*Special thanks to L T for help in testing Electricity on the test server and providing the hard data on the damage abilities. Updated December 2019: GU100 will have a buff to Ionic Drain along with several different artifacts added to gameplay 3-27-19: Devs have announced that Supercharges will be getting a pass. Group Transducer will have it's shield strength reduced and it will now cost 10,000 (or full) Supercharge. Also updated some sections regarding Justice League Dark DLC. 2-2-18: added artifacts section, info on GU78 This guide is being written after implementation of GU73, the Stats Revamp. The stats revamp changed several abilities and saw some new abilities being created. Included in the Revamp was a new User Interface (UI). It also changed how we receive our powers as the Amperage and Voltage trees new longer exist. Power Points have been removed and all abilities are granted within stages of the 1-30 leveling up process. The guide is for those who have completed that process. Why a Stat Revamp? Basically, there were imbalances caused in designing Advanced Mechanics (AM) for the damage roles of all power sets in the game. Some were able to achieve maximum damage much quicker than other powers. The Revamp sought to equalize this by removing AMs, removing damage modifiers, standardizing abilities and simplifying play, but also giving new options at the same time. Many powers didn’t have a lot of flexibility in loadouts because of how the Ability trees were designed and the availability of Power Points. Electricity suffered from this limitation. Weapons were also looked at as there were discrepancies in the various weapon combos. The decision was also made to look into the support roles as well. How did they standardize abilities? The Developers (Devs) started with a system of constraints: base power cost (this refers to the Power stat and not any one set of abilities), cooldown, and range. Abilities were reviewed and given new power costs. A higher power cost ability has generally a longer cooldown, 3 or 6 seconds, while a low cost ability has a shorter cooldown. The more an ability costs, the more base damage from the ability. Abilities that were considered melee or near-range were also given a higher base damage. These were not the only considerations. One factor was crowd control. Abilities that had some type of control effect, stun, knockdown, etc, generally have lower damage than an ability with same power cost and cooldown. Another factor is AOE vs cone abilities. Lastly, there was the creation of a Supercharge Generator. These abilities have lower damage because you get increased Supercharge regeneration from using them.