Shock Jock: +33% damage; Power Thief: +5% power restored
    5. Shock Jock: +25% damage; Power Thief: +5% power restored
    Cyborg
    When summoned, Cyborg fires at the targeted enemy. The projectile may pass through the target and also damage other enemies, splitting the total damage. As affinity with Cyborg grows, the total amount of damage done increases.

    When not active in combat, Cyborg will increase power regeneration if at least one base generator cell is above 50%. As affinity with Cyborg grows, the amount of power regenerated increases.

    Combat Ability: Power Chord
    • Fires a projectile in line at single target. Projectile may pass through and split damage on multiple targets.
    Passive Ability: All Your Base
    • Increase power regeneration when at least one base generator cell is above 50%. Power regeneration increases at each affinity.
    Affinity Levels
    1. Power Chord: Activated
    2. Power Chord: +24% damage
    3. Power Chord: +19% damage
    4. Power Chord: +16% damage; All Your Base: Activated at 28 power regeneration
    5. Power Chord: +14% damage; All Your Base: +7% power regenerated
    6. Power Chord: +12% damage; All Your Base: +10% power regenerated
    7. Power Chord: +11% damage; All Your Base: +9% power regenerated
    8. Power Chord: +10% damage; All Your Base: +11% power regenerated
    Flash
    When summoned, Flash deals a cone that damages all enemies in its path. It also has the chance to knock down non-bosses. As affinity with Flash grows, both the damage and chance to knock down a non-boss increase.

    When not in active combat, Flash decreases the time between when combat ends and when normal movement speed is returned. As affinity with Flash grows, this time is decreased.

    Combat Ability: Tilt a Whirl
    • Activates a cone attack that deals damage to all NPCs in range. Also has a chance to knock down non-boss NPCs.
    • Damage and knock down chance increase as affinity level increases.
    Passive Ability: Walk It Off
    • This causes a decrease in the amount of time between the end of combat and when normal movement rate returns. The amount of time is decreased further with each level of affinity achieved.
    Affinity Levels
    1. Tilt A Whirl: Activated at 5% knock down
    2. Tilt A Whirl: +5% knock down and +43% damage
    3. Tilt A Whirl: +5% knock down and +30% damage
    4. Tilt A Whirl: +23% damage; Walk It Off: Activated at .7 second reduction (from 3.8 seconds default to 3.1 seconds)
    5. Tilt A Whirl: +19% damage; Walk It Off: +.1 second reduction
    6. Tilt A Whirl: +16% damage; Walk It Off : +.2 second reduction
    7. Tilt A Whirl: +5% knock down and +14% damage; Walk It Off: +.3 second reduction
    8. Tilt A Whirl: +5% knock down, +12% damage increase; Walk It Off: +.2 second reduction (2.3 seconds time between slow and normal movement speed)
    Professor Zoom
    When summoned, Professor Zoom creates a tornadic vortex that pulls in and damages enemies. As affinity with Professor Zoom increases, the amount of damage from the vortex increases.

    When not in active combat, Professor Zoom enhances all out-of-combat movement speeds. This speed enhancement increases as affinity with Professor Zoom increases.

    Combat Ability: Whirly Gig
    • Creates a sphere that pulls targets in and damages them. Damage increases with affinity level.
    Passive Ability: Hot Foot
    • Increases movement speed when not in combat. Speed increase improves with affinity level.
    Affinity Levels
    1. Whirly Gig: Activated
    2. Whirly Gig: +9% damage
    3. Whirly Gig: +8% damage
    4. Whirly Gig: +8% damage; Hot Foot: Activated at +5% speed
    5. Whirly Gig: +7% damage; Hot Foot: +5% speed
    6. Whirly Gig: +7% damage; Hot Foot: +5% speed
    7. Whirly Gig: +6% damage; Hot Foot: +3% speed
    8. Whirly Gig: +6% damage; Hot Foot: +2% speed
    Flashpoint Batman
    When summoned, Flashpoint Batman fires weapons at the targeted enemy, stunning non-bosses and dealing extra damage to bosses. He then throws three exploding Batarangs which damage and knock down enemies in range.

    When not in active combat, Flashpoint Batman can increase defense when you are solo and, to a lesser extent, in a group. This defense will improve as affinity levels increase.

    When not in active combat, Flashpoint Batman can heal you when you activate a weapon buff. The amount of the heal is based upon your Precision. The Precision percentage will increase as affinity levels increase.

    Combat Ability: Crime Alley Assault
    • Channels a single target ray at one target, doing damage for 4 seconds, and also has a chance to stun non-bosses.
    Passive Ability: Sole Detective
    • Increases defense when you are not grouped. Defense increase is halved when grouped. The percent defense increases as affinity levels increase.
    Passive Ability: Combat Suture
    • When you activate a weapon buff, you will be healed for an amount based upon a percentage of your Precision with a cooldown of 30 seconds. The Precision percentage will increase as affinity level increases.
    Affinity Levels
    1. Crime Alley Assault: Activated
    2. Crime Alley Assault: +40% damage
    3. Crime Alley Assault: +29% damage
    4. Crime Alley Assault: +22% additional increase damage; Sole Detective: Activated at 3% defense;
    5. Crime Alley Assault: +18% damage; Sole Detective: +3% defense
    6. Crime Alley Assault: +15% damage; Sole Detective: +2% defense; Combat Suture: Activated at 10% of Precision in healing
    7. Crime Alley Assault: +13% damage; Sole Detective: +1% defense; Combat Suture: +3% of Precision in healing
    8. Crime Alley Assault: +12% damage; Sole Detective: +1% defense; Combat Suture: +2% of Precision in healing
    9. Crime Alley Assault: +11% damage; Sole Detective: +2% defense; +5% of Precision in healing
    10. Crime Alley Assault: +10% damage; Sole Detective: +3% increase; +5% of Precision in healing
    Queen Diana
    When summoned in battle, Queen Diana taunts all enemies in range, drawing their attacks. When they attack her, they take damage and have a chance to be knocked down. The damage amount and knock down chance both increase as the affinity level for Queen Diana increases.

    When not active in combat, she can reduce the damage from those enemies that have been pulled. The higher the affinity with her, the higher the damage reduction.

    When not active in combat, she can reward a successful breakout maneuver with a might bonus for you. This bonus is based on the number of nearby teammates. The amount of the might bonus increases as your affinity level with her increases.

    Combat Ability: Command Presence
    • Taunts all nearby enemies. Those enemies that attack her receive damage and suffer a chance of knock down. Both the damage amount and the knock down chance for non bosses increase as affinity levels increase.
    Passive Ability: Take That
    • When enemies are successfully pulled, their basic attack damage is reduced for 6 seconds. This reduction is increased as affinity levels increase.
    Passive Ability 2: Don't Weaken
    • When a player successfully performs a breakout, they will receive a might buff based on the number of nearby group members. This buff is will increase as affinity levels increase.
    Affinity Levels
    1. Command Presence: Activated with 4% knockdown chance
    2. Command Presence: +16% damage and +4% knock down chance
    3. Command Presence: +14% damage and +2% knock down chance
    4. Command Presence: +12% damage and +1% knock down chance; Take That: Activated at 2% damage reduction
    5. Command Presence: +11% damage and +1% knock down chance; Take That: +1% damage reduction
    6. Command Presence: +10% damage and +1% knock down chance; Take That: +1% damage reduction; Don't Weaken: Activated at 1% Might per nearby teammate
    7. Command Presence: +9% damage and +1% knock down chance; Take That: +1% damage reduction; Don't Weaken: +.05% Might per nearby teammate
    8. Command Presence: +8% damage and +1% knock down chance; Take That: +1% damage reduction; Don't Weaken: +.05% Might per nearby teammate
    9. Command Presence: +8% damage and +3% knock down chance; Take That: +2% damage reduction; Don't Weaken: +.05% Might per nearby teammate
    10. Command Presence: +7% damage and +2% knock down chance; Take That: +2% damage reduction; Don't Weaken: +.05% Might per nearby teammate
    Emperor Aquaman
    When summoned in battle, Emperor Aquaman calls the Kraken. Its tentacles engulf enemies, damaging and stunning them.

    If not in active combat, Emperor Aquaman can encourage other allies to respond faster in combat when needed.

    If not in active combat, Emperor Aquaman can boost pet damage when pets are given power. This damage improves as affinity with Emperor Aquaman increases.

    Combat Ability: Release the Kraken
    • Spawns Kraken tentacles in a sphere. Enemies in the sphere are entangled in tentacles, causing damage and stunning non-bosses. Damage increases as affinity increases.
    Passive Ability: Seaside Restart
    • Upon using a Supercharge, ally's active power cooldown is reduced. Reduction is based on the type of supercharge used and the affinity level.
    Passive Ability: Hear My Call
    • Sorcery and Earth pets will receive bonus damage for 10 seconds when Offering or Fortify Golem are activated. Bonus damage increases as affinity level increases.
    Affinity Levels
    1. Release the Kraken: Activated
    2. Release the Kraken: +45% damage
    3. Release the Kraken: +31% damage
    4. Release the Kraken: +24% damage; Seaside Restart: Activated at 2500SC 1 second, 5000SC 1.5 seconds, 10000SC 9 seconds reduction
    5. Release the Kraken: +19% damage; Seaside Restart: 5000SC +.5 seconds, 10000SC +1 seconds reduction
    6. Release the Kraken: +16% damage; Seaside Restart: 5000SC +.5 seconds, 10000SC +1 seconds reduction; Hear My Call: Activated at 5% damage increase
    7. Release the Kraken: +14% damage; Seaside Restart: 2500SC +1 second, 5000SC +.5 seconds, 10000SC +1 seconds reduction; Hear My Call: +2% damage increase
    8. Release the Kraken: +12% damage; Seaside Restart: 2500SC +1 second, 5000SC +1.5 seconds, 10000SC +1 seconds reduction; Hear My Call: +3% damage increase
    9. Release the Kraken: +11% damage; Seaside Restart: 2500SC +1 second, 5000SC +1.5 seconds, 10000SC +1 seconds reduction; Hear My Call: +2% damage increase
    10. Release the Kraken: +10% damage; Seaside Restart: 2500SC +1 second, 5000SC +1.5 seconds, 10000SC +1 seconds reduction; Hear My Call: +3% damage increase
    • Like x 9
  2. 9001BPM Steadfast Player

    All looks good. But I’m a little confused about the base numbers given for Flash and Cyborg’s passives. Like what do they compare to?
  3. Essential Exobyte Dedicated Player

    For flash affinity level #4 stated above, can you be more specific as to how that goes? An example would be most beneficial.
  4. Mepps Sr. Community Manager

    Cyborg's passive starts you at +28 additional power regen, and the percentage apply to the 28.

    Flash: stay tuned
    • Like x 3
  5. Essential Exobyte Dedicated Player

    For flash, is this referring to our character being red ‘in combat’ compared to what the players think of ‘last hit taken until I can fly fast again’. That’s why I believe everyone is so confused by this.

    Getting back into fast speed is about 5 seconds or so. Not being in combat is either temporary or stuck depending on if you fighting or not.

    Doesn’t flash decrease that time from 5 seconds-ish (definitely not 15 seconds) to maybe 1-2 seconds while being in combat? This needs much more clarification.
    • Like x 1
  6. xxHELLSTROKExx Loyal Player

    So is this confirmation that "Hear my call" triggers by summoning/ resummoning powerset pets? Aka, call fury out, he gets buffed. Will not be buffed again till he is desummoned and resummoned?
    • Like x 1
  7. BumblingB I got better.

    Just to clarify, Aquaman's Hear My Call passive gives up to 15% (at rank 10) damage increase to tray summoned pets? Does this work with temporary damage ones, like Swarm and Snow Devil? Or is it just for ones permanently summoned, like Fury, Crystal, Turret, and Robot Sidekick?

    Also, what about Quislet?

    Just want to clarify on that before I make a decision on purchasing him if/when they make it account claimable.

    Edit: Also, as Hellstroke above asked. Do they have to be resummoned to get the 10 seconds or is it on an interval? As that would be a deal breaker on not worth it. Trying to summon Turret is a nightmare, as you can get interrupted on him.
    • Like x 1
  8. 9001BPM Steadfast Player

    Right, but I don’t know what my power regen’s “normal” value is. If it’s something like 717171727281, then plus +28 wouldn’t be noticeable.

    For Flash, I’ll admit I’ve never used a stopwatch but I don’t think it takes as long as 15 seconds to go back to normal even without Flash. More like 4-5, I’d say.

    I guess what I’m saying is, these initial numbers don’t mean much without context because they’re flat values.
  9. DeitySupreme Steadfast Player

    For flash is that meant to be 15 or 1.5?

    Without flash it takes about 4 seconds out get out of combat. So 15 seconds seems off. If it is 1.5 can it be increased to 2?
    • Like x 2
  10. DeitySupreme Steadfast Player

    I do t know what the base numbers are but if you have cyborg in as passive you can feel the difference. If the numbers listed for cyborg are unchanged than the regen is fine at base 28.
  11. 9001BPM Steadfast Player

    Oh I’m using Flash and I do feel the difference, and I’m sure Cyborg will be the same. My argument is that the new descriptions could use more clarity still, not that the allies themselves aren’t effective.
  12. BumblingB I got better.

    Keep in mind your power regen is based on how big your power pool is now. So if you want to check if his values are working, you can go on test and rank up Cyborg and take your gear off and uncheck all skill points.
  13. ObsidianChill Community "Trusted"

    So a few things:

    1) when will these updates be published to a new test server build so that we may confirm these results as alot of these are not how the Allies were working just a bit ago on test server.

    2) Queen Diana's Take That still needs alot of clarification. "Basic attack damage" is this just weapon attacks, does it include weapon combo damage as that technically wouldn't be "basic" does it appear as a debuff icon, does it stack with the controller debuffs, does it include damage dealt from power abilities or is it just weapons, does it last for 12seconds like other debuffs, can the debuff be cleansed with a breakout trinket or tank group breakout. Does it even work on players or just npcs.

    3) Aquaman's Hear My Call still makes absolutely no sense form a foundational aspect of DCUO. The power tray pets except Snow Devil and Swarm remain active indefinitely unless they die, which pets like Crystal and Fury actively have powers to supplement them not dying, as well as healers having numerous NPC heal abilities. There is absolutely no summoning and de-summoning occuring in content as that would be a massive damage loss. Are we supposed to infer that the bonus damage applies automatically to any pet power tray pet that is used and if so what is the internal cooldown duration on the buff?
    • Like x 2
  14. Doctor Anomaly Level 30

    Love that you are giving us numbers on this. You guys rock. Minor typo.
  15. Mepps Sr. Community Manager

    Yeah, something is up there. I think I conflated two tool tips + it isn't measuring what I assumed it was measuring. Stand by.
    • Like x 1
  16. 9001BPM Steadfast Player

    This is why I was so puzzled about the description for Flash. I just wasn’t sure enough about the values to say it flat out, so I asked for context for the value to make sure it wasn’t my mistake.
  17. 9001BPM Steadfast Player

    Yeah that’s why I was confused about the Flash description. :p
  18. Mepps Sr. Community Manager

    This is correct - feedback is welcome.
    • Like x 1
  19. BumblingB I got better.

    Feedback is, I'm not buying this ally. It wont help at all.

    In battles, summoning a pet is already a problem when they die or you get transformed and they desummon. Add on that Turret is interrupt-able, so calling out it, is a nightmare. You have to pray you can do it to get back to attacking.

    Please rethink this passive, as it absolutely is counterintuitive with actual pet gameplay.
    • Like x 5
  20. 9001BPM Steadfast Player

    Maybe it should proc when summoning belt pets too, even if it doesn’t buff them, i.e, you summon Seahorse, Fury gets buffed but Seahorse doesn’t.
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