Post by Spookypatrol [Delia] on Dec 27, 2021 17:33:12 GMT -5
Several items have been added, some class skills have been added, and some existing items and feats have received adjustments. More to come soon!
User-Specific:
SICARII: The damage modifier for The Hylian's Lethal Poison has been reduced to 110% down from 120%.
Visimorph:
The following new skills have been added:
Tier 5.5:
Darknut Mask
Lynel Mask
Tactician:
The following new skills have been added:
Tier 5.5:
Sagacious Scheme
Refresher Course
Item Adjustments:
Nacreous Dagger: Now has its DoT application rate increased to a 100%, up from 50%. Will now prioritize applying damage types that the target is not currently inflicted with. This is to ensure the combination effects for the item are more likely to apply, since these hybrid effects are the intended primary purpose for the item's use.
Prismatic Lantern: Now has its DoT application rate increased to a 100%, up from 50%. Will now prioritize applying damage types that the target is not currently inflicted with. This is to ensure the combination effects for the item are more likely to apply, since these hybrid effects are the intended primary purpose for the item's use.
Fireshield Earrings: Increases the Fire Resist to 25%, up from 20%. Now grants a 30% chance each turn to clear negative fire-based conditions from the wearer.
Bombproof Ring: Additionally reduces the critfail range of firearms by 5.
Charge Ring: Adjusted the threshold for the ring to activate; instead of applying to all skills with a 6 or higher cooldown, the Ring reduces the cooldown of only class skills with a cooldown of 7 rounds or higher.
Expert's Ring: Adjusted unarmed damage bonus to 10% of Attack instead of a flat +5 damage.
Regal Necklace: Now grants 25% tenacity. Retains the 30% wind damage mitigation, and prevents forced movement caused by air or wind.
Joy Pendant: Now grants the Lucky feat. Additionally reduces recoil damage by 50%.
Skull Necklace: Now grants a 10% chance to Fear an enemy for 1 Round when the user is struck. This increases to a 25% if the user is struck critically.
New Items:
Player-Unique:
SICARII's Keris: Unique item. Based on previously-owned Misericorde. Grants percentile damage bonus to a low-hp target instead of flat damage. SICARII's Misericorde has been removed since the Keris acts as its replacement.
Instrument:
Ancient Recorder: Can be used to play music. Can learn any song. Any song played on this instrument cannot critically fail, and is granted a 5% critical success chance. This critical success chance does not apply to alacrity spells, reroll spells, or duplication spells.
Reduces the Cooldown on any song with a Cooldown equal to or higher than 6 Rounds by 20%, rounded up.
Removes requirements for any songs that work only against specific enemy types (ie Song of Storms works on any enemy, not just enemies weak to fire; Melody of Darkness works on Undead, etc. Sun's Song's immobility only has a 40% chance of triggering on non-undead enemies, but still retains its 100% against undead.)
Goddess Ocarina: Can be used to play music. Can learn any song. Any song played on this instrument cannot critically fail, and is granted a 5% critical success chance. This critical success chance does not apply to alacrity spells, reroll spells, or duplication spells.
When playing a song, the user heals all allies for 5% of their Maximum HP, and cures all negative conditions on all allies.
Double Bass: Can be used to play music. Can learn any song. Any song played on this instrument cannot critically fail, and is granted a 5% critical success chance. This critical success chance does not apply to alacrity spells, reroll spells, or duplication spells.
Can have up to 2 songs slotted at one time, but increases the cooldown of each song by 1 Round.
Barbarous Drum: Can be used to play music. Can learn any song. Any song played on this instrument cannot critically fail, and is granted a 5% critical success chance. This critical success chance does not apply to alacrity spells, reroll spells, or duplication spells.
When playing a song, boosts the damage of all allies by 20% and grants all allies additional Crit Chance equal to 10% of the user's Attack or Competency, whichever is higher, for 1 Round.
Earrings:
Opal Earring: +25% Water Resist. 30% chance every turn to clear a negative water-based condition (soak, drench, etc).
Topaz Earring: +25% Electric Resist. 30% chance every turn to clear a negative electric-based condition (fulgurburn, electrify, shock, etc).
Diamond Earring: +25% Shadow Resist. Prevents the negative secondary effects from Shadowblight from applying to the user. When the user attempts to detect an enemy in Stealth, the target's Stealth strength is treated as one level lower (i.e. a strong stealth is treated as medium, a medium is treated as weak.), or -5% if a Weak stealth.
Sapphire Earring: +25% Disease Resist. 30% chance every turn to clear a negative disease-based condition (disease, sickened, etc).
Ruby Earring: +25% Ice Resist. 30% chance every turn to clear a negative ice-based condition (frostbite, frozen, etc).
Emerald Earring: +25% Acid Resist. Prevents the negative secondary effects from Corrosion. If the user were to have his/her mitigation, block, etc reduced by any other means, those stats are only reduced by half of the value they would have been reduced by otherwise. (i.e. if the user's mitigation were to be reduced by 10%, they are reduced by 5% instead.)
Obsidian Earring: +25% Light Resist. 30% chance every turn to clear a negative light-based condition (radiate, blind, etc).
Amethyst Earring: +25% Poison Resist. Prevents the user from having their healing negated by being poisoned, and if the user were to have their healing prevented by any other means, the user's healing is halved instead.
Ethereal Earring: +25% Arcane resistance. Grants the user a passive Ward equal to 10% of his/her maximum HP. If the ward is depleted, it is automatically refreshed 8 rounds after the previous ward has ended.
Amber Earring: +10% Def. Grants critical resistance equal to 10% of user's Defense stat.
Coral Earring: An intricate earring made of a special Zoran coral fashioned into the shape of a hook. +25% efficacy to food and drink, including skill-based potions and consumables (i.e. Alchemy potions, etc). Allows the user to enter Stealth & make surprise & sneak attacks while under the effects of Miasma, and halves all other negative effects from Miasma or other scent-related debuffs.
Luminous Earring: A fashionable earring that glows curiously in the dark. +25% chance to Illuminate an enemy that strikes the wearer for 2 Rounds. +25% efficacy to bone and skeletal equipment or skills, including temporary summons (i.e. from Captain's Hat).
Astral Earring: A fine earring shaped from a fragment of Moon's Tear. Every 3 Rounds, grants the wearer 30% efficacy on their next turn. If the wearer does not act on the round the buff takes effect, the buff is held until the wearer takes an action, after which the 3 Round cooldown begins again.
Wrist:
Twilit Bracelet: +7 Damage. +5% Shadowblight Chance.
Gerudo Bracelet: +7 Damage. +5% Fulgurburn Chance.
Anouki Bracelet: +7 Damage. +5% Frostbite Chance.
Goddess Bracelet: +7 Damage. +5% Radiate Chance.
Picori Bracelet: A bracelet that was closer in size to an earring before it was magically enlarged for use by the taller races of Hyrule. +7 Damage. +10% to efficacy of Alignment-based skills, feats, traits, items, etc.
Zora Bracelet: +7 Damage. +5% Healing Power.
Blue Bracelet: +7 Damage. +5% Damage Mitigation.
Rito Bracelet: +7 Damage. +5% Accuracy.
Korok Bracelet: +7 Damage. +5% Evasion.
Hylian Bracelet: +7 Damage. +5% Spell Penetration.
Demonic Bracelet: +7% Damage. +5% lifesteal.
Mogma Bracelet: +7 Damage. +5% efficacy to Blast skills and items.
Sheikah Bracelet: +7 Damage. +5% Stealth. Halves armor penalty for Sneak/Stealth.
Kokiri Bracelet: +7% Damage. +2 turn buff duration.
Lokomo Bracelet: +7 Damage. -2 Cooldown to Utility slot item. +5% efficacy to Utility slot item.
Ancient Bracelet: +7 Damage. -2 Cooldown to highest cooldown skill or item. If more than one skill or item is tied for the longest cooldown, player chooses which to reduce.
Neck:
Mermaid's Necklace: Increases healing power by 10%. Grants a 15% chance to self-cleanse a single CC or SC once per turn, prioritizing the most recently-applied CC or SC.
Pendant of Courage: Modeled after Pendants of Virtue. Grants block chance equal to 10% of Defense stat, up to a maximum of 20%.
Pendant of Wisdom: Modeled after Pendants of Virtue. Grants CC and DoT application chance equal to 10% of Comp stat, up to a maximum of 25%.
Pendant of Power: Modeled after Pendants of Virtue. Grants Critical Damage bonus equal to 10% of Attack stat, up to a maximum of 25%.
Goron Locket: Increases fire and blast damage by 10%. Adds 1 additional target to AoE fire and blast spells (damage is derived from the damage dealt to the secondary targets, if applicable). Increases range of fire and blast spells by 1 square on a grid.
Mystic Jade Necklace: Grants 10% spell pen and armor pen. Grants the Detect Aura (Lesser) feat. If the user already has the D.A.(Lesser) feat, this grants the Greater version.
Utility:
Horse Whistle: Summons a horse based on the user's primary/highest stat. All mounts increase the rider's movement speed by 4, and grant the user 50% tenacity and 10% evasion while riding. The horses can be ridden into one enemy that is considered large size or smaller, dealing 30% damage to large enemies, 40% of the user's damage to standard sized enemies, and 50% damage to small enemies, as a bonus action. In addition, each horse grants a special active skill, which can only be used once per summon:
Attack: Gerudo Destrier - Heavyweight Stomp - The horse bucks and stomps at an enemy in melee range, dealing 40% bonus damage and Crippling them for 2 Rounds. If this attack crits, the target is additionally rendered Vulnerable for 2 Rounds.
Defense: Hylian Dray - Taunting Whinny - The horse calls the attention of all enemies within hearing range, instantly taunting them onto the user for 2 Rounds. The horse's muscular build deflects off most of the subsequent blows, granting the user 50% mitigation for the duration of the taunt.
Competency: Sheikah Mustang - Calculated Kick - The horse delivers a swift but well-placed kick, interrupting channels, dealing standard damage as Competency damage, and Concussing the target for 2 Rounds. If this attack crits, the target is additionally Dazed for 2 Rounds.
Freezing, stunning, or immobilizing the user forces him/her off of the mount. If the horse is still summoned after the user is cleared of his/her conditions, he/she automatically remounts the horse unless he/she chooses not to do so. The horse automatically desummons after 3 Rounds, or if the rider chooses to dismount/remain dismounted after being knocked off. 7 round cooldown after the horse is dismissed.
Sacrificial Dagger: The user slashes with the dagger for standard Competency or Attack damage (whichever is higher) as hybrid piercing/arcane damage. This attack inherits both spell bonuses and physical bonuses. This attack has a 50% chance to lifesteal from the target for 50% of the damage dealt. If this dagger lands a killing blow, the lifesteal chance is instead increased to 100%, and heals back for 100% of the damage dealt.
In addition, the user may choose to sacrifice up to 20% of their maximum HP to increase the accuracy of the attack and damage dealt by this attack by 4x the percent sacrificed (i.e., if 20% of max HP is sacrificed, this attack deals 80% bonus damage and has 80% bonus accuracy). The accuracy may not overcap if increased in this way, and the attack cannot proc lifesteal from this weapon if used this way, but may still proc lifesteal from external sources.
6 Round cooldown.
Moon Pearl: Grants the Concealed Mind feat. Prevents negative effects from alignment-reliant skills or spells. Prevents the user from becoming mesmerized, hypnotized, or charmed.
*Dark Mirror: Summons a temporary ally based on the user's Alignment:
Power: Summons a shadow doppelganger that is fueled by the lust for power hidden deep in one's heart.
Courage: Summons a shadow doppelganger that is fueled by the pride hidden deep in one's heart.
Wisdom: Summons a shadow doppelganger that is fueeld by the arrogance hidden deep in one's heart.
Neutral: Summons a shadow doppelganger that is fueled by the apathy hidden deep in one's heart.
*Summon Stats in progress; item is still in loot pool and will be completed shortly
Blind: The accuracy reduction for Blind has been changed to 25%, up from 20%. Large-eyed enemies will have their accuracy reduced to 15%, up from 10%.
Tenacity has been added. Tenacity reduces the chance of certain physical CCs or movement-impairing effects from affecting the user.
Armor Penetration has been added. Armor Penetration allows physical skills and non-magical items to ignore part of the target's Defense stat.
Stealth Strength: The numbers for Stealth levels have been adjusted:
Weak Stealth grants +20% bonus
Moderate Stealth grants +30% bonus
Strong Stealth remains unchanged, at a +40% bonus
In addition, the formula for Stealth has been adjusted. The new formulas are as follows:
User Competency : Target Competency + mods
or
User Attack : Target Competency + mods
Infuriate: Infuriate's damage bonus is now derived from Attack or Competency, whichever is higher, allowing the Feat to scale better for Comp classes.
That's all for now!
Skills
User-Specific:
SICARII: The damage modifier for The Hylian's Lethal Poison has been reduced to 110% down from 120%.
Visimorph:
The following new skills have been added:
Tier 5.5:
Darknut Mask
Lynel Mask
Tactician:
The following new skills have been added:
Tier 5.5:
Sagacious Scheme
Refresher Course
Items
Item Adjustments:
Nacreous Dagger: Now has its DoT application rate increased to a 100%, up from 50%. Will now prioritize applying damage types that the target is not currently inflicted with. This is to ensure the combination effects for the item are more likely to apply, since these hybrid effects are the intended primary purpose for the item's use.
Prismatic Lantern: Now has its DoT application rate increased to a 100%, up from 50%. Will now prioritize applying damage types that the target is not currently inflicted with. This is to ensure the combination effects for the item are more likely to apply, since these hybrid effects are the intended primary purpose for the item's use.
Fireshield Earrings: Increases the Fire Resist to 25%, up from 20%. Now grants a 30% chance each turn to clear negative fire-based conditions from the wearer.
Bombproof Ring: Additionally reduces the critfail range of firearms by 5.
Charge Ring: Adjusted the threshold for the ring to activate; instead of applying to all skills with a 6 or higher cooldown, the Ring reduces the cooldown of only class skills with a cooldown of 7 rounds or higher.
Expert's Ring: Adjusted unarmed damage bonus to 10% of Attack instead of a flat +5 damage.
Regal Necklace: Now grants 25% tenacity. Retains the 30% wind damage mitigation, and prevents forced movement caused by air or wind.
Joy Pendant: Now grants the Lucky feat. Additionally reduces recoil damage by 50%.
Skull Necklace: Now grants a 10% chance to Fear an enemy for 1 Round when the user is struck. This increases to a 25% if the user is struck critically.
New Items:
Player-Unique:
SICARII's Keris: Unique item. Based on previously-owned Misericorde. Grants percentile damage bonus to a low-hp target instead of flat damage. SICARII's Misericorde has been removed since the Keris acts as its replacement.
Instrument:
Ancient Recorder: Can be used to play music. Can learn any song. Any song played on this instrument cannot critically fail, and is granted a 5% critical success chance. This critical success chance does not apply to alacrity spells, reroll spells, or duplication spells.
Reduces the Cooldown on any song with a Cooldown equal to or higher than 6 Rounds by 20%, rounded up.
Removes requirements for any songs that work only against specific enemy types (ie Song of Storms works on any enemy, not just enemies weak to fire; Melody of Darkness works on Undead, etc. Sun's Song's immobility only has a 40% chance of triggering on non-undead enemies, but still retains its 100% against undead.)
Goddess Ocarina: Can be used to play music. Can learn any song. Any song played on this instrument cannot critically fail, and is granted a 5% critical success chance. This critical success chance does not apply to alacrity spells, reroll spells, or duplication spells.
When playing a song, the user heals all allies for 5% of their Maximum HP, and cures all negative conditions on all allies.
Double Bass: Can be used to play music. Can learn any song. Any song played on this instrument cannot critically fail, and is granted a 5% critical success chance. This critical success chance does not apply to alacrity spells, reroll spells, or duplication spells.
Can have up to 2 songs slotted at one time, but increases the cooldown of each song by 1 Round.
Barbarous Drum: Can be used to play music. Can learn any song. Any song played on this instrument cannot critically fail, and is granted a 5% critical success chance. This critical success chance does not apply to alacrity spells, reroll spells, or duplication spells.
When playing a song, boosts the damage of all allies by 20% and grants all allies additional Crit Chance equal to 10% of the user's Attack or Competency, whichever is higher, for 1 Round.
Earrings:
Opal Earring: +25% Water Resist. 30% chance every turn to clear a negative water-based condition (soak, drench, etc).
Topaz Earring: +25% Electric Resist. 30% chance every turn to clear a negative electric-based condition (fulgurburn, electrify, shock, etc).
Diamond Earring: +25% Shadow Resist. Prevents the negative secondary effects from Shadowblight from applying to the user. When the user attempts to detect an enemy in Stealth, the target's Stealth strength is treated as one level lower (i.e. a strong stealth is treated as medium, a medium is treated as weak.), or -5% if a Weak stealth.
Sapphire Earring: +25% Disease Resist. 30% chance every turn to clear a negative disease-based condition (disease, sickened, etc).
Ruby Earring: +25% Ice Resist. 30% chance every turn to clear a negative ice-based condition (frostbite, frozen, etc).
Emerald Earring: +25% Acid Resist. Prevents the negative secondary effects from Corrosion. If the user were to have his/her mitigation, block, etc reduced by any other means, those stats are only reduced by half of the value they would have been reduced by otherwise. (i.e. if the user's mitigation were to be reduced by 10%, they are reduced by 5% instead.)
Obsidian Earring: +25% Light Resist. 30% chance every turn to clear a negative light-based condition (radiate, blind, etc).
Amethyst Earring: +25% Poison Resist. Prevents the user from having their healing negated by being poisoned, and if the user were to have their healing prevented by any other means, the user's healing is halved instead.
Ethereal Earring: +25% Arcane resistance. Grants the user a passive Ward equal to 10% of his/her maximum HP. If the ward is depleted, it is automatically refreshed 8 rounds after the previous ward has ended.
Amber Earring: +10% Def. Grants critical resistance equal to 10% of user's Defense stat.
Coral Earring: An intricate earring made of a special Zoran coral fashioned into the shape of a hook. +25% efficacy to food and drink, including skill-based potions and consumables (i.e. Alchemy potions, etc). Allows the user to enter Stealth & make surprise & sneak attacks while under the effects of Miasma, and halves all other negative effects from Miasma or other scent-related debuffs.
Luminous Earring: A fashionable earring that glows curiously in the dark. +25% chance to Illuminate an enemy that strikes the wearer for 2 Rounds. +25% efficacy to bone and skeletal equipment or skills, including temporary summons (i.e. from Captain's Hat).
Astral Earring: A fine earring shaped from a fragment of Moon's Tear. Every 3 Rounds, grants the wearer 30% efficacy on their next turn. If the wearer does not act on the round the buff takes effect, the buff is held until the wearer takes an action, after which the 3 Round cooldown begins again.
Wrist:
Twilit Bracelet: +7 Damage. +5% Shadowblight Chance.
Gerudo Bracelet: +7 Damage. +5% Fulgurburn Chance.
Anouki Bracelet: +7 Damage. +5% Frostbite Chance.
Goddess Bracelet: +7 Damage. +5% Radiate Chance.
Picori Bracelet: A bracelet that was closer in size to an earring before it was magically enlarged for use by the taller races of Hyrule. +7 Damage. +10% to efficacy of Alignment-based skills, feats, traits, items, etc.
Zora Bracelet: +7 Damage. +5% Healing Power.
Blue Bracelet: +7 Damage. +5% Damage Mitigation.
Rito Bracelet: +7 Damage. +5% Accuracy.
Korok Bracelet: +7 Damage. +5% Evasion.
Hylian Bracelet: +7 Damage. +5% Spell Penetration.
Demonic Bracelet: +7% Damage. +5% lifesteal.
Mogma Bracelet: +7 Damage. +5% efficacy to Blast skills and items.
Sheikah Bracelet: +7 Damage. +5% Stealth. Halves armor penalty for Sneak/Stealth.
Kokiri Bracelet: +7% Damage. +2 turn buff duration.
Lokomo Bracelet: +7 Damage. -2 Cooldown to Utility slot item. +5% efficacy to Utility slot item.
Ancient Bracelet: +7 Damage. -2 Cooldown to highest cooldown skill or item. If more than one skill or item is tied for the longest cooldown, player chooses which to reduce.
Neck:
Mermaid's Necklace: Increases healing power by 10%. Grants a 15% chance to self-cleanse a single CC or SC once per turn, prioritizing the most recently-applied CC or SC.
Pendant of Courage: Modeled after Pendants of Virtue. Grants block chance equal to 10% of Defense stat, up to a maximum of 20%.
Pendant of Wisdom: Modeled after Pendants of Virtue. Grants CC and DoT application chance equal to 10% of Comp stat, up to a maximum of 25%.
Pendant of Power: Modeled after Pendants of Virtue. Grants Critical Damage bonus equal to 10% of Attack stat, up to a maximum of 25%.
Goron Locket: Increases fire and blast damage by 10%. Adds 1 additional target to AoE fire and blast spells (damage is derived from the damage dealt to the secondary targets, if applicable). Increases range of fire and blast spells by 1 square on a grid.
Mystic Jade Necklace: Grants 10% spell pen and armor pen. Grants the Detect Aura (Lesser) feat. If the user already has the D.A.(Lesser) feat, this grants the Greater version.
Utility:
Horse Whistle: Summons a horse based on the user's primary/highest stat. All mounts increase the rider's movement speed by 4, and grant the user 50% tenacity and 10% evasion while riding. The horses can be ridden into one enemy that is considered large size or smaller, dealing 30% damage to large enemies, 40% of the user's damage to standard sized enemies, and 50% damage to small enemies, as a bonus action. In addition, each horse grants a special active skill, which can only be used once per summon:
Attack: Gerudo Destrier - Heavyweight Stomp - The horse bucks and stomps at an enemy in melee range, dealing 40% bonus damage and Crippling them for 2 Rounds. If this attack crits, the target is additionally rendered Vulnerable for 2 Rounds.
Defense: Hylian Dray - Taunting Whinny - The horse calls the attention of all enemies within hearing range, instantly taunting them onto the user for 2 Rounds. The horse's muscular build deflects off most of the subsequent blows, granting the user 50% mitigation for the duration of the taunt.
Competency: Sheikah Mustang - Calculated Kick - The horse delivers a swift but well-placed kick, interrupting channels, dealing standard damage as Competency damage, and Concussing the target for 2 Rounds. If this attack crits, the target is additionally Dazed for 2 Rounds.
Freezing, stunning, or immobilizing the user forces him/her off of the mount. If the horse is still summoned after the user is cleared of his/her conditions, he/she automatically remounts the horse unless he/she chooses not to do so. The horse automatically desummons after 3 Rounds, or if the rider chooses to dismount/remain dismounted after being knocked off. 7 round cooldown after the horse is dismissed.
Sacrificial Dagger: The user slashes with the dagger for standard Competency or Attack damage (whichever is higher) as hybrid piercing/arcane damage. This attack inherits both spell bonuses and physical bonuses. This attack has a 50% chance to lifesteal from the target for 50% of the damage dealt. If this dagger lands a killing blow, the lifesteal chance is instead increased to 100%, and heals back for 100% of the damage dealt.
In addition, the user may choose to sacrifice up to 20% of their maximum HP to increase the accuracy of the attack and damage dealt by this attack by 4x the percent sacrificed (i.e., if 20% of max HP is sacrificed, this attack deals 80% bonus damage and has 80% bonus accuracy). The accuracy may not overcap if increased in this way, and the attack cannot proc lifesteal from this weapon if used this way, but may still proc lifesteal from external sources.
6 Round cooldown.
Moon Pearl: Grants the Concealed Mind feat. Prevents negative effects from alignment-reliant skills or spells. Prevents the user from becoming mesmerized, hypnotized, or charmed.
*Dark Mirror: Summons a temporary ally based on the user's Alignment:
Power: Summons a shadow doppelganger that is fueled by the lust for power hidden deep in one's heart.
Courage: Summons a shadow doppelganger that is fueled by the pride hidden deep in one's heart.
Wisdom: Summons a shadow doppelganger that is fueeld by the arrogance hidden deep in one's heart.
Neutral: Summons a shadow doppelganger that is fueled by the apathy hidden deep in one's heart.
*Summon Stats in progress; item is still in loot pool and will be completed shortly
Status Conditions
Blind: The accuracy reduction for Blind has been changed to 25%, up from 20%. Large-eyed enemies will have their accuracy reduced to 15%, up from 10%.
Skill Checks & Modifiable Stats
Tenacity has been added. Tenacity reduces the chance of certain physical CCs or movement-impairing effects from affecting the user.
Armor Penetration has been added. Armor Penetration allows physical skills and non-magical items to ignore part of the target's Defense stat.
Stealth Strength: The numbers for Stealth levels have been adjusted:
Weak Stealth grants +20% bonus
Moderate Stealth grants +30% bonus
Strong Stealth remains unchanged, at a +40% bonus
In addition, the formula for Stealth has been adjusted. The new formulas are as follows:
User Competency : Target Competency + mods
or
User Attack : Target Competency + mods
Feats
Infuriate: Infuriate's damage bonus is now derived from Attack or Competency, whichever is higher, allowing the Feat to scale better for Comp classes.
That's all for now!