Alpha Slot Abilities: Difference between revisions
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:[[File:Alpha-Cardiac-Rare.png|24px]] Rare | :[[File:Alpha-Cardiac-Rare.png|24px]] Rare | ||
:[[File:Alpha-Cardiac-VeryRare.png|24px]] Very Rare | :[[File:Alpha-Cardiac-VeryRare.png|24px]] Very Rare | ||
Part of the bonuses given by Incarnate System slotted boosts will bypass [[Enhancement Diversification]], even if a character's power is slotted to the final threshold. Depending on rarity, boosts will bypass [[ED]] with anywhere from one-sixth to two-thirds of the boost. | |||
For example, a character's power slotted with three [[Recharge]] [[Enhancements#Single-Origin Enhancements|Single-Origin Enhancements]] will be up against the final threshold of ED, at approximately 99.5% increased attack rate. | |||
*Slotting a common boost (33% increased attack rate) ignores {{frac|1|6}} of ED's effects; {{frac|1|6}} * 33% = 5.5%, added to the enhancements slotted in the power, so that power's final recharge bonus would be 105%, outside of other bonuses. | |||
*Slotting a very rare boost (45% attack rate, stun, and healing) ignores {{frac|2|3}} of ED; {{frac|2|3}} * 45% = 30%, for a final recharge bonus of 129.5%. | |||
<!-- Someone else will have to explain what happens when you're below ED and run into ED with these bonuses because I still can't wrap my head around the math. -Agge --> | |||
== Boost Types == | == Boost Types == |
Revision as of 20:05, 11 November 2010
Overview
The Alpha Slot is the first "level" of the Incarnate System, which will launch with Issue 19, and requires a Going Rogue retail code to utilize. The Alpha Slot was initially supposed to launch with Going Rogue, but beta feedback said without content to play with the Alpha Slot, the system felt incomplete, so it was pushed back[1].
Power Boosts
The Incarnate Boosts give their components to every power that a character has that can utilize it. For instance, if a character has a boost that reduces endurance costs, every power that takes endurance to use would be increased (almost every single power a character has access to). If a character has a boost that increases Fear duration, Touch of Fear would be increased, but Power Bolt would not, since it does not have a Fear component.
Powers can be boosted by more than one aspect if they are applicable; Electric Fence can benefit from Musculature's primary component, Damage, and also the Immobilize and Endurance Modification components.
Boosts come in four rarity levels. The higher the rarity level, the more materials are needed to create them. Materials to create them are gathered through defeating enemies, Task Forces/Strike Forces, and most other activities.
- File:Alpha-Cardiac-Common.png Common
- File:Alpha-Cardiac-Uncommon.png Uncommon
- File:Alpha-Cardiac-Rare.png Rare
- File:Alpha-Cardiac-VeryRare.png Very Rare
Part of the bonuses given by Incarnate System slotted boosts will bypass Enhancement Diversification, even if a character's power is slotted to the final threshold. Depending on rarity, boosts will bypass ED with anywhere from one-sixth to two-thirds of the boost.
For example, a character's power slotted with three Recharge Single-Origin Enhancements will be up against the final threshold of ED, at approximately 99.5% increased attack rate.
- Slotting a common boost (33% increased attack rate) ignores 1⁄6 of ED's effects; 1⁄6 * 33% = 5.5%, added to the enhancements slotted in the power, so that power's final recharge bonus would be 105%, outside of other bonuses.
- Slotting a very rare boost (45% attack rate, stun, and healing) ignores 2⁄3 of ED; 2⁄3 * 45% = 30%, for a final recharge bonus of 129.5%.
Boost Types
File:Alpha-Cardiac.png 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.
File:Alpha-Musculature.png 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.
File:Alpha-Nerve.png 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.
File:Alpha-Spiritual.png 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.