6/10/2012

Test 1.3 Patch Notes = 2 – 10 Classes and Combat

Classes and Combat

General
Some erroneous French and German ability tooltips have been corrected and now accurately describe ability functionality.

Some optimizations on ability visual effects have been implemented to improve client performance, particularly when many player ability effects are displayed simultaneously.

Group members that are defeated can no longer receive buffs.

Ground-targeted area of effect targeting reticules now appear green if they are friendly (and won't cause player damage) and red if the player will be damaged.

Tab targeting no longer cycles through Mini-pets.
Ground-targeted reticules no longer light up if a player receives a "Too Close" error.

If a player uses a Damage over Time ability on a target and then deselects that target (and has no target), the target is no longer automatically re-selected after the ability applies damage again.

The combat log now includes a unique ID for NPCs so it is possible to differentiate between NPCs with the same name.

Target cast bars no longer occasionally fail to display when the target is repeatedly activating abilities back-to-back.

An issue that could cause the global cooldown to incorrectly occur when rapidly attempting to use multiple abilities has been corrected.

The cost for purchasing the third through sixth skill point respecializations per week has been reduced. The third has been reduced by approximately 25%, the fourth by approximately 38%, the fifth by approximately 45%, and the sixth by approximately 50%. Actual values vary slightly by level.

An issue has been corrected that could allow triggered effects (such as the effect from Lightning Barrage) to affect the next two abilities used instead of only affecting the next one used.

Players now receive a confirmation dialog upon selecting their Advanced Class.

Jedi Knight

Sentinel
The tooltip for Cauterize now displays the correct damage amount. Functionality for this ability has not changed.

Corrected an issue that prevented Ataru Form's triggered attacks from displaying visual effects in some circumstances.

The responsiveness of Riposte and Precision Slash has been increased.

Combat
Opportune Attack: This skill's tooltip now displays the correct chance for its effect to trigger (15%/30%). The skill's functionality has not changed.

Precision Slash: This ability now costs 1 Focus and is no longer limited by the global cooldown. Its damage has been reduced, and the duration of its armor penetration debuff has been reduced by 1.5 seconds to ensure the effective duration is the same.

Guardian
Due to changes to the Guardian skill trees, Guardians have had their skill points refunded.
The amount absorbed by Blade Barrier now scales properly based on character stats.
Soresu Form now generates 100% additional threat while active.

Vigilance
Single Saber Mastery now applies different effects based on your current Form. Shii-Cho Form now increases all Force damage dealt by 2% per point. Shien Form now increases all melee damage dealt by 2% per point. Soresu Form now increases melee and ranged defense by 1% per point and increases the threat generated by Force Sweep and Cyclone Slash by 10% per point.

Defense
Dust Storm: Cyclone Slash now additionally applies this accuracy debuff to affected targets.

Blade Barricade: Riposte now increases melee and ranged defense by 1% per point and lasts 12 seconds.

Profound Resolution has been replaced by Purifying Sweep, which causes Force Sweep to apply 2 stacks of armor reduction per point to all affected targets.

The damage dealt by Hilt Strike has been reduced, but this ability no longer costs Focus to activate.

Guardian Slash has been slightly altered. The ability still applies 3 stacks of armor reduction. Damage dealt by this ability has been reduced, but when the target is affected by 5 stacks of armor reduction, Guardian Slash now deals damage to up to 2 nearby enemies, spreading 3 stacks of armor reduction to those enemies and knocking down Standard and Weak targets. It does not deal damage to sleeping, lifted, or incapacitated enemies, and continues to generate a high amount of additional threat.

Sith Warrior

General
Rare instances where Unleash would not activate if the player wasn't facing the target have been corrected.

Marauder
The responsiveness of Retaliation and Gore has been increased.

Carnage
Gore: This ability now costs 1 Rage and is no longer limited by the global cooldown. Its damage has been reduced, and the duration of its armor penetration debuff has been reduced by 1.5 seconds to ensure the effective duration is the same.

Juggernaut
Due to changes in the Juggernaut skill tree, Juggernauts have had their skill points refunded.

The amount absorbed by Sonic Barrier now scales properly based on character stats.
Soresu Form now generates 100% additional threat while active.

Vengeance
Single Saber Mastery now applies different effects based on your current Form. Shii-Cho Form now increases all Force damage dealt by 2% per point. Shien Form now increases all melee damage dealt by 2% per point. Soresu Form now increases melee and ranged defense by 1% per point and increases the threat generated by Smash and Sweeping Slash by 10% per point.

Immortal
Quake: Sweeping Slash now additionally applies this accuracy debuff to affected targets.

Blade Barricade: Retaliation now increases melee and ranged defense by 1% per point and lasts 12 seconds.

Unleashed has been replaced by Crushing Fist, which causes Smash to apply 2 stacks of armor reduction per point to all affected targets.

The damage dealt by Backhand has been reduced, but this ability no longer costs Rage to activate.

Crushing Blow has been slightly altered. The ability still applies 3 stacks of armor reduction. Damage dealt by this ability has been reduced, but when the target is affected by 5 stacks of armor reduction, Crushing Blow now deals damage to up to 2 nearby enemies, spreading 3 stacks of armor reduction to those enemies and knocking down Standard and Weak targets. It does not deal damage to sleeping, lifted, or incapacitated enemies, and continues to generate a high amount of additional threat.

Jedi Consular

General
Project has an updated visual effect and now deals its damage earlier to bring it in line with the Inquisitor's "Shock" ability.

Shadow
Shadow Strike now displays the correct error message if this ability is used while player is not behind the target.

Combat Technique now generates 100% additional threat while active. The healing generated by this ability has been reduced by approximately 50%. Its armor bonus has been reduced to 115% (down from 150%).

Force Breach (Combat Technique) now generates a high amount of threat.
Spinning Kick now costs 20 Force.

Battle Readiness now increases the damage and healing dealt by all Techniques by 100% for 15 seconds.

Kinetic Combat
Slow Time no longer damages a sleeping, lifted, or incapacitated enemy unless it is the primary target.

Harnessed Shadows: The healing generated by Telekinetic Throw has been reduced to 8% total (down from 12%).

Sith Inquisitor

General
The light being cast from the Inquisitor's Lightning Strike Ability now fades away when the visuals have stopped and no longer lingers for a few seconds.

Corrected an issue that caused Jolt to play its visual effects later than intended.

Rare instances where Unbreakable Will would not activate if the player wasn't facing the target have been corrected.

Assassin
Maul now displays the correct error message if this ability is used while the player is not behind the target.

Dark Charge now generates 100% additional threat while active. The healing generated from this ability has been reduced by approximately 50%. Its armor bonus has been reduced to 115% (down from 150%).

Discharge (Dark Charge) now generates a high amount of threat.

Spike now costs 20 Force.

Overcharge Saber now increases the damage and healing dealt by all Charges by 100% for 15 seconds.

Darkness
Wither no longer damages a sleeping, lifted, or incapacitated enemy unless it is the primary target.

Harnessed Darkness: The healing generated by Force Lightning has been reduced to 8% total (down from 12%).

Smuggler

Gunslinger
Due to changes in the Gunslinger skill trees, Gunslingers have had their skill points refunded.
The damage absorbed by Defense Screen now scales properly based on character stats.
Hunker Down's buff tooltip no longer incorrectly mentions damage reduction.

Illegal Mods now increases Accuracy by 30% and Armor Penetration by 15% instead of increasing Alacrity.

Charged Burst's visual effects now work correctly with color crystals. It now uses the correct visual effects when dual wielding.

An issue that prevented Leg Shot from displaying visual effects has been corrected.
The visual effect of Smuggler's Luck now lasts the full 20 seconds.
Quickdraw has a new sound and visual appearance.

Saboteur
Contingency Charges now lasts 20 seconds (up from 10). Contingency Charges can now be detonated once every second (down from once every 1.5 seconds).

Insurrection now provides 2 additional Contingency Charges (up from 1).


Sharpshooter
Rapid Fire and Burst Volley have swapped positions in the skill tree.

Rapid Fire is now a 3-point passive skill that reduces the cooldown of Aimed Shot and Speed Shot by 1 second per point.

Burst Volley now finishes the cooldown of Speed Shot and increases Alacrity by 10% and Energy regeneration by 50% for 10 seconds. It has a 45-second cooldown.

Trickshot has a new sound and visual appearance, and now changes color based on the equipped color crystal.

Scoundrel

Scrapper
Survivor's Scars now increases healing received by 1% per point (down from 3% per point).

Imperial Agent

Sniper
Due to changes in the Sniper skill trees, Snipers have had their skill points refunded.
The amount absorbed by Shield Probe now scales properly based on character stats.
Entrench's buff tooltip no longer incorrectly mentions damage reduction.

Target Acquired now increases Accuracy by 30% and Armor Penetration by 15% instead of increasing Alacrity.

An issue that prevented Shatter Shot from displaying visual effects has been corrected.

Series of Shots' visual effects now fire 4 times over the 3-second activation. Its projectile now changes color based on the equipped color crystal.

Takedown has a new sound and visual appearance.

Marksmanship
Rapid Fire and Sniper Volley have swapped positions in the skill tree.

Rapid Fire is now a 3-point passive skill that reduces the cooldown of Ambush and Series of Shots by 1 second per point.

Sniper Volley now finishes the cooldown of Series of Shots and increases Alacrity by 10% and Energy regeneration by 50% for 10 seconds. It has a 45-second cooldown.

Followthrough has a new sound and visual appearance, and its visual effects now change color based on the equipped color crystal.

Engineering
Cluster Bombs now lasts 20 seconds (up from 10). Cluster Bombs can now be detonated once every second (down from once every 1.5 seconds).

Imperial Methodology now provides 2 additional Cluster Bombs (up from 1).

Operative

Concealment
The animations for Laceration and Collateral Strike have been improved.
Survival Training now increases healing received by 1% per point (down from 3% per point).

Trooper

Vanguard
Pulse Generator now only affects Pulse Cannon, as described.
Ion Cell now generates 100% additional threat while active.

Shield Specialist
Supercharged Ion Cell now increases Ion Overload damage by 25%. While Ion Cell is active, High Impact Bolt triggers your Ion Cell on the target and up to 4 additional nearby targets. This damage does not affect sleeping, lifted, or incapacitated enemies. This generates a high amount of threat.

Static Shield: The critical chance bonus applied to Stockstrike and Explosive Surge has been reduced to 8% per point.

Static Surge now increases the damage dealt by Explosive Surge by 6% per point and causes Storm to grant 1 charge of Static Surge per point, which makes the next Explosive Surge free of cost. This skill now requires Storm instead of Static Shield.

Commando

Gunnery
Cell Charger has been redesigned. While Armor-Piercing Cell is active, there is a 50% chance per point to generate 1 Energy Cell every 6 seconds.

Charged Barrel and Gravity Surge have swapped positions in the Skill Tree. Charged Barrel now requires Grav Round and Gravity Surge now requires Charged Barrel.

Gravity Surge now additionally grants an extra stack of Charged Barrel and Charged Barrier, if applicable, with each Grav Round fired.

Heavy Trooper now increases healing received by 1% per point (down from 3%).

Assault Specialist (Commando)
Target Lock has been redesigned and now gives Full Auto and High Impact Bolt 10% of armor penetration per point.

Bounty Hunter

Powertech
Ion Gas Cylinder now generates 100% additional threat while active.

Shield Tech
Supercharged Ion Gas now increases Ion Overload damage by 25%. While Ion Gas Cylinder is active, Rail Shot triggers your Ion Gas Cylinder on the target and up to 4 additional nearby targets. This damage does not affect sleeping, lifted, or incapacitated enemies. This generates a high amount of threat.

Flame Shield: The critical chance bonus applied to Rocket Punch and Flame Sweep has been reduced to 8% per point.

Flame Surge now increases the damage dealt by Flame Sweep by 6% per point and causes Jet Charge to grant 1 charge of Flame Surge per point, which makes the next Flame Sweep free of cost. This skill now requires Jet Charge instead of Flame Shield.

Mercenary

Arsenal
Barrage now properly affects Unload while wielding a single blaster pistol.

Terminal Velocity has been redesigned. While High-Velocity Gas Cylinder is active, there is a 50% chance per point to vent 8 Heat every 6 seconds.

Tracer Lock and Light 'Em Up have swapped positions in the Skill Tree. Tracer Lock now requires Tracer Missile and Light 'Em Up now requires Tracer Lock.

Light 'Em Up now additionally grants an extra stack of Tracer Lock and Power Barrier, if applicable, with each Tracer Missile fired.

Custom Enviro Suit now increases healing received by 1% per point (down from 3%).

Pyrotech (Mercenary)
Advanced Targeting has been redesigned and now gives Unload and Rail Shot 10% of armor penetration per point.

No comments:

Post a Comment