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Vendors:
Adjusted script on Jedi Cloaks that should allow them to persist when decorated on a vendor.
Crafting:
Resource Containers will now display the Resource Class and Resource Name
Stats:
Major rework to better organize skills into Evolve’s class segments or more generalized categories. Most skills should now report into this area.
Pulling and storing pets should trigger the stat page to update quicker
Adjusted Calculations of Block Value. These changes will slightly raise the effectiveness of block for anyone not using a Steel Body or Frontman set, and will slightly lower the effectiveness of those wearing Steel Body and Frontman sets (in combination with other changes to those sets. This will also make Block Value a much more valuable defensive core stat compared to strength.
Before: ((Strength + Block Value) / 2 ) + 25 = Block Amount
After: (Strength / 4) + Block Value + 25 = Block Amount
Dodge, Parry, Block Chance, Evasion Chance, and Strikethrough Chance Pups and Exotic Attachments have been returned to their original divisors (+10 again grants 1% of the respective stat’s chance). This affects Pups and Exotic Attachments only.
Mos Eisley:
Under Construction
Crews are cleaning
Buff Banners:
Medic buff will come from Novice Doctor and/or Novice Combat Medic. Spy buff will now come from Novice Assassin
Experimental:
Dual Equipping 1-handed weapons (pistols and 1-handed swords) has been enabled (Animation Results May Vary).
The second equipped weapon will only be cosmetic and should have no impact on combat performance.
All Skill Trees:
Jedi Specialization trees, and most non-Jedi combat specializations (except for Beast Master and Creature Handler) now require the following minimum point spends to reach successive rows:
Row 1 - 0
Row 2 - 4
Row 3 - 8
Row 4 - 18
Row 5 - 24
Row 6 - 30 (Mastery Row)
Combat Medic Stance, Doctors Stance, and Jedi Forms can now be applied in combat, and will persist through incapacitation and death.
Non-Jedi Skill Trees:
Moved Teras Kasi and Grenadier Trees to Combat Skills
New Martial Artist Tree has taken the place of where Teras Kasi formerly occupied
Master Pikeman, Fencer, Swordsman and Martial Artist now grant the Narrow Escape ability
Restructured the order of skill trees
Reduced XP Costs of the various weapon specific trees
Reduced available armor protection from various expertise trees
Heavy Weapon Specialist has been revamped to be more in line with our weapon skills
Dancer and Musician skill boxes have been moved to the Performer Tree
Combat Skillsets outside of Beast Master and Creature Handler have the following point spends:
Weapon Specific Trees:
Undergone a complete redesign
Artisan:
Master Merchant Line has been merged with the Business Line of Artisan
Assassin:
Tree Reworked
Puncturing Strikes has been linked to Advanced Strikes and relocated
Spy/Ambush Damage Increase from Puncturing Strikes has been moved to Initiative
Beast Master/Creature Handler:
Removed XP spends from these skill sets
Added these skill trees to Jedi
CH Pet Damage and Defenses have been increased
Bounty Hunter:
Removed the ability (Reveal) to pull players from houses. More brainstorming and analysis is ongoing to determine how to rework or replace this ability gracefully
Tangle Bomb is now a thrown trap with a max ranged of 18m
Bounty Hunter Absorption is now 250 pts per kin/ele protection per point spent
Manhunter now grants 2% strikethrough chance, 5% block reduction and 5% glancing blow reduction per point spent
Detect Camouflage is now granted with Master Bounty Hunter
Snare Duration is now included in the Lethality Skill Boxes
Preparation has been increased to increase all damage by 60%
Multiple skill boxes have been reworked to apply to all 3 trap types
All the trap abilities are now granted by a single skill box
Trap Damage, Critical Chance and Area are now effected by the same skill boxes
Bounty Hunters have gained the following abilities:
Torso Shot - High Damage Bleed
Eye Shot - Causes Target to Reduce Precision and Chance to hit
Confusion Shot - Cone Snare
Critical Shot - Guaranteed Crit Hit
Underhand Shot - Causes Target a debuff that makes them receive 25% increased damage from all sources for 6 seconds
Brawler:
Add modifiers for the base heal
Carbineer:
Increased the amount of damage from the DoT Procs
Commando:
Novice Commando now gives 20% devastation
On Target has been revamped and no longer tied to Position Secured
Position Secured has been revamped and now functions similarly to Squad Leader’s Rally Point.
It also now grants 20% action cost reduction, 20% crit hit reduction, 300 strength and precision to any group member in the area (However, Base of Operations will continue to apply to the group regardless of if they are near the Position Secured banner, so long as the commando is near the Position Secured banner)
Devastation Damage has been increased from a 1.5 multiplier to 2.0
Burst Fire can now proc regardless of Position Secure
Combat Medic:
Combat Medic is now its own tree
Medic Toxin is now a thrown toxin with a max range of 24m and includes an action DoT
Doctor:
Doctor tree is now its own tree
Medic Enhanced Armor is now 250 pts per kin/ele protection per point spent
Fixed an issue that allowed Area Revive to not have a cooldown
Gained the Inner Peace ability
New boxes for reactive heal chance (chance to heal 10% of remaining health when damaged)
New boxes for chance to heal self while healing others
All the Enhancement buffs are tied to a single skill box
Increased Buff Duration to 30 minutes per point, up from 10
Gained the Bacta Cloud Ability (Area gas cloud with DoT Cures and a debuff purge)
Gained the Detox Ability (Self DoT Cure)
Fencer:
Increased the amount of damage from the DoT Procs
Grenadier:
Gained the Stun Grenade Ability
Bonuses from Improved Explosives has been moved into Angled Shrapnel
Bonus from short fuse has been combined with the last box of Blast Radius
New skill boxes for Grenade Efficiency
New skill boxes for Powerful Offense
Fragmentation Grenade now also does flat action damage to the target
Shock Tracer now has an Acid Dot and includes a 25% Glancing Blow Reduction
Shock Grenade now has a Poison Dot and includes a 15% Reduction in Critical Hit Protection
Dioxis Grenade's debuff effects have been increased
Seismeic Grenade now causes the target to take 15% more damage from all sources
Gained the Ally Grenade - All allies in the area of the effect receive a Buff to AOE Resistance by 50% for 15 seconds
Grenadier 5 Piece now grants the Preparation H ability
Grenade that lowers the dodge, block and evasion of the opponents by 40% for 8 seconds (subject to tweaks based on testing)
Marksman:
Add modifiers for the base heal
Pistoleer:
Pistol Overcharge and Pistol Burn Moved to Master Pistoleer
Flying Tackle and Beatdown bonuses have been combined
Values in the tree have been given another little boost to help pistols feel more valuable
Rifleman:
Sniper Shot should now have a guaranteed chance to hit and crit (or possibly strikethrough)
Flawless Strike now does more damage and is a guaranteed critical
Using this ability grants a Flawless Strike buff that increase Strikethrough Chance of the attacker for the next 15 seconds
Smuggler:
Impossible Odd’s “Sleight of Hand” enhancement skill hit chance by luck has been tuned down from 8% to 3% per point (for a total from 20% of luck down to 10% of luck)
Skullduggery duration bonus tuned down to from 13 seconds per point to 4 seconds per point (for a total duration from 30 seconds down to 12 seconds)
Skullduggery miss chance by luck has been tuned down from 8% to 3% per point (for a total from 20% of luck down to 10% of luck)
Off The Books, Under the counter and Best deal ever have been merged into a single point
Inside Information now includes the shoot first ability
Smooth Move now gives generic weapon damage instead of specifically melee/pistol damage
Squad Leader:
Squad Leader Enhanced Defense is now 250 pts per kin/ele protection per point spent for a max of 4 points
Removed master restrictions from row 5 abilities
Supply Drop is now granted by 4 points in Novice Squad Leader
Expanded the options for Paint Target Damage and Paint Target Action Cost
Increased Paint Target Damage per tick from 10% to 15%
Added Damage to Action skill boxes (defensive)
Added High Efficiency ACR skill boxes
Increased Buff Duration to 30 minutes per point
Teras Kasi:
Many Expertise Effects have been swapped to general melee to allow better synergies with any melee weapon mastery
Mounts:
Jetpacks, Sith Speeders, Geonosian Speeders and AV-21's have had their speeds increased to match the BARC speeds.
Other:
Socket Retrofit Tools should be blocked from being used on Lightsabers
Toolchests now craft with 80 slots like backpacks
All furniture containers will now craft with 80 slots
WoD Themepark Quests should correctly recognize crafters
New method for token distribution, almost all tokens should now be affected by token bonuses, including BH and FRS tokens
Also fixes issue with too many tokens spawning at once and crashing
Removed NoTrade from Chronicles Items
Make tokens default to Store All instead of one at a time
Fixed Wampa Snowglobe
Rotated Sandcrawler House Sign
Initial Concepts of World Boss and Event Vendors have been added
Space Changes:
Destroy Duties Tier 3 - 5 had their payouts adjusted to be more linear in progression following T1 and T2
Fixed an issue with Rogue Droid duties attempting to spawn an invalid enemy, resulting in inability to complete the duty or progress.
Fixed issues with Lok and Dantooine destroy duties having enemies not respective to their tier.
Changed Z-95 droid command slot to Flight Computer instead of Astromech.
Changed T-Wing droid command slot to Flight Computer instead of Astromech.
Adjusted the TransGalMeg "Vaksai" Type 2's statistics to be identical to that of the Vaksai Type 1.
Adjusted and buffed space loot drop chances across all fighters of all tiers.
POBs, Gunships, and other larger ships will now have a chance to roll for loot the same number of times corresponding to their tier. (E.G. A YT-1300 Tier 3 can drop up to 3 components on kill.)
Increased Midlithe collection bonus from 5 to 10.
Increased Droid Command success chance average from 65 to 80
Rebel NPC fighter Tiers 1-5 should now have correct textures and better distinguishing colors per tier.
Doubled the lootbox capacity for POBs and Gunships from 75 to 150 in anticipation for high tier convoys and content.
Fixed the issue with No Trade being applied to the YT-2400 deed when generating and re-deeding the ship.
Increased hyperspeed calculation speeds for pilot and co-pilot.
From 40 to 20 for pilots.
From 20 to 10 for co-pilots
In space Helper/Covert/Overt registration timer decreased from 30 seconds to 10 seconds.
Narrowed the window for Emergency Weapons:
Before: 10 seconds to 90 seconds.
After: 40 seconds to 60 seconds.
Fixed various Starship Hangar ship displays:
TIE Advanced.
TIE Fighter LN
TIE Fighter Modified (Not currently available.)
Black Sun "Kihrakx" Fighter (Style 1)
Royal Guard TIE Interceptor hangar display fixed
Jedi:
Complete Tree Revamp
FRS Tree Added (PvP Stat Increases Only) - This tree will unlock 1 row per FRS rank, and does not require skill points to invest in.
Innate FRS Bonuses Removed
Stats on crafted robes have been equalized to +175 Con/Agil/Luck across all types
Jedi can now wear a full suit of armor under their cloaks
Stance/Focus Removed
7 Jedi Forms Added
Form 1: Shii-Cho:
2% extra lightsaber damage but 10% less force powers damage.
2% bonus per point spent in 4 boxes below.
Form 2: Makashi:
20% riposte but 15% more likely to get hit by a ranged attack.
2% bonus per point spent in 4 boxes below.
(bonus tier 3) 15% more force powers damage but 5% less healing per point spent in 4 boxes
Form 3: Soresu:
2% block chance, 2% parry, reduce all damage dealt by 25%.
2% bonus defense per point spent in 4 boxes below.
6% dodge on the final box.
Form 4: Ataru:
2% crit/hit chance/action from attacks/movement protection/chance to hit twice but 15% increase damage taken.
2% bonus per point spent in 4 boxes below.
Form 5: Shien:
10% chance to reflect damage but reduce strikethrough and crit chance by 5%.
5% bonus and 2% reduction per point spent in 4 boxes below.
Form 6:
Niman (balanced): 2% more damage, 2% healing, 2% defense
2% bonus per point spent in 4 boxes below.
(Bonus tier 3) increase healing by 10% per point spent, but reduce damage and defense by 5% per point spent for 4 points
Form 7: Juyo:
8% more lightsaber damage but action cost is 20% higher.
2% increase damage per point spent in 4 boxes below.
Several all new Jedi Abilities Added
Overhead Slice - Strong single target ability that applies a bleed and an armor break to the opponent.
Vigilant Strike - Strong AOE attack that applies a 3 second snare.
Pommel Bash - Low damage ability that strikes the opponent in the head with a lightsaber and causes a chance to snare them in place.
Disarming Slash - Ability with low damage, but stuns the target for 5 seconds. Ability has a 25 sec cooldown. (Under Shii-Cho)
Duelist's Prowess - Offensive buff that has a 20% Offensive Dodge Reduction for 5s. Buff has a 25 sec cooldown. (Under Makashi)
Circle of Shelter - Defensive buff that redirects all damage from allies to the user for 10 seconds. Buff has a 45 sec cooldown. (Under Soresu)
Impelling Force- Increase melee damage by 20% and adds movement protection for 15s. Buff has a 45 sec cooldown. (Under Ataru)
Barrier of Blades - Defensive buff that has a 20% chance to reflect damage back to attacker for 10 seconds. Buff has a 45 sec cooldown. (Under Shien)
Healing Grace - Healing a target will also heal yourself by 25%, active for 10 sec. Buff has a 45 sec cooldown. (Under Niman)
Vornskr's Ferocity - Offensive buff that has a 15% damage increase for attacks but user will recieve 20% more damage for 10 seconds. Buff has a 30 sec cooldown. (Under Juyo)
Saber Burst - Powerful melee attack that does more damage the more it stacks
Arterial Strike - Causes Action Damage and an Action DoT
Life Warden - Reactive Heal Self Buff
Force Pull - Pulls a target to the Guardian and snares them for 8 sec
Inner Peace - 10 sec buff that can be applied to targets to increase incoming heals by 15%
Stasis and Self Stasis - similar to medic stasis but does not restrict movement
Force Rend - Bleeding causes tissues to swell resulting in intense pain, when action is spent and damage over time
Mending Aura - Channeled Group Heal
Lightning Burst - Powerful lightning attack that does more damage the more it stacks
Telekinesis - Ranged ability that causes bleed damage
Force Powers Cooldown is now percentage base instead of a flat reduction. (This may be tuned further after testing)
Heightened Speed and Second Wind have been combined into a single selection
The Force Cloak ability will now include the stat from Improved Force Cloak that breaks combat
Jedi Innate Armor has been reduced from a max of 7000 to 6000 Innate Armor
Force Drag ability is now included with Force Revive Skill
Increased base self heal from 5k to 10k
Regular Jedi Heal and Force Drain Cooldowns have been separated
Advanced Force Heal Cooldown reduced from 30 to 24 seconds
Forsake Fear duration has been lowered from 10 seconds to 8 seconds
Hermetic Touch now has a 20 second cooldown
Premonition now includes a Dot Resistance
The taunt expertise will now grant both a single and aoe taunt
Fixed FRS mail from daily to weekly
BattleField Sabers are now Gen5 and have the additional stats equal to Evolve's Old Republic Hilt
Jewelry Set Changes:
Frontmans:
Increased constitution from 20 to 25 per piece
Added 25 agility per piece
Added 1% damage adds to action per piece
Added 150 agility 5 piece bonus
Increased 5 piece bonus chance to block from 3% to 10%
Removed hidden bonus that caused strength and block value to not be divided by 2. However, the block value formula has been reworked.
Steel Body:
Removed 2500 innate armor granted from 5 piece bonus
Removed hidden bonus that caused strength and block value to not be divided by 2. However, the block value formula has been reworked.
Enforcers Jewlery Set:
Removed Ambush Bonuses
Added Assault Damage Increase - 1% per piece
Replaced 5 piece Ambush Action Cost Reduction (10) with 20% Assault Freeshot Chance
Flawless Set:
Flawless Strike now does more damage and is a guaranteed critical
Using this ability grants a Flawless Strike buff that increase Strikethrough Chance of the attacker by 50% for the next 15 seconds
Guardian Set:
Removed ACR from Set Bonus
Added Reflect Chance 5/10/15 to Set Bonus
25 Contitution Per Piece
25 Agility Per Piece
1% damage taken to action per piece
Jedi Sage Set:
25 Contitution Per Piece
1% Healing Potency Per Piece
1% Jedi Heal ACR Per Piece
1% Jedi Heal Fast Attack Per Piece
3 Piece Bonus: +50 Stamina, 5% Increase to Jedi Heal
4 Piece Bonus: +100 Stamina, 10% Increase to Jedi Heal, 5% Chance to Fast Attack with Jedi Heal
5 Piece Bonus: +150 Stamina, 15% Increase to Jedi Heal, 10% Chance to Fast Attack with Jedi Heal
Dark Fury Set:
20% Piercing Energy Per Piece
2% Lightning Duration Per Piece
1% Force Powers Cooldown Per Piece
2% Force Powers Damage Per Piece
3 Piece Bonus: 5% Force Powers Cooldown, 5% Action Cost Reduction
4 Piece Bonus: 10% Force Powers Cooldown, 10% Action Cost Reduction, 10% Chance to reset the cooldown of Force Lightning or Force Shockwave, 10% Chance to reset the cooldown of Force Maelstrom
5 Piece Bonus: 20% Force Powers Cooldown, 15% Action Cost Reduction, 20% Chance to reset the cooldown of Force Lightning or Force Shockwave, 20% Chance to reset the cooldown of Force Maelstrom, 100% Chance for Force Lightning Snare
Duelist Set:
25 Strength Per Piece
1% Hit Chance Per Piece
2% Saber Strike Damage Per Piece
2% Saber Sweep Damage Per Piece
1% Chance to Hit Twice Per Piece
1% Riposte Chance Per Piece
3 Piece Bonus: 1% Increase Movement Speed, 1% Chance to Hit Twice, 2s Flurry Cooldown, 5% Saber Strike Damage, 5% Saber Sweep Damage
4 Piece Bonus: 2% Increase Movement Speed, 2% Chance to Hit Twice, 4s Flurry Cooldown, 10% Saber Strike Damage, 10% Saber Sweep Damage
5 Piece Bonus: 5% Increase Movement Speed, 5% Chance to Hit Twice, 6s Flurry Cooldown, 15% Saber Strike Damage, 15% Saber Sweep Damage
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