-- Updates - #124 -------------------------------------------------------------
Date: 02/14/2019 at 18:55
Author: Garryn, the Reshaper
Subject: EM attacks.
The old concept of EM damage didn't really work very well, and as such, is now reworked!
* EM buildup / wearoff is removed, EM is a damage type like the others, with some specifics
* All robots and similar targets now have 20% resists to all forms of damage except EM
* Non-robots have a 50% resistance to EM damage
* When you hit a non-robot with EM damage, there is a 2-second window. If the target uses any tech
attack during this window, they get hit for some more damage, as well as muscular damage
* Dampening (Suittech) removed, added EMShot to MWP
* Disrupt (Bots) now gives electrical damage and the scaling has changed
* Degauss (Bots) makes bots/turrets temporarily immune to EM attacks
* Shock (Gadgets) changed to give EM damage only, not an EM/electric combo
* Magnetize (Gadgets) changed to give muscular damage scaling to shrapnel count
* Magnotron (Gadgets) upgraded a bit
* Gaussify (Gadgets) changed to give elec damage scaling to muscular
* Gaussmeter (Gadgets) removed
* Switchout (Gunslinging) removed
* Grounding (Oblivion) changed to block forced movement on everyone in the room (voluntary movement
still works)
* Affinity (Nanotech) still gives +25% damage, but duration now depends on sensory subsys damage
- experimental, may downtone it if it proves too powerful
* Discharge (Skirmishing) and EMStatus (Skirmishing) removed
-------------------------------------------------------------------------------
Comments
But, I'll play with it a lot more later on today or tonight.
I don't see a point to it that way. You really need it to last for four hits to make up for the spent balance, and if it lasts that long, you either A - wasted a lot of effort pursuing sensory alone or B - they are in danger of breakdown or mindmelt (with a modicum of effort that'd be easier than damaging).
300 tech frenzy zap on a bot average 550 with 9280 goggles.
300 psyche freeze starts at 420.
So, really, just a straight nerf to bashing bots.
I guess the grounding change is okay?
Quick edit, Grounding flavortext still states "You can again ground yourself from EM attacks." Even though it no longer has anything to do with EM anymore.
Im not even sure if intercept is reducing that damage either.
Activating Just the pure minimal buffs to fight brings you to 50% nanites already gone, This doesnt include envelop.
https://i.imgur.com/s5nvs8R.png
Activating Minimal buffs with counterzap brings you down to 41% still not including Envelop.
https://i.imgur.com/cE2tY8L.png
if you activate all the fighting buffs, and the QoL buffs Alertness/Rush/Mislead 10% still not including envelop.
https://i.imgur.com/sDi8z7P.png
Envelop is 5%
Delaying an attack takes a full 10% during the delay you cant use or regenerate that 10%
wireblock takes 10% for the full duration
I didnt intend to go on a rant about our lack of nanites. this just seems to be another defense that Ill have to keep up. why do nanites seem to be a class resource that is limiting us when we are already so far limited by RNG / Sanity / Long CD's. I dont know the defenses of other classes but do yall's defenses take up your main resource for attacking/healing?
also the em tick is only 1.5% my fren
"They're excited, but poor."
- Ilyos (August 2019)
PSA IF you ain't LAWLESS you a bitch
This is not with envelop which is probably required to do any sort of mind damage.
https://i.imgur.com/JanoJYk.png
After envelop it would leave you with 28%
https://i.imgur.com/39esRJu.png
If you then delay an attack in combat you are stuck at 18% until the delay hits.
If you also want to keep wireblock up You lose another 10% until it isnt up.
Leaving you with a final 8%
With 8% You cant even use your class heal.
None of this even mentions the fact that in any Empyreal other than progenitor You cannot keep up with the demands to keep outputting attacks.
Every class has to deal with triggering EM now (possibly not fury if kithblade attacks don't trigger it.) Nano at least has the luxury of minddrain to not trigger it, also the window is only 2s, semi-decent chance it will fade off before you get balance back.
I will admit the added buff to fury system dps probably wasn't super well thought out when they weren't struggling at all. Most if not all other EM applying skills don't come alongside already high system damaging and afflicting skills like lightningshape does.
Nanites sound stupid but get this shit resistant I have to lose a dmg/subsystem attack just refresh it. Plus I am open to stack for at least 15 seconds before I can apply it. Oh I want a damage increase time to March my happy ass across the to get berserk. Oh I got it great now I need resistant again? Back across we go.
Now mind you I have a lot of great things my class can do but, I am here to complain about my class not being borderline perfect. I love you like a brother Soza but as someone that gets their ass kicked by you all day everyday. I feel you are wrong!
Ps on phone please forgive typos
pss love you Soza
The changes leave engineers in a strange place, but don't forget that the first classlead round is soon so we have the opportunity to get things changed - just need to learn and practice what we have as much as possible before then.
Shock does similar damage to claw, without the bleeding and without any afflictions or subsys damage. This means shock is pointless in both pve and pvp. The same can be said for every class's EM damage move that is purely EM damage. It can only be useful in pve if the damage is equivalent to normal bashing, and it can only be useful in PVP if it doesn't interfere with the normal advancement of goals (subsys or affliction damage, basically).
So for engineer, forget EM damage. Engineers went from a class where the pvp kill strategy revolved around EM damage, to having EM damage be an unimportant afterthought, similar to BEAST - i.e. one token em damage attack to help bash bots.
The other engineer changes are potent, but odd. There is some doubling up of stuff (for example: gaussify vs disrupt) which may have been done to give us options if our bots are destroyed. Disrupt is better, but I appreciate the thought.
Another partial double up is magnotron and magnetise. Magnotron is very potent now, but magnetise is repeatable - i.e. it doesn't burn the spikes in the process. Magnetise is probably nerfworthy to be honest, and I've already got several possibilities but I need to spar a lot before I'd be willing to say what they are. Weekends aren't the best time for me so all I've been able to do with the changes is test and theorise.
One thing is clear - engineer pvp strategy is to rush musc and/or internal subsys damage, and that is the only dimension to it. Have fun with that and hopefully someone (whether the devs or players via classleads) can think of something to make it more interesting later on.
As it is, they really need to focus on making the current paths work solidly before going off in weird or "interesting" directions. It will get there but may take some time.
It would also be nice if Zap had another skill with some synergy, like freeze and swarm do.