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Thread: New perk changes

  1. #1

    New perk changes

    Profession Perks
    ------------------------------------------------------------

    Nano Surgeon

    Treatment Transfer: Attack time has been changed to 1 seconds so it cast faster. Treatment buff on target now last for 10 minutes.

    Assault Force Medic

    Viral Combination: Is now 50/50 BM/MC from the former 100% BM. Defense check has been lowered to 75%. Attack time has been increased to 2 seconds.

    Embrace Added bonuses: Nano init: 100, HealMultiplier: 3, BM 50, MC 50, NR 50

    Mistreatment: Attack is now 60/40 BM/MC from the former 100% MM. Defense check has been lowered to 75%. Damage has been increased if all 3 DoT lines are running and now removes all DoT's once executed.
    Code:
    If A&B | A&C | B&C                   If A & B & C
    If Not (A & B & C)                   Terminate A,B,C DoTs
    Embrace 1: Damage: -106..-116        Embrace 1: Damage: -159..-174
    Embrace 2: Damage: -214..-235        Embrace 2: Damage: -321..-353
    Embrace 3: Damage: -576..-633        Embrace 3: Damage: -864.. -950
    Embrace 4: Damage: -692..-761        Embrace 4: Damage: -1038..-1141
    Embrace 5: Damage: -806..-886        Embrace 5: Damage: -1209..-1329
    Embrace 6: Damage: -1490..-1639      Embrace 6: Damage: -2235..-2458
    Embrace 7: Damage: -1986..-2184      Embrace 7: Damage: -2979..-3276
    Embrace 8: Damage: -3778..-4155      Embrace 8: Damage: -5667..-6233
    Embrace 9: Damage: -7278..-8005      Embrace 9: Damage: -10917..-12008
    Embrace 10: Damage: -7492..-8241     Embrace 10: Damage: -11238..-12361
    Close Call: The current healing will now be used if the target is less then 50% HP. When the target is now under 15% they will be healed for a new amount.
    Code:
     
    If Percentage of health <= 50       If Percentage of health <= 15
    Embrace 6: Health 450 .. 550        Embrace 6: Health 900 .. 1000
    Embrace 7: Health 650 .. 850        Embrace 7: Health 1200 .. 1600 
    Embrace 8: Health 850 .. 1250       Embrace 8: Health 1800 .. 2500
    Embrace 9: Health 1500 .. 1900      Embrace 9: Health 3000 .. 4000
    Embrace 10: Health 2200 .. 2500     Embrace 10: Health 4000 .. 5000

    Nano Transmission: The Heal modifier is now 100 and the recharge of the perk is now 4 minutes. Instead of running until nano is under 4501 it now is a 10 second buff with the nano drain being -600 10 hits, 1s delay for a total drain of -6000.
    Last edited by Kazeran; Nov 1st, 2009 at 17:33:46. Reason: Added more info.

  2. #2
    Group Perks
    ------------------------------------------------------------

    Nano Doctorate ----------------------------------------------------------

    Shutdown Removal 1: Range has been increased to 5 meters from the former 3 meters.

    Shutdown Removal 2: Range has been increased to 5 meters from the former 3 meters. Also Gives a 10 seconds immunity to NSD now.

    Starfall ----------------------------------------------------------

    Dazzle with Lights: Attack has been changed to 1 second. Recharge on hit is 30s, on miss its 15s

    Combust: Attack time has been changed to 1 second. All maximum damage has been decreased.
    Code:
    Affected by Napalm Spray not running:    Affected by Napalm Spray running:
    Level 001: Damage: -438..-876            Level 001: Damage: -548..-1095
    Level 100: Damage: -876..-1752           Level 100: Damage: -1095..-2190
    Level 200: Damage: -2239..-4714          Level 200: Damage: -2799..-5892
    Level 220: Damage: -3301..-7336          Level 220: Damage: -4126..-9170
    Thermal Detonation: Attack time has been changed to 1 second. All maximum damage has been decreased.
    Code:
    Affected by Napalm Spray not running:    Affected by Napalm Spray running:
    Level 001: Damage: -1157..-2314          Level 001: Damage: -1446..-2893
    Level 100: Damage: -2314..-4628          Level 100: Damage: -2893..-5785
    Level 200: Damage: -3042..-6403          Level 200: Damage: -3802..-8004
    Level 220: Damage: -3549..-7887          Level 220: Damage: -4436..-9859
    Supernova: Attack time has been changed to 2 seconds. Recharge on hit is 60s on miss is 30s. All maximum damage has been decreased.
    Code:
    Level 001: Damage: -1750..-3500
    Level 100: Damage: -3500..-7000
    Level 200: Damage: -4038..-8500
    Level 220: Damage: -4500..-10000
    Powerup ----------------------------------------------------------
    Doctors can now perk up to level 10, previously could only perk up to 8. Must be wearing a Ranged Energy weapon now. Energize is no longer needed to use the rest of the perks. However the rest still have to be chained.

    Energize: Attack time has been changed to 1 second.

    Power Volley: Attack time has been changed to 1 second. Recharge on hit is 45s, on miss is 22s.
    Code:
    Ranged Energy Skill 0001: Damage: -448..-896
    Ranged Energy Skill 1000: Damage: -896..-1791
    Ranged Energy Skill 2000: Damage: -1806..-3644
    Ranged Energy Skill 3000: Damage: -2029..-3620
    Stunned: 3 seconds (pvp & pvm)  19% chance
    Power Shock: Attack time has been changed to 1 second. Recharge on hit is 45s, on miss is 22s.
    Code:
    Self: Must have Power Volley running
    Ranged Energy Skill 0001: Damage: - 882 .. -1765
    Ranged Energy Skill 1000: Damage: -1565..-3529
    Ranged Energy Skill 2000: Damage: -2289..-4819
    Ranged Energy Skill 3000: Damage: -2551..-4669
    Stunned:  3 seconds (pvp & pvm)  19% chance
    Power Blast: Attack time has been changed to 1 second. Recharge on hit is 45s, on miss is 22s. Range has been increased to 35m.
    Code:
    Self: Must have Power Shock running
    Ranged Energy Skill 0001: Damage: -992 ..-1984
    Ranged Energy Skill 1000: Damage: -1984..-3968
    Ranged Energy Skill 2000: Damage: -2862..-4626
    Ranged Energy Skill 3000: Damage: -3566..-5146
    Remove Protection nanos <= 4 NCU 1 time – 14% chance
    Remove Healing nanos <= 4 NCU 1 time – 14% chance
    Power Blast: Attack time has been changed to 2 seconds. Recharge on hit is 45s, on miss is 22s. Range has been increased to 35m.
    Code:
    Self: Must have Power Blast running
    Ranged Energy Skill 0001: Damage: -1001..-2003
    Ranged Energy Skill 1000: Damage: -2003..-4005
    Ranged Energy Skill 2000: Damage: -2889..-5767
    Ranged Energy Skill 3000: Damage: -3848..-6774
    Stunned: 3 seconds (pvp & pvm) 24% chance
    Remove Protection nanos <= 15 NCU 1 time – 50% chance
    Remove Healing nanos <= 15 NCU 1 time – 50% chance
    Pistol Mastery ----------------------------------------------------------

    Quick Shot: Attack time has been changed to 1 second. Defense skill has been changed to 100% dodge.

    Double Shot: Attack time has been changed to 2 seconds. Defense skill has been changed to 100% dodge.

    Deadeye: Attack time has been changed to 2 seconds. Recharge on hit is 45s, on miss is 22s. Defense check is now 90% dodge. Damage has been changed to scale with pistol.
    Code:
    Pistol Skill 0001: Damage: -1332 .. -2663
    Pistol Skill 1000: Damage: -2663 .. -5325
    Pistol Skill 2000: Damage: -3072 .. -6467
    Pistol Skill 3000: Damage: -3423..-7607
    Alchemist ----------------------------------------------------------

    Taint Wounds: Attack skill is now Attack Modifier 100%. Defense skill is now Duck 100%. Damage has also been improved. Attack time is now 2 seconds.
    Code:
    Affected by Reap Life not running:                           Affected by Reap Life running: 
    Alchemist 1: Damage: -29 .. -29, 10 hits, 3 s delay          Alchemist 1: -31.. -31, 10 hits, 3 s delay
    Alchemist 2: Damage: -73.. -73, 10 hits, 3 s delay           Alchemist 2: -87.. -87, 10 hits, 3 s delay
    Alchemist 3: Damage: -225.. -225, 10 hits, 3 s delay         Alchemist 3: -240.. -240, 10 hits, 3 s delay
    Alchemist 4: Damage: -478.. -478, 10 hits, 3 s delay         Alchemist 4: -574.. -574, 10 hits, 3 s delay
    Alchemist 5: Damage: -672.. -672, 10 hits, 3 s delay         Alchemist 5: -807.. -807, 10 hits, 3 s delay
    Alchemist 6: Damage: -880.. -880, 10 hits, 3 s delay         Alchemist 6: -1057.. -1057, 10 hits, 3 s delay
    Chemical Blindness: Attack skill is now Attack Modifier 100%. Defense skill is now Duck 100%. Damage has also been improved. Attack time is now 1 second.
    Code:
    Offensive Modifier -500 @ level 200
    Effect - Blind
    Duration 8 seconds pvp / 25 seconds pvm
    Poison Sprinkle: Attack skill is now Attack Modifier 100%. Defense skill is now Duck 100%. Damage has also been improved.
    Code:
    Affected by Bloodletting not running:               Affected by Bloodletting running: 
    Alchemist 4: -297 .. -297, 10 hits, 1,5 s delay     Alchemist 4: -356 .. -356, 10 hits, 1,5 s delay
    Alchemist 5: -417 .. -417, 10 hits, 1,5 s delay     Alchemist 5: -501 .. -501, 10 hits, 1,5 s delay
    Alchemist 6: -546 .. -546, 10 hits, 1,5 s delay     Alchemist 6: -656 .. -656, 10 hits, 1,5 s delay
    15 seconds pvp / 15 seconds pvm
    Seal Wounds: Adds a 10 second resist bonus to all DoT lines. (Don't know if its 100% resist or not.)

    The Unknown Factor ----------------------------------------------------------

    Hostile Takeover: The debuff is no longer a random roll it instead now debuffs all inti's.
    Code:
    Ranged init: -1000 @ Lvl 200
    Nano init: -1000 @ Lvl 200
    Melee init: -1000 @ Lvl 200
    Physical init: -1000 @ Lvl 200
    10 seconds pvp / 20 seconds pvm
    Chaotic Assumption: Damage has been decreased.
    Code:
    Level 001: Damage: -1250..-2499
    Level 100: Damage: -2499..-4999
    Level 200: Damage: -2883..-6070
    Level 220: Damage: -3213..-7141
    Last edited by Kazeran; Oct 31st, 2009 at 00:17:56.

  3. #3
    General Perks and changes
    ------------------------------------------------------------

    Add All Offense (AAO)

    When Attack Modifier is used as attack skill, Add All Offense (AAO) is counted twice. This will no longer happen. Perks that have previously been easy to land because of this will have a lower defense check. Add All Offense will only be applied to weapon skills and weapon specials.This affords support professions a higher chance of landing their perk specials as they rarely have large amounts of AAO

    Add All Defense (AAD)

    Add All Defense (AAD) will only be applied to Dodge, Duck and Evade. This allows support professions to receive a higher chance of landing their perk specials, as these specials often check against Nano Resistance.

    Other Changes

    We will change attack skills and defense checks to make sure that professions with previously less-than-useful perk specials now will be able to utilize said specials.
    The result of making some of these perk specials easier to land may include in a reduction of damage and/or effect due to the new usability.

    - Most perk debuffs will have reduced timers.
    - Many long term perk special buffs will receive an increased duration.
    - Non-chained damage perk specials now have a two-second execution time.
    - Most of the first damage perk specials in a chain will have 1 second execution
    time, while the last perk in a chain now requires 2 seconds execution time.
    - Most buff perk specials now have 1 second execution time.
    - Most debuff perk specials will now have 1 second execution time.

    Changes affecting some of the perk specials
    - We have increased the range of many friendly perk specials.
    - Many melee-range damage perk specials have received an increased range.
    - Some professions will get some of their perk specials replaced with new and more
    useful specials.
    Last edited by Kazeran; Oct 31st, 2009 at 00:06:45.

  4. #4
    I posted my thoughts on Close Call in the Balance Discussion forum.
    Reposting here for preservation's sake:
    Quote Originally Posted by Rak
    The proposed changes to Close Call as taken from the AI perk PDF

    Code:
    If Percentage of health <= 50
    Embrace 6: Health 450 .. 550
    Embrace 7: Health 650 .. 850
    Embrace 8: Health 850 .. 1250
    Embrace 9: Health 1500 .. 1900
    Embrace 10: Health 2200 .. 2500
    If Percentage of health <= 15
    Embrace 6: Health 900 .. 1000
    Embrace 7: Health 1200 .. 1600
    Embrace 8: Health 1800 .. 2500
    Embrace 9: Health 3000 .. 4000
    Embrace 10: Health 4000 .. 5000

    My first suggestion is to just get rid of the whole health <=50% part; if a doctor hits this at 16% health, he just wasted what could have otherwise saved his life due to the low 16-50% healing values.

    My next suggestion is to change it so rather than healing a specific value, just have it set the Doctor's HP to something like 40%. The perk is useless as a "save your ass" special if it doesn't even heal the amount of one AS. Having it simply set the Doctor's HP to 40% will allow the perk to scale and remain useful as the game progresses and players HP pools inevitiably grow. It will also ensure that the perk is useful equally at all the levels it is available.

    Lastly and most importantly, if the intent of this perk is to truly be a "save your ass" button, then it MUST have an instant attack time, 1 second is too long in AO's fast paced pvp.
    Youtube
    Twitch

    AO
    Rakhabit 220/20 Agent FINALLY
    Halfempty 220/16 Engineer/Evade Negator
    Primatene 168/20 Original Doc Twink

    TSW
    Myyah "Read" Hawwa
    Shadow Dominion
    Cerberus

  5. #5
    malp gonna hurt even more now ouchies >< at least AS is going from docs.

  6. #6
    Quote Originally Posted by Romaas View Post
    at least AS is going from docs.
    About damn time it goes

  7. #7
    Very nice changes,i was about to reperk whole embrace lina,semed not so great to me.Now i'm gonna keep it for sure.
    Btw when are those changes going live? )

  8. #8
    A release date hasn't been given as of yet. But i would assume not for awhile because they have to make all the changes first, then test everything on the test server, then fix any bugs. They may also wait until they play around with nanos and other things before the release it. Don't know if it will be perks, then nanos, then whatever else, or if they will do it all together.

  9. #9

  10. #10
    Some very nice perk changes there. Heard anything about lowering nr check for malp and dots?
    Drtheron B 220/30 Atrox Doc First AI30 atrox doc on RK1
    Stilithium B 220/12 Nanomage Doc PVP project


    Nttheron B 220/16 Atrox NT Ao easymode pvp is: on
    Lithvium B 220/13 Solitius Crat DD hoe project
    Zystem B 208/8 Nanomage Engineer Tradeskiller


    + A couple of alts in progress

  11. #11
    The new bonuses for embrace is nice, finally worth perking it. As for the the actual perk actions meh. TT getting a boost, yeah that's important. Close call, well doesn't hurt to get another heal perk if it will work this time but I still think I will have my finger ready to pop a BGH instead.

    Mistreatment is a bad joke, so when and if we finally manage to land 3 dots on someone (remember this will be after we get our heals nerf) the dots will be terminated for a dd less than a single dot. lol awesome a perk to lower our dd, just what I wished for.

    Minova:220:30:doc
    Looke:220:30:adv
    Winova:174:24:sold
    Rinova:168:23:nt
    Meanova:126:15:trader
    Meenova:95:10:agent
    Redemption

  12. #12
    Quote Originally Posted by DrLithvium View Post
    Some very nice perk changes there. Heard anything about lowering nr check for malp and dots?
    Means hasn't released anything about nanos as of yet, but ill add them under the perks when he does.

    Quote Originally Posted by Looke View Post
    The new bonuses for embrace is nice, finally worth perking it. As for the the actual perk actions meh. TT getting a boost, yeah that's important. Close call, well doesn't hurt to get another heal perk if it will work this time but I still think I will have my finger ready to pop a BGH instead.

    Mistreatment is a bad joke, so when and if we finally manage to land 3 dots on someone (remember this will be after we get our heals nerf) the dots will be terminated for a dd less than a single dot. lol awesome a perk to lower our dd, just what I wished for.
    The perk line now has useful bonuses but I'll agree, the perk actions themselves kinda suck. I would guess they changed mistreatment like that to give a damage boost to doctors "alpha" but unless they make dots last longer it will be very hard to get all 3 landed on someone. Close call still looks usless if its under 50, just doesnt heal enough to hit that instead of bgh, but the heal for under 15% are decent enough, just that no one would let their HP get that low.

  13. #13
    Alrighty Changed the format and updated with new changes.

    Looks like RE has been given alot of love, so some of us might go back to it. The perks look rather nice as well with some neat tricks.

    Starfall damage got nerfed but its speed has been greatly increased making it much more viable now.

    Alchemist got some much needed love as well, and checmical blindness looks uber but it only last 8 seconds now. However it's no longer dependent on chem so it could be worth using.

    TUF has been given love as far as the first perk, but a unneeded nerf for its last

    If anything is wrong let me know I will change it soon as I can. Feel free to post your thoughts on the changes btw. It's what this thread is for.

    also, if you want anything added that i might of missed, or you would like added on just let me know, hopefully these posts dont have a character limit :|
    Last edited by Kazeran; Oct 31st, 2009 at 00:21:42.

  14. #14
    wonder if i should start planning some sacrifices for starfall on my dd whore
    Enfizzle 220/30/70 Enforcer e
    Zdocta 220/30/70 Doctor e
    Nukizzle 220/26/70 NT e
    Engiz 220/30/64 Engineer e

  15. #15
    I don't think the Embrace perk actions are necessarily bad. It is a shift of play style from sustained to burst type of damage. A design "flaw" with the new Mistreatment is that we are better off using low damage, low nanocost, fast recharge RK dots + C line and firing off mistreatment on that, then to use our best available dots at once.

    Starfall I have high hopes for, but our lack of high MC kinda hurts it. Who knows, maybe our focus will shift to nanoskill gear anyway.

    €: oh and if I am not mistaken the total drain of Nano transmission is 6600. one tick at once + 10*600 afterwards.
    Last edited by XenonDe; Oct 31st, 2009 at 22:46:34.
    Deadly Whisper - RK1
    too many alts for to little space

  16. #16
    treatment transfer does not lock out treatment for 10 mins.

    it buffs the target with the +60 for 10 minutes.
    the -120 debuff on you still lasts for 3 minutes and perk is locked out for 3 minutes also.


    so no more sprinting to clinic for the treatment-loving people.
    220 Agent + :: 220 Doctor + :: 220 Soldier + :: 220 Enforcer + :: 220 Bureaucrat + :: 217 Adventurer + :: 217 Trader + :: 159 Engineer :: 112 Fixer

    Inferno Travelguides

  17. #17
    Quote Originally Posted by Keex View Post
    treatment transfer does not lock out treatment for 10 mins.

    it buffs the target with the +60 for 10 minutes.
    the -120 debuff on you still lasts for 3 minutes and perk is locked out for 3 minutes also.


    so no more sprinting to clinic for the treatment-loving people.
    Meh thats what i had at first, but every other post i saw said otherwise so i changed it

  18. #18
    It's a change hardly worth mentioning anyway.

    Not like many people could use pvm treatment buffage at TL7. And 10 or 2 minutes does not make much difference. You still need to get it last on your buff list.
    Deadly Whisper - RK1
    too many alts for to little space

  19. #19
    Lotsa cool changes, but I think Nano Transmission could last a bit longer, we would only get 2 heals in now.. It's like another waste of perk action that could be useful. A duration of 30 sec or so would be fine with me, can lower heal % to 50 and let the nanodot run longer. I want close call to heal for a higher amount and only have a 30% health limit instead of 15% and 50%.

  20. #20
    The only time nano transmission would be useful is for the Oh-S*** moments when you need to heal a tank really. Outside of that i cant see it being useful. PvM when you want to be lazy for a bit and can afford the nano drain as well maybe. pvp? no way in hell, the drain is much to large and nano is a big enough issue as is.

    Close call would be better of if it healed 30% hp once under 30%. I know its suppose to be used as a panic button but you can't really afford to let your hp drop like that. With its current healing everyone will still be smashing their BGH buttons instead of CC, so i do hope it gets changed.

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