New Releases/1.6.76
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Omega 1.6.76 - June 29, 2018
Balance Changes
- Armor Cores
- Nanosteel Armor: Decreases the defense ignored of a critical hit by 15%
- Overshield: Further reduces damage by 15% when you deflect an attack
- Armored Roots: Increased duration to 3 turns and increased Defense and Resistance to 45% from 33%
- Primary Cores
- Frost Shards / FrostBite: Reduce damage to 85%
- Energy Storm: Increased damage % to 25%
- Curse: Reduced energy cost to 100 from 115 and increased support reduction to 40% from 30%
- Omega Override: Improved base stat reduction to 35%
- Baby Yeti Charge / Dark Yeti Charge: Buff to 20 points
- Growth Serum: Reduce Energy cost to 100 and Increased Support buff to 40%
- Sidearm Cores
- Energy Shot: Damage % buffed to 25%
- Laser Sights: Increase damage by 15% when deflected
- Auxiliary Cores
- Salvage: Reduce base Energy cost to 90
- Laser Sights: Increase damage by 15% when deflected
- General
- Field Medic: Reduced healing by 25 points per level
- Bounty Hunter
- Smoke Screen: Increased Dexterity gained per level by 3 instead of 2
- Static Grenade: Reduced energy drained by 3, added level scaling to improve every 3 levels above 20 and weaken every 5 levels below level 20
- Venom Strike: Increased attack damage to 100%, reduced poison damage by 10 per level
- Reflex Boost: Reduced base energy cost by 20
- Cyber Hunter
- Plasma Armor: Decreased base energy cost by 10
- EMP Grenade: Increased cooldown to 4 and increased base energy cost by 20
- Malfunction: Increased base Technology reduction by 1 and increased scaling to 3
- Tech Mage
- Plasma Bolt: Reduced damage by 10 and increased base cost by 20
- Malfunction: Increased base Technology gain by 1 and increased scaling to 3
- Battery Backup: Increased energy restored by 12 per level
- Plasma Rain: Increased base damage by 11 at each level and increased scaling by 1 per level and increased base cost by 5 (to match Multi-Shot)
- Assimilation: Reduced energy drained by 8 per level and reduced scaling to 1 per 2.5 points to Strength
- Blood Mage
- Energy Parasite: Initial hit does full damage
- Reflex Boost: Reduced base energy cost by 20
- Plasma Rain: Increased base damage by 11 at each level and increased scaling by 1 per level and increased base cost by 5 (to match Multi-Shot)
- Mercenary
- Double Strike: Reduced base energy cost by 10 and increased % damage increase by 2 per level
- Blood Commander: Reduced health regeneration to 70% of Strength
- Adrenaline Rush: Reduced base energy cost by 20 per level
- Maul: Increased defense ignore to 15% reduced base energy cost by 10 and increased stun chance by 4 per level
- Tactical Mercenary
- Field Commander: Reduced base energy cost by 10 and Increased Strength added by 2 per level
- Double Strike: Reduced base energy cost by 10 and increased % damage increase by 2 per level
- Battery Backup: Increased energy restored by 12 per level
- Frenzy: Now unblockable
- Mineral Armor: Reduced energy cost by 10 at all levels
- Atom Smasher: Reduced energy cost by 20 and improved base % conversion by 7
- Toxic Grenade: Reduced poison damage by 10 at all levels
Other Changes