Alpha Slot Abilities: Difference between revisions

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'''Alpha Slot Abilities''' are universal enhancements placed in the [[Alpha Slot]] of the [[Incarnate System]]. The Alpha Slot Abilities apply to all of your powers which would accept an enhancement of that type. Each tree begins with a Common Boost ability which can then be upgraded into the Uncommon Core Boost or Radial Boost variants, available as of [[Issue 19]]. Further upgrades released with the [[Strike Pack]] include the Rare Revamps and Very Rare Paragon variants.
'''Alpha Slot Abilities''' are universal enhancements placed in the [[Alpha Slot]] of the [[Incarnate System]]. The Alpha Slot Abilities apply to all of your powers which would accept an enhancement of that type. Each tree begins with a Common Boost ability which can then be upgraded into the Uncommon Core Boost or Radial Boost variants, available as of [[Issue 19]]. Further upgrades released with the [[Strike Pack]] include the Rare Revamps and Very Rare Paragon variants.


A purchase of the [[Going Rogue]] expansion is required for players to access the Incarnate System.
A purchase of the [[Going Rogue]] expansion is required for players to access the [[Incarnate System]].


== Alpha Ability Details ==
== Alpha Ability Details ==

Revision as of 17:16, 12 April 2011

Overview

Incarnate Alpha Blank.png Alpha Slot Abilities are universal enhancements placed in the Alpha Slot of the Incarnate System. The Alpha Slot Abilities apply to all of your powers which would accept an enhancement of that type. Each tree begins with a Common Boost ability which can then be upgraded into the Uncommon Core Boost or Radial Boost variants, available as of Issue 19. Further upgrades released with the Strike Pack include the Rare Revamps and Very Rare Paragon variants.

A purchase of the Going Rogue expansion is required for players to access the Incarnate System.

Alpha Ability Details

Universal Enhancements

The Alpha Slot Incarnate Abilities give their aspect enhancement to every power that a character has that can utilize it. A power can utilize it if it slots the same type of basic enhancement. For instance, if a character has a Alpha ability that reduces endurance costs, then every power that can take an Endurance Discount Enhancement would utilize the Alpha's endurance discount, too.

If a character has an Alpha Ability that increases Fear duration, then Touch of Fear would be increased, but Power Bolt would not, since it does not have Fear.

If a power cannot slot a certain enhancement (such as Recharge in Mind Link), the boost does not apply to that power.

Powers can be enhanced by more than one aspect if they are applicable; Electric Fence can benefit from Musculature's Alpha Slot primary aspect, Damage, and also the Immobilize and Endurance Modification aspects.

Abilities come in four rarity levels. The higher the rarity level, the more Incarnate Components are needed to create them. Components to create them are gathered through defeating enemies, Task Forces/Strike Forces, and most other activities.

Common   Common   Common   Common   Common  
Uncommon   Uncommon   Uncommon   Uncommon   Uncommon  
Rare   Rare   Rare   Rare   Rare  
Very Rare   Very Rare   Very Rare   Very Rare   Very Rare  

Part of the bonuses given by Alpha slotted abilities bypass Enhancement Diversification, even if a character's power is slotted to the final threshold. Depending on rarity, the Alpha enhancements will bypass ED with anywhere from one-sixth to two-thirds of the Alpha enhancement.

To calculate the total enhancement value use the following method:

  1. Add up the values of all enhancements in the power plus the portion of the Alpha Enhancement that is affected by ED.
  2. Apply ED to this value.
  3. Add the portion of the Alpha Enhancement that is not affected by ED for the total enhancement value.

Examples

Example 1: A character's power slotted with three Recharge Single-Origin Enhancements will have 99.9% increased attack rate pre-ED which becomes approximately 94.9% once ED is applied without the Alpha Slot.

  • Slotting a common Spiritual Alpha Slot ability (33% increased attack rate) ignores ED for 16 of its effects but ED is still applied to the remaining 56. The power therefore has a total ED affected enhancement value of 99.9% + 56 * 33% = 127.4% which after ED is approximately 99.1%. The remaining 16 of the Alpha Slot's enhancement is added to this giving a final enhancement value of 99.1% + 16 * 33% = 104.6%
  • Slotting a very rare Spiritual Alpha Slot ability (45% attack rate, stun, and healing) ignores ED for 23 of its effects but ED is still applied to the remaining 13. The power therefore has a total ED affected enhancement value of 99.9% + 13 * 45% = 114.9% which after ED is approximately 97.2%. The remaining 23 of the Alpha Slot's enhancement is added to this giving a final enhancement value of 97.2% + 23 * 45% = 127.2%

Example 2: A character's power slotted with 2 Recharge Single-Origin Enhancements will have 66.6% increased attack rate which since it is less than 70% is not affected by ED so remains at 66.6%.

  • Slotting a common Spiritual Alpha Slot ability (33% increased attack rate) ignores ED for 16 of its effects but ED is still applied to the remaining 56. The power therefore has a total ED affected enhancement value of 66.6% + 56 * 33% = 94.1% which, since it is greater than 70% is affected by ED resulting in approximately 90.9% post-ED. The remaining 16 of the Alpha Slot's enhancement is added to this giving a final enhancement value of 90.9% + 16 * 33% = 96.4%
  • Slotting a very rare Spiritual Alpha Slot ability (45% attack rate, stun, and healing) ignores ED for 23 of its effects but ED is still applied to the remaining 13. The power therefore has a total ED affected enhancement value of 66.6% + 13 * 45% = 81.6% which, since it is greater than 70% is affected by ED resulting in approximately 80.4% post-ED. The remaining 23 of the Alpha Slot's enhancement is added to this giving a final enhancement value of 80.4% + 23 * 45% = 110.4%

Level Shift

Rare and very rare Alpha Slot abilities apply a level shift, which effectively increases the character's combat level.

Alpha Ability Types

Cardiac Common Cardiac

Cardiac primarily deals with reducing Endurance costs. Cardiac also increases Range, Damage Resistance and some Status Effect durations. The types and amounts of each type depend on what is slotted. Hover over icons for more details.

  Boost Core Boost Radial Boost Total Core Revamp Partial Core Revamp Partial Radial Revamp Total Radial Revamp Core Paragon Radial Paragon
Rarity Common Uncommon Uncommon Rare Rare Rare Rare Very Rare Very Rare
Primary 33%Endurance Cost 33%Endurance Cost 33%Endurance Cost 45%Endurance Cost 33%Endurance Cost 33%Endurance Cost 33%Endurance Cost 45%Endurance Cost 33%Endurance Cost
Secondary None 20%Range 20%Damage Resistance 20%Range 20%Range
20%Damage Resistance
20%Damage Resistance
10%Range
20%Damage Resistance
10%Range
20%Range
20%Damage Resistance
20%Range
20%Damage Resistance
Tertiary None None None None None 33%Fear Duration 33%Sleep Duration None 33%Fear Duration
33%Sleep Duration
33%Intangibility Duration
ED Bypass 16One-Sixth 13One-Third 13One-Third 12One-Half 12One-Half 12One-Half 12One-Half 23Two-Thirds 23Two-Thirds
Level Shift No No No Yes Yes Yes Yes Yes Yes

Musculature Common Musculature

Musculature primarily deals with increasing Damage. It also modifies Immobilization Duration, Defense Debuff, Endurance Modification, ToHit Debuff and Run Speed. The types and amounts of each type depend on what is slotted. Hover over icons for more details.

  Boost Core Boost Radial Boost Total Core Revamp Partial Core Revamp Partial Radial Revamp Total Radial Revamp Core Paragon Radial Paragon
Rarity Common Uncommon Uncommon Rare Rare Rare Rare Very Rare Very Rare
Primary 33%Damage 33%Damage 33%Damage 45%Damage 33%Damage 33%Damage 33%Damage 45%Damage 33%Damage
Secondary None 33%Immobilization Duration 33%Defense DeBuff 33%Immobilization Duration 33%Immobilization Duration
33%Defense DeBuff
33%Defense DeBuff
16.5%Immobilization Duration
33%Defense DeBuff
16.5%Immobilization Duration
45%Immobilization Duration
33%Defense DeBuff
33%Immobilization Duration
33%Defense DeBuff
Tertiary None None None None None 33%Endurance Modification 20%ToHit DeBuffs None 33%Endurance Modification
33%Running Speed
20%ToHit DeBuffs
ED Bypass 16One-Sixth 13One-Third 13One-Third 12One-Half 12One-Half 12One-Half 12One-Half 23Two-Thirds 23Two-Thirds
Level Shift No No No Yes Yes Yes Yes Yes Yes

Nerve Common Nerve

Nerve primarily deals with increasing Accuracy. It can also increase Hold Duration, Defence Buff, Confuse Duration, Taunt and Fly Speed. The types and amounts of each type depend on what is slotted. Hover over icons for more details.

  Boost Core Boost Radial Boost Total Core Revamp Partial Core Revamp Partial Radial Revamp Total Radial Revamp Core Paragon Radial Paragon
Rarity Common Uncommon Uncommon Rare Rare Rare Rare Very Rare Very Rare
Primary 33%Accuracy 33%Accuracy 33%Accuracy 45%Accuracy 33%Accuracy 33%Accuracy 33%Accuracy 45%Accuracy 33%Accuracy
Secondary None 33%Hold Duration 20%Defense Buff 33%Hold Duration 33%Hold Duration
20%Defense Buff
20%Defense Buff
16.5%Hold Duration
20%Defense Buff
16.5%Hold Duration
33%Hold Duration
20%Defense Buff
33%Hold Duration
20%Defense Buff
Tertiary None None None None None 33%Taunt Effectiveness 33%Confusion Duration None 33%Taunt Effectiveness
33%Confusion Duration
33%Flight Speed
ED Bypass 16One-Sixth 13One-Third 13One-Third 12One-Half 12One-Half 12One-Half 12One-Half 23Two-Thirds 23Two-Thirds
Level Shift No No No Yes Yes Yes Yes Yes Yes

Spiritual Common Spiritual

Spiritual primarily deals with increasing Recharge Rate. It can also increase Stun Duration, Healing, ToHit Buff, Slow Movement and Jump. The types and amounts of each type depend on what is slotted. Hover over icons for more details.

  Boost Core Boost Radial Boost Total Core Revamp Partial Core Revamp Partial Radial Revamp Total Radial Revamp Core Paragon Radial Paragon
Rarity Common Uncommon Uncommon Rare Rare Rare Rare Very Rare Very Rare
Primary 33%Attack Rate 33%Attack Rate 33%Attack Rate 45%Attack Rate 33%Attack Rate 33%Attack Rate 33%Attack Rate 45%Attack Rate 33%Attack Rate
Secondary None 33%Disorient Duration 33%Heal 33%Disorient Duration 33%Disorient Duration
33%Heal
33%Heal
16.5%Disorient Duration
33%Heal
16.5%Disorient Duration
33%Disorient Duration
33%Heal
33%Disorient Duration
33%Heal
Tertiary None None None None None 33%Slow powers 20%ToHit Buffs None 33%Slow powers
33%Jump
20%ToHit Buffs
ED Bypass 16One-Sixth 13One-Third 13One-Third 12One-Half 12One-Half 12One-Half 12One-Half 23Two-Thirds 23Two-Thirds
Level Shift No No No Yes Yes Yes Yes Yes Yes

See Also

External Links