Nano-Technician Nano Document Discussion Thread
Original NT Excel File can be found here: Nano-Technician Excel Documents
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Quote:
Originally Posted by DecemberSky
Opening Words:
Lots and LOTS and LOOOTS of changes! This is a pretty exciting time to be a Nano-Technician =)
This document is very long, very broad, and there are still things that will probably be changed in the future. If you have a reasonable complaint, just reply to this thread and we will try to consolidate all pertinent questions/comments/complains into one easy to read thread so no one has to scavenger hunt for the info.
Anyhoo...
I'd like to start off and say, "WOW". When I signed up for this, I had absolutely no idea what was in store for this profession I have been playing for close to 9 years.
This profession has seen a lot of ups and downs. From being WAY underpowered to the point it was depressing. To being one of the biggest threats in pvp. But there was one thing in common with any period before this: we never really became the glass-cannon profession that we should have been. Well, from the changes that will be taking place, and from the discussions we've had, we will finally be able to be that glass-cannon profession!
In a nutshell; Where we have lost defense, we gain in offense and support.
Nanobot guard/shielding has been removed. Nullity Sphere is no longer the amazing defensive tool it used to be. BUT. We gain 2 (maybe 3 depending on how our nemesis nano works) DoT lines. 3 separate nuke lines that will account for most of our damage along with the accompanying new Nano Burst feature, which gives us a choice of great extra damage output or some very crippling debuffs. Our AoEs are now expanded to high level players without the long cast cap or restrictive range. Having high Matter Creation skill isn't a waste anymore since our Nano Resist Debuffs have been watered down, and we'll need the extra MC to land more consistently. Also, and more importantly, high Matter Creation won't be a waste because damage from our main nuking line will scale according to our MC skill.
I think these collective changes will finally turn us into the high damage dealing (albeit squishy), desired profession that all teams would benefit from having.
Anyway, enough rambling...we're off the races!
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DISCLAIMER: Our Programs have been made with head room in mind! Currently it is IMPOSSIBLE to reach 3400+ Matter Creation. We know this. With the possibility of new items, new expansions, new whatever in this game, the Devs wanted to set the bar a bit higher so there is still something we can achieve in the future.
INDEX
1. New Cyberdecks
2. Nano Bursting Desciption/Details
3. Nano Burst List
4. Damage Type Changing
5. Nano Program Summary
6. Questions/Concerns/Comments
7. Summary of Feedback
1. Cyberdecks
- Now acts as a decent damage dealing weapon!
- 2 Versions of the Cyberdeck: LE Version and SL Version
Attack Speed: LE Version: 1 Sec / SL Version: 1.5 seconds
Recharge: LE Version: 1 Sec / SL Version 1.5 seconds
Range: 30 meters
Damage Type: Radiation Damage
Attack Skill: 100% Matter Creation
Defense Check: 100% Dodge Range
Equip Time: 4 seconds!
Basic Cyberdeck: 50-75(113)
Augmented Cyberdeck: 100-150(225)
Jobe Chipped Cyberdeck: 150-225(338)
Izgimmer-Modified Cyberdeck: 200-300(450)
+++++++++++++++++++++++++++
2. Nano Bursting
- 8 different options of debuffs/damage depending on damage type.
- You start the game with 2 bursts. You gain +1 Burst per specialization giving you 6 Bursts at 4th spec.
- The NT can build up his burst potential by using Alpha, Base, Finishing, or Special Effect Nukes.
- After using an Alpha. Base. Finishing or SFX nuke, a 20 second timer will be placed in the NT's hostile NCU window.
- The 20 second hostile NCU refreshes everytime an Alpha, Base, Finishing or SFX nuke is used.
- The Duration of the debuffs depend on burst level.
- Level 1 Debuffs Last 5 seconds.
- Level 2 Debuffs Last 10 seconds.
- Level 3-6 Debuffs Last 15 Seconds.
- The Burst action has a 10-second lockout (on MC skill). Unsure if this will be effected by -skilllockmodifier.
+++++++++++++++++++++++++++
3. Burst List
Radiation Bursts:
- Damage Debuff (-dmg to Proj,Melee,Energy,Chem,Rad,Fire,Pois)
MK1: -50 Dmg
MK2: -100 Dmg
MK3: -150 Dmg
MK4: -200 Dmg
MK5: -250 Dmg
MK6: -300 Dmg
Fire Bursts:
- Direct Fire Damage Nuke (scales higher based on NT's Matter Creation Skill)
MK1:
29 Dmg (MC from < 100)
43 Dmg (MC from 100-349)
65 Dmg (MC from 350-499)
97 Dmg (MC from 500+)
MK2:
144 Dmg (MC from < 100)
216 Dmg (Mc from 100-349)
324 Dmg (Mc from 350-499)
486 Dmg (MC from 500+)
MK3:
480 Dmg (MC from < 500)
720 Dmg (MC from 500-999)
1080 Dmg (MC from 1000-1499)
1630 Dmg (MC from 1500+)
MK4:
1200 Dmg (MC from < 500)
1800 Dmg (MC from 500-999)
2700 Dmg (MC from 1000-1499)
4050 Dmg (MC from 1500+)
MK5:
2400 Dmg (MC from <1000)
3600 Dmg (MC from 1000-1499)
5400 Dmg (MC from 1500-1999)
8100 Dmg (MC from 2000+)
MK6:
4000 Dmg (MC from < 2000)
6000 Dmg (MC from 2000-2499)
9000 Dmg (MC from 2500-2999)
13500 Dmg (Mc from 3000+)
Energy Bursts:
- Reflect Debuff
MK1: -10 Reflect
MK2: -15 Reflect
MK3: -20 Reflect
MK4: -25 Reflect
MK5: -30 Reflect
MK6: -35 Reflect
Chemical Bursts:
- Armor Class, Treatment & First Aid Debuffs
MK1: -250 ACs, -15 Treatment/First Aid
MK2: -500 ACs, -25 Treatment/First Aid
MK3: -2000 ACs, -75 Treatment/First Aid
MK4: -4000 ACs, -125 Treatment/First Aid
MK5: -6000 ACs, -200 Treatment/First Aid
MK6: -8000 ACs, -300 Treatment/First Aid
Cold Damage Bursts:
- Nano Skill Debuff
MK1: -15 Nano Skills
MK2: -25 Nano Skills
MK3: -75 Nano Skills
MK4: -125 Nano Skills
MK5: -200 Nano Skills
MK6: -300 Nano Skills
Poison Damage Bursts:
- Weapon Specials Debuff (F. Auto, Burst, Fling, Aimed Shot, Parry, Riposte, Fast Atk, Brawl, Sneak Atk)
MK1: -15 to all Specials
MK2: -25 to all Specials
MK3: -75 to all Specials
MK4: -125 to all Specials
MK5: -200 to all Specials
MK6: -300 to all Specials
Projectile Damage:
- Evade Debuff (Dodge Ranged, Evade Close, Duck Explosions)
MK1: -15 Evades
Mk2: -25 Evades
MK3: -75 Evades
MK4: -125 Evades
MK5: -200 Evades
MK6: -300 Evades
Melee Damage:
- Initiatives Debuff (Debuffs Melee, Physical, Ranged and Nano init)
MK1: -50 to Initiatives
MK2: -100 to Initiatives
MK3: -300 to Initiatives
MK4: -600 to Initiatives
MK5: -1000 to Initiatives
MK6: -1500 to Initiatives
+++++++++++++++++++++++++++
4. Damage Type Changing Line
- New series of nanos which the NT may cast to change their damage type at any time
- Your chosen damage type will not time out, and can only be removed via canceling
- You may pick any of the eight main damage types of AO: Radiation, Energy, Chemical, Poison, Fire, Cold, Melee, or Projectile
- If you do not have a damage type set, your damage will be melee
- Only the four main nuke lines (Base, Alpha, Finishing, and Special Effect) are effected by this - AoEs and DoTs are not effected by this system
- Which damage type you have selected chooses the type of effect you receive when you activate the new Nano Burst ability.
- All nanos in this line have 1s cast and 1s recharge with no local cooldown.