Issue 20 Patch Notes - Build 2010.201105131851.1.0
You left off "Interface Incarnate Powers are now useless in damage auras and rains." Please note, I am not referring to the correction of the proc on every tick, I am referring to the "will only work on 1 enemy, rains will only proc 1 time per casting (again impacting 1 enemy), auras will only proc once per 10 seconds (again impacting 1 enemy)."
Co-Founder: Hand of Justice, Champion Server
Currently published arcs:
1) Azuria's Difficulties (arc: 55639) - Ver 1.2
Incarnate Components
City of Heroes
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@Celestial Lord and @Celestial Lord Too
Nice fixes...with the exception of the Incarnate Interface nerf.
Finally a fix to the Eden trial. Thank you. Thank you. Thank you.
Also does the change to Marauder's S/L resistance make having scrappers and brutes on a MoLambda run feasible now?
Liberty Server (@enderbean)
Arcs on Live
#1460 Hometown Rivalry
Combined
City of Heroes
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Incarnate Trial - Lambda Sector
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Are the 2 merits for completing the Antacid and Well Stocked badges occur in addition to the 1 merit from defeating Marauder?
Do the merit counts for the standard run assume you also kill 30 of the adds that come in?
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Incarnate Components
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Thanks very much for adding these, however. I think it returns the notices to something people will want to run on their incarnates again.
Synchrotron, level 50 Radiation/Radiation Defender
Fighting crime on Champion since 2004
You left off "Interface Incarnate Powers are now useless in damage auras and rains." Please note, I am not referring to the correction of the proc on every tick, I am referring to the "will only work on 1 enemy, rains will only proc 1 time per casting (again impacting 1 enemy), auras will only proc once per 10 seconds (again impacting 1 enemy)."
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These patch notes are awesome by the way. Huge shining example of why I love this dev team. Those Lambda changes are really, really good. Also...
EDEN!!!
Hey all,
Interface procs should have been obeying the standard 10 second per proc in toggle/auto/location power rules from the start. The fact that they weren't was the result of a bug which we are addressing with this patch. Any information I or anyone else at Paragon may have given to the contrary in the past was in error: The intention is that Interface procs behave as close to "having a proc IO slotted in all powers" as possible, and we are making these and the future changes to better achieve that intent.
The issue that rain powers are now only hitting 1 target per 10 seconds is a side-effect of the fix which we will be addressing in a future build. Rain powers should have chance to hit all targets with the proc (but only one "round" of application per 10 seconds across all powers of this category).
Your bud in the Incarnate-powered armor,
Black Scorpion
Smash and Lethal should now be on-par with all other non-psi damage sources for the Marauder fight (95% resisted while enraged). The only advantage that psi has is that Unstoppable doesn't raise it to 100%. OTOH, the reduction of the Unstoppable duration from 2 minutes to 1 does make having a lot of psi slightly less important.
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Liberty Server (@enderbean)
Arcs on Live
#1460 Hometown Rivalry
Do you not get 1 merit for acquiring all 10 acids in a standard run? It only mentions grenades.
Are the 2 merits for completing the Antacid and Well Stocked badges occur in addition to the 1 merit from defeating Marauder? Do the merit counts for the standard run assume you also kill 30 of the adds that come in? |
* 1 Merit will be awarded when acquiring 10 Acids.
Each element listed there is independently awarded (for instance, 10 grenades + 30 reinforcements + Marauder = 3 merits. Antacid (which includes 10 acids) + 30 reinforcements + Marauder = 5 merits in total.)
The "standard run" = 4 merits does include the 30 reinforcements merit. (10 grenades + 10 acids + 30 reinforcements + Marauder)
Also does the change to Marauder's S/L resistance make having scrappers and brutes on a MoLambda run feasible now?
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Your bud in the Incarnate-powered armor,
Black Scorpion
Hey all,
Interface procs should have been obeying the standard 10 second per proc in toggle/auto/location power rules from the start. The fact that they weren't was the result of a bug which we are addressing with this patch. Any information I or anyone else at Paragon may have given to the contrary in the past was in error: The intention is that Interface procs behave as close to "having a proc IO slotted in all powers" as possible, and we are making these and the future changes to better achieve that intent. The issue that rain powers are now only hitting 1 target per 10 seconds is a side-effect of the fix which we will be addressing in a future build. Rain powers should have chance to hit all targets with the proc (but only one "round" of application per 10 seconds across all powers of this category). Your bud in the Incarnate-powered armor, Black Scorpion |
This is probably an unrealistic request, but is there any Mind Control's Mesmerize could be disqualified from the Reactive DoT proc? It immediately wakes up targets that Mesmerize puts to sleep.
Thank goodness on the S/L change. Before it was a guaranteed failure if you had more than 2 or 3 scrappers on the league.
Liberty Server (@enderbean)
Arcs on Live
#1460 Hometown Rivalry
The issue that rain powers are now only hitting 1 target per 10 seconds is a side-effect of the fix which we will be addressing in a future build. Rain powers should have chance to hit all targets with the proc (but only one "round" of application per 10 seconds across all powers of this category).
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Edit: What is the stacking cap on the Reactive DoT?
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Awesome patch.
All the Lambda changes are greatly appreciated.
@True Metal
Co-leader of Callous Crew SG. Based on Union server.
Without using pacification grenades though he had a 100% resistance to smashing and lethal which made most scrapper less than optimal for a moLambda where you not use the temp powers.
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When he pops unstoppable while enraged, he'll still resist 100% of everything except Psi, which he'll resist 95% of.
Incarnate Components
City of Heroes
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Now if only you'd remove the arbitrary and terrible influence costs from the shard upgrades and thread->Rare/V.Rare conversions and, well, it'd be golden.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Incarnate Components
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A Notice of the Well should directly convert to a Thread Rare component, not 2 common thread components. Getting a Notice of the Well is real time restricted to a 7 day period already. Getting a Favor of the Well is time restricted to 14 days.
Now, if the Notice of the Well + 60 threads converted to Thread Rare Component, that might be acceptable. Following that logic, a Favor of the Well + 120 threads should convert to a V. Rare component.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
Hey all,
Interface procs should have been obeying the standard 10 second per proc in toggle/auto/location power rules from the start. The fact that they weren't was the result of a bug which we are addressing with this patch. Any information I or anyone else at Paragon may have given to the contrary in the past was in error: The intention is that Interface procs behave as close to "having a proc IO slotted in all powers" as possible, and we are making these and the future changes to better achieve that intent. The issue that rain powers are now only hitting 1 target per 10 seconds is a side-effect of the fix which we will be addressing in a future build. Rain powers should have chance to hit all targets with the proc (but only one "round" of application per 10 seconds across all powers of this category). Your bud in the Incarnate-powered armor, Black Scorpion |
Awesome patch.
I love the Notice of the Well conversion to 40 Threads. This gives a pretty plausible way to do Incarnate advancement for those who hate the Trials but don't mind TFs.
I'm a published amateur comic book author: www.ericjohnsoncomics.com
******MA Arcs****
Arc 5909: "Amazon-Avatars"
Arc 6143: "Escalation" (Nominee: Architect Awards, Nominee: Player Awards, and Dev's Choice!)
This is a needlessly punishing conversion rate joining with the Thread Uncommon->Rare and Rare->Very Rare rates, the Shards->Threads rate, any of the component breakdown rates, and the Inf->Prestige conversion rate.
A Notice of the Well should directly convert to a Thread Rare component, not 2 common thread components. Getting a Notice of the Well is real time restricted to a 7 day period already. Getting a Favor of the Well is time restricted to 14 days. Now, if the Notice of the Well + 60 threads converted to Thread Rare Component, that might be acceptable. Following that logic, a Favor of the Well + 120 threads should convert to a V. Rare component. |
I'm happy there is an option at all. It also gets people doing the WSTs again. It's a win-win for everyone.
Now make Eden the WST for a month please.
Combined
Combat Attributes
League
User Interface
Incarnate Trials
Incarnate Trial - Lambda Sector
Incarnate Components
Incarnate Powers
City of Heroes
City of Villains
- On Vincent Ross's mission "Learn the Source of True Power" players should no longer find themselves entering the mission into non-playable space.
Silver Mantis Strike Force- Re-entering the the ship on the final mission will cause the player to now appear in the ship's interior, instead of falling through the world.
Mortimer Kal Strike ForcePraetoria
Tasks
Rift Enclosure - Resistance
- The nav bar text will properly update now to tell the player to enter Talos after talking with the Resistance member.
TransmuterKevin Callanan
Community Specialist
Paragon Studios