Incarnate level explanations
I originally slotted musculature at level 1 (33% damage increase) and then tier 2 yesterday (33% damage and 33% increase in immobilization duration). So stupid question but wanted to confirm that these are cumulative so that when I ran with my tier 1 it was just damage, but tier 2 now includes the SAME amount of damage plus immobilization duration; true?
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Another question is; it appears that if I chose to next slot spiritual that I can swap out musculature and use spiritual with the appropriate cooling down period. Is there a plan to eventually allow these different abilities to coexist at the same time? That is, have the power of spiritual and musculature simultaneously? Otherwise seems like you have to keep swapping in and out which doesn't seem to match some of the major incarnates like States or Recluse who, for example, will have great endurance reduction and damage at the same time.
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I may be misinterpreting your question, or even the usage of the Alpha Boosts, but it is my understanding that you can only slot 1 boost regardless of tier and only get the boost related to that boost alone. So in other words, you can slot the common and get the 33% boost to damage, or slot the uncommon and get the 33% boost to damage and the 33% boost to immobilize.
These boosts are not cumulative in that you do not get 66% damage boost and 33% Immobilize boost for having created both tiers since you can only slot one or the other.
Otherwise seems like you have to keep swapping in and out which doesn't seem to match some of the major incarnates like States or Recluse who, for example, will have great endurance reduction and damage at the same time.
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The player incarnate system is a whole other ball of wax entirely. I expect any intersection with what the in-game versions of States/Recluse can do to be purely coincidental.
Otherwise seems like you have to keep swapping in and out which doesn't seem to match some of the major incarnates like States or Recluse who, for example, will have great endurance reduction and damage at the same time.
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You're given a "choice" to take that route or a slow and steady route which would allow you to grow your powers and retain your control. That choice is taken from you when the Well is missing and you have to settle with some damp towels in the corner or whatever that clicky is supposed to be. So you're taking the slow route.
A smart hero would just tell Azuria that you saw a Hellion stealing her rabbit-in-a-hat next door and then, while she's gone, dunk your head in that jug of Fury water she keeps in her room.
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I may be misinterpreting your question, or even the usage of the Alpha Boosts, but it is my understanding that you can only slot 1 boost regardless of tier and only get the boost related to that boost alone. So in other words, you can slot the common and get the 33% boost to damage, or slot the uncommon and get the 33% boost to damage and the 33% boost to immobilize.
These boosts are not cumulative in that you do not get 66% damage boost and 33% Immobilize boost for having created both tiers since you can only slot one or the other. |
Arc: 378122 "Tales of the Terran Space Marines -The Apocalypse Initiative" 5stars!
http://www.youtube.com/watch?v=6Rgl4...687B0FC89F142C
Arc: 481545 "Twilight of the Gods - The Praetorian conflict"8000+ hits!
http://www.youtube.com/watch?v=XxJ6S...848B21E2350DCC
I think it might be a mistake to base what the incarnate system will be on what the in game incarnates can do. Statesman and Lord Recluse are just Archvillain (or hero, but...same difference) class constructs with some souped up powers. They have mountains of hit points and gigantic endurance reserves, along with all the damage resistances and status effect protection of other AVs because of game mechanics that make them challenging for players to face.
The player incarnate system is a whole other ball of wax entirely. I expect any intersection with what the in-game versions of States/Recluse can do to be purely coincidental. |
Arc: 378122 "Tales of the Terran Space Marines -The Apocalypse Initiative" 5stars!
http://www.youtube.com/watch?v=6Rgl4...687B0FC89F142C
Arc: 481545 "Twilight of the Gods - The Praetorian conflict"8000+ hits!
http://www.youtube.com/watch?v=XxJ6S...848B21E2350DCC
it should be noted that although the damage boost is the same on the common and uncommon enhancements, the amount that bypasses ED is double on the uncommon (1/3 versus 1/6). so on attacks that are already ED capped with 3 SOs worth, the common would add 5.5% undiminished and the uncommon would add 11% undiminished.
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Arc: 378122 "Tales of the Terran Space Marines -The Apocalypse Initiative" 5stars!
http://www.youtube.com/watch?v=6Rgl4...687B0FC89F142C
Arc: 481545 "Twilight of the Gods - The Praetorian conflict"8000+ hits!
http://www.youtube.com/watch?v=XxJ6S...848B21E2350DCC
A smart hero would just tell Azuria that you saw a Hellion stealing her rabbit-in-a-hat next door and then, while she's gone, dunk your head in that jug of Fury water she keeps in her room.
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Ah, but Animal has a better idea.
I think it might be a mistake to base what the incarnate system will be on what the in game incarnates can do. Satatesman and Lord Recluse are just Archvillain (or hero, but...same difference) class constructs with some souped up powers. They have mountains of hit points and gigantic endurance reserves, along with all the damage resistances and status effect protection of other AVs because of game mechanics that make them challenging for players to face.
The player incarnate system is a whole other ball of wax entirely. I expect any intersection with what the in-game versions of States/Recluse can do to be purely coincidental. |
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A smart hero would just tell Azuria that you saw a Hellion stealing her rabbit-in-a-hat next door and then, while she's gone, dunk your head in that jug of Fury water she keeps in her room.
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(Although somewhat ashamed of the fact, hence her "Fury Water" story, and pushing the jug further under her desk)
That smart hero would be in for quite an unpleasant surprise. Ick.
-- Vivian
Crafting each higher level ability consumes one (or more! Ultra Rares seem to require 2 rares) of the lower level ones. So if you end up wanting to craft the other uncommon musculature boost, you would have to craft another common Musculature boost.
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-- Vivian
Keep in mind that only the boost that's actually slotted in the Equip tab is the one working, no matter how many you may have under the Crafting tab.
Lots of people (including me at first) skipped right over the Equip step. I went a whole night wondering why my endurance reduction wasn't kicking in.
When it is done right you'll see the boost on your powers in the enhancement screen unlike other types of bonuses. It is exactly like having a 7th slot in every power. I loved seeing those enhancements at 100+% woohoo!
Edit: I think Rajani Isa answered my question.
Can you to create a uncommon boost from any common boost.? Not sure if I know all the terminology to describe what I am asking.
I have a common boost of Musculature made, but I think Spiritual would fit better with my build. Can I make the uncommon Spiritual(Radial Boost) using the common of Musculature + other components or do they need to be in the same boost tree? So I would have to basically start over and get Spiritual common -> to Spiritual uncommon?
Hope this makes sense
~Iggy
"if I am guilty for what goes on in my mind, than give me the electric chair for all my future crimes"
Edit: I think Rajani Isa answered my question.
Can you to create a uncommon boost from any common boost.? Not sure if I know all the terminology to describe what I am asking. I have a common boost of Musculature made, but I think Spiritual would fit better with my build. Can I make the uncommon Spiritual(Radial Boost) using the common of Musculature + other components or do they need to be in the same boost tree? So I would have to basically start over and get Spiritual common -> to Spiritual uncommon? Hope this makes sense ~Iggy |
Character index
I originally slotted musculature at level 1 (33% damage increase) and then tier 2 yesterday (33% damage and 33% increase in immobilization duration). So stupid question but wanted to confirm that these are cumulative so that when I ran with my tier 1 it was just damage, but tier 2 now includes the SAME amount of damage plus immobilization duration; true?
I ask too because now when you move the mouse over the tier 1, it seems that it would need more components to be active again, so I assume thats if you wanted to go back to just that tier 1 boost. But going to tier 2, you've subsumed tier 1.
Hope this makes sense.
Another question is; it appears that if I chose to next slot spiritual that I can swap out musculature and use spiritual with the appropriate cooling down period. Is there a plan to eventually allow these different abilities to coexist at the same time? That is, have the power of spiritual and musculature simultaneously? Otherwise seems like you have to keep swapping in and out which doesn't seem to match some of the major incarnates like States or Recluse who, for example, will have great endurance reduction and damage at the same time.
Arc: 378122 "Tales of the Terran Space Marines -The Apocalypse Initiative" 5stars!
http://www.youtube.com/watch?v=6Rgl4...687B0FC89F142C
Arc: 481545 "Twilight of the Gods - The Praetorian conflict"8000+ hits!
http://www.youtube.com/watch?v=XxJ6S...848B21E2350DCC