Change to Demoralize?


Black Zot

 

Posted

I was playing one of my Stalkers today and noticed something odd. The Demoralize effect from a successful assassination was going off on the surrounding mobs even when the target died. It used to be that the target had to survive for the Demoralize to take effect, that seems to no longer be true,
When did this happen? Have I been just oblivious for a while or is this new?


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Posted

It's new in Issue 21 and it affects ANY power which is implemented as a grantable temp power. e.g. Chain Induction, Transfusion, Assassin Strike's Demoralize, etc.. Where before the granted temp power would not activate if the target died first, now it will. So Kinetics users will be happy to find out that if someone kills the enemy they targeted for Transfusion, they will still get a heal out of it where before you'd see the animation but get no heal from the dead target.


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Posted

So I wasn't being completely oblivious.
Thanks.


"I used to make diddly squat, but I've been with the company for 16 years and have had plenty of great raises. Now I just make squat" -- Me

Pediatric brain tumors are the #1 cause of cancer related deaths in children.

 

Posted

That's great to know, I found it weird when Disintegration spread to other targets on my Beam Gun corr after the killing shot on a foe.

Slightly off topic but what's the % of demoralize going off again?


 

Posted

Quote:
Originally Posted by Kioshi View Post
That's great to know, I found it weird when Disintegration spread to other targets on my Beam Gun corr after the killing shot on a foe.

Slightly off topic but what's the % of demoralize going off again?
According to the Mini Guide to the i12 Stalker changes,
Quote:
A successful Assassin Strike will now Demoralize your enemies. The Demoralize effect has a 30ft radius and will apply an irresistible 7.5% Tohit debuff for 8 seconds.
Demoralize also has a 25% chance to apply a mag5 Terrorize for 8 seconds.


"I used to make diddly squat, but I've been with the company for 16 years and have had plenty of great raises. Now I just make squat" -- Me

Pediatric brain tumors are the #1 cause of cancer related deaths in children.

 

Posted

Thanks, that's what I get for taking such a long break and barely playing Stalkers (and barely playing at all for the last 2 months).

It should be like 50% imo, especially since AS is so damn hard to use in higher levels due to team AoEs. I guess it 'feels' like 50% to me because I notice it so much when it goes off


 

Posted

It definitely feels more reliable than 25% to me too. Guess I need to pay a bit more attention.

Actually, I should play my spines more, because I'm forgetting my /da will throw off my perception of demoralize with the fear aura.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

The fear/terrorize stacks. The tohit debuff doesn't stack and isn't enhanceable unless they changed that with I21.


 

Posted

Quote:
Originally Posted by Zamuel View Post
The fear/terrorize stacks. The tohit debuff doesn't stack and isn't enhanceable unless they changed that with I21.
I knew it wasnt enhanceable but doesn't stack? Lame


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Posted

Stacking is pretty much irrelevant with that duration anyway. If it was more like 20 seconds, the stacking might make a difference, but as-is, anything that poses a threat will be in position to lay full hurt on long before you can finish it regardless of how many stacks you theoretically put on it.


 

Posted

I disagree. A team of Stalkers can easily coordinate a simultaneous AS and if it did stack then it would be excellent team mitigation if you could floor an AV's tohit in that way. Plus, timed right you could keep it up.


 

Posted

Not that I'm proposing it is a good idea, but does anyone know if it would take the bonus from the nerve alpha slot and enhance the duration that way?


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by GavinRuneblade View Post
Not that I'm proposing it is a good idea, but does anyone know if it would take the bonus from the nerve alpha slot and enhance the duration that way?
If an effect is marked as "ignores enhancements" wouldn't that apply to the alpha slot as well?


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Heroes: The Clockwork Mime, Soccerpunch, The Fissioneer, Samurai Houston, Oversteer

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Posted

Quote:
Originally Posted by Zem View Post
If an effect is marked as "ignores enhancements" wouldn't that apply to the alpha slot as well?
Never really been sure on that point. Heh. The ways the alpha does and doesn't modify powers I don't fully understand. It's not 100% the same as dropping an enhancement of that type into each power because it works on some powers that don't have slots but not all (eg lore pets yes, vet attack powers no). and some powers that can't take the type of enhancement slotted into it, it will benefi (i forget the example, but I did see it mentioned somewhere).


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.