Post by Spookypatrol [Delia] on May 11, 2021 11:25:06 GMT -5
Equipment:
A couple of Cloaks have been updated.
-Goron Cloak: +20% Fire Resistance. When the wearer is hit, the attacker is Singed for 1 Round. If the wearer is hit critically, the attacker is instead Charred for 1 Round.
-Zora Cloak: +20% Water Resistance. When the wearer is hit, the attacker is Soaked for 1 Round. If the wearer is hit critically, the attacker is instead Drenched for 1 Round.
Several new Cloaks have been added. These will begin appearing in the Loot pool and Auction House rotations effective immediately.
-Gerudo Cloak: +20% Electric Resistance. When the wearer is hit, the attacker is Electrified for 1 Round. If the wearer is hit critically, the attacker is instead Shocked for 1 Round.
-Mantle of Twilight: +20% Shadow Resistance. The wearer may activate this cloak to blink a short distance using powers of Twilight, dissipating into a collection of angular particles before reappearing a short distance away. The disorienting blink grants the user 30% evasion for 1 Round, and on their next action they may attempt to perform a Surprise Attack.
If used on a grid, the user may teleport up to 4 spaces in any direction, including through hazards. 6 round cooldown after the effect expires.
-Mighty Darknut Cape: Grants +10% of Def as damage bonus. The wearer may activate this cloak to prepare a brutal strike, dealing 20% bonus damage on their next hit plus granting a 30% chance to apply a secondary effect depending on the damage type of their primary weapon:
Slashing: Vulnerability for 1 Round.
Piercing: Sunder for 2 Rounds.
Impact: Cripple for 2 Rounds.
6 round cooldown.
-Leaf Cloak: A cloak worn by the Skull Kids of the Lost Woods. Grants +10% to the efficacy of songs (if applicable) and +5% evasion. This evasion bonus is doubled when in a heavily-forested area... or if the user can find a nice patch of flowers or grass. Unfortunately, foliage is quite flammable, and the user suffers a passive -10% fire resistance when wearing this cloak.
The user may activate this cloak to summon a temporary Puppet which will relentlessly chase after a target of their choice. The eerie Puppet Distracts the target, causing the Puppet to be targeted instead. The Puppet cannot attack and will be destroyed in one hit, however, no one except for the target can attack the Puppet, and the Puppet has a 50% chance of dodging any incoming attacks. The Distract condition persists on the enemy until the Puppet is destroyed, or until 2 rounds have passed. 7 round cooldown after the Distract ends.
-Poe’s Cloak: +20% Arcane resistance. Halves the proc chance of Fear, Curse, Jinx, and Hex on the user, and doubles the chance of proccing those effects on an enemy. Activating this cloak grants 50% lifesteal on the user's next attack, and the user may perform any regular action on the same turn they activate the cloak. 6 round cooldown.
-Solider’s Cloak: +5% Mitigation. Halves the duration of any Physical CCs applied to the wearer. The user may activate the cloak to take on a defensive stance, increasing the Mitigation bonus to 20%, making them immune to Physical CC, and allowing them to Taunt a single target for 1 Round. The user may choose to activate the defensive bonuses without Taunting if they prefer. 8 round cooldown.
Feats:
Several Feats have been updated.
T1.5:
-Merciful now triggers within the same ranges as Ruthless instead of only on a lethal hit.
Epic/Boss/Miniboss: 1% of Max hp.
Enemy Player: 2% of Max hp.
Strong Enemy: 3% of Max hp.
Standard Enemy: 5% of Max hp.
Weak Enemy: 8% of Max hp.
(See Feats for more details)
T2.5:
-Infuriate now provides a percentile amount of damage bonus (+10% of Attack, minimum +2) instead of a flat +4 damage.
T3:
-Sadism has been renamed Prolonger, and now applies to heals over time in addition to damage over time effects. Prolonger no longer has a Prerequisite requirement.
-Underestimated has been completely reworked:
Whenever a player misses an attack, their next attack's accuracy is increased by a stacking 10% per subsequent missed attack. This bonus resets when they hit.
If using a multi-hit move, the accuracy increases by 5% instead of 10% per miss, but still resets on a hit.
T4.5:
-Potency now applies to heals over time in addition to damage over time effects.
T5:
-Merciless no longer has a Prerequisite requirement.
-Outnumbered now provides +5% mitigation per enemy combatant above one instead of +5% Defense.
Classes:
Warlock:
-Unholy Field now includes the Reflect Rule, making it easier to trigger (see below).
Warmage:
-Dark Shackles now includes the Reflect Rule, making it easier to trigger (see below).
-Sinister Draw has been added.
-Venom Spikes has been added.
-Wicked Absorption has been added.
-Insidious Pact has been added.
Scholar:
-Battle Tactics’ Cunning Aura now provides +15% trigger chance to all allies on all non-damaging CC and SCs instead of just CCs.
Mechanics:
-Certain skills now have a special Reflect Rule! Depending on the number rolled by an enemy, some skills may still trigger even if the attack was blocked or avoided! The average thresholds are as follows:
1-30: Full effect
31-60: Half effect
61+: No effect
Any skill that follows the Reflect Rule will be noted as such (i.e. Warmage’s Dark Shackles).
-Skills that require unusual checks in place of accuracy (i.e. a Competency check instead of an Attack:Defense accuracy check) no longer derive bonus accuracy from the user’s passive accuracy buff.
That's it for now! Look forward to seeing more updates soon!