Advanced Difficulty: Difference between revisions

From Homecoming Wiki
Jump to navigation Jump to search
No edit summary
Line 1: Line 1:
{{wip|date=2022-07-27|comment=test|note=Will need significant adjustment soon with release of Page 4. Acting as a placeholder and source for current effects until then. Might also add section for notable Task Force/Strike Force specific challenge encounters, badges and changes, however that may be better suited to their own pages. Would also recommend merging [[Hard Mode]] into this page, as this is the formal title of the system, and that page is very unfinished and outdated.}} {{future}}  
{{wip|date=2022-08-24|comment=test|note=In the process of adjusting with release of Page 4. Would also recommend merging [[Hard Mode]] into this page, as this is the formal title of the system, and that page is very unfinished and outdated.}}  
{{TOCright}}
{{TOCright}}
=Summary=
=Summary=


'''Advanced Difficulty''' (or ''''Hard Mode'''') is a system that was introduced in [[Issue 27 Page 3]] alongside the [[Dr. Aeon Strike Force]], as a means to introduce optional increased challenges into Task Forces. While originally limited to the Dr. Aeon Strike Force, the system is planned to be rolled out to the [[Imperious Task Force]] in [[Issue 27 Page 4]]. While individual Task Forces and Strike Forces with the system have a general set of modifiers, they also have unique individual changes that are affected by the Difficulty Options.
'''Advanced Difficulty''' (or ''''Hard Mode'''') is a system that was introduced in [[Issue 27 Page 3]] alongside the [[Dr. Aeon Strike Force]], as a means to introduce optional increased challenges into Task Forces. While originally limited to the Dr. Aeon Strike Force, the system was rolled out to the [[Imperious Task Force]] in [[Issue 27 Page 4]]. While individual Task Forces and Strike Forces with the system have a general set of modifiers, they also have unique individual changes that are affected by the Difficulty Options. Advanced Difficulty is currently the best source of [[Prismatic Aether Particle Salvage]].




Line 9: Line 9:
=Difficulty Options=
=Difficulty Options=


As of [[Issue 27 Page 3]], these are the effects of selecting each difficulty in the Advanced Difficulty Options menu:
As of [[Issue 27 Page 4]], these are the effects of selecting each difficulty in the Advanced Difficulty Options menu:


==Heroic/Villainous (Default)==
==Heroic/Villainous (Default)==
 
The default, Normal difficulty of a Task Force with Advanced Difficulty settings. There are no additional rewards or challenges.
* The default, Normal difficulty of a Task Force with Advanced Difficulty settings.
* No additional rewards or challenges.
 


==Tenacious/Malicious (☆)==
==Tenacious/Malicious (☆)==
This content is balanced around everyone on the team having Tier 1 incarnate powers, and is the lowest level of Advanced Difficulty.


===General Effects===
===General Effects===
* Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges.
* Enemies have access to additional/improved powers.
* Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns.
* Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
* Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead.
* Access to exclusive challenge encounters and mechanics not found in the default difficulty.
* Arch-villains have Praetorian base ToHit (63.75%).
* Arch-villain/Giant Monster have Incarnate base hit chance (63.75%).
* Certain powerful Arch-villains have double base health (with normalized regeneration numbers).
* Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers).
* No additional enemy stats or defeat rewards.
* Players are unable to use non-revive Super Inspirations.  
   
   
===Additional Rewards===
===Additional Rewards===
* In addition to all standard rewards, completion of this difficulty will reward 1 [[Empyrean Merit Salvage|Empyrean Merit]].  
* In addition to all standard rewards, completion of this difficulty will reward 15 [[Merit Rewards|Reward Merits]].  
 
* An amount of Prismatic Aether Particle Salvage on an 18 hour cooldown, with the specific amount depending on the specific content completed.


==Rugged/Vicious (☆☆)==
==Rugged/Vicious (☆☆)==
This content is balanced around everyone on the team having Tier 2 incarnate powers.


===General Effects===
===General Effects===
* The minimum mission difficulty is locked at +2 and the team size at x8.
* The minimum mission difficulty is locked at +2 and the team size at x8.
* Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges.
* Enemies have access to additional/improved powers.
* Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns.
* Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
* Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead.
* Boss class enemies and above have inherent magnitude 10 Confuse protection.
* All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius
* Access to exclusive challenge encounters and mechanics not found in the default difficulty.
* Arch-villain ranked enemies have Praetorian base ToHit (63.75%).
* All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius.
* Certain powerful Arch-villains have double base health (with normalized regeneration numbers).
* Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%).
* Players will be unable to use non-revive large/super Inspirations.
* Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers).  
* Players are unable to use non-revive Large/Super Inspirations.


===Additional Rewards===
===Additional Rewards===
* Arch-villain ranked enemies will reward 1 [[Astral Merit Salvage|Astral Merit]] per defeat.
* Arch-villain/Giant Monster ranked enemies will reward 3 [[Merit Rewards|Reward Merits]] per defeat.
* Certain powerful Arch-villains will reward 2 [[Astral Merit Salvage|Astral Merits]] per defeat.
* Certain powerful Arch-villains/Giant Monsters will reward 6 [[Merit Rewards|Reward Merits]] per defeat.
* In addition to all standard rewards, completion of this difficulty will reward 2 [[Empyrean Merit Salvage|Empyrean Merits]] and an Incarnate reward table containing your choice of: A random [[Incarnate Component]], an [[Empyrean Merit Salvage|Empyrean Merit]], or two [[Super Inspirations]].
* In addition to all standard rewards, completion of this difficulty will reward 30 [[Merit Rewards|Reward Merits]] and an Incarnate reward table containing your choice of a random [[Incarnate Component]], an [[Empyrean Merit Salvage|Empyrean Merit]], or two [[Super Inspirations]].
 
* All enemies reward 20% more experience/influence.
* An amount of Prismatic Aether Particle Salvage on an 18 hour cooldown, with the specific amount depending on the specific content completed. This amount will be the combined total reward of this difficulty, plus any lower difficulties not yet completed within the 18 hour cooldown. Those difficulties will also go on cooldown.


==Unyielding/Ruthless (☆☆☆) ==
==Unyielding/Ruthless (☆☆☆) ==
This content is balanced around everyone on the team having Tier 3 incarnate powers.


===General Effects===
===General Effects===
* The minimum mission difficulty is locked at +3 and the team size at x8.
* The minimum mission difficulty is locked at +3 and the team size at x8.
* Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges.
* Enemies have access to additional/improved powers.
* Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns.
* Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
* Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead.
* Lieutenant class enemies and above have inherent magnitude 10 Confuse protection.
* Elite Bosses have magnitude 10 Knockdown protection.
* Access to exclusive challenge encounters and mechanics not found in the default difficulty.
* All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius
* All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius
* Arch-villain ranked enemies have Praetorian base ToHit (63.75%).
* Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%).
* Certain powerful Arch-villains have double base health (with normalized regeneration numbers).  
* Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers).  
* Players will be unable to use Temporary Powers or non-revive medium/large/super Inspirations.
* Players are unable to use Temporary Powers or non-revive Medium/Large/Super Inspirations.


===Additional Rewards===
===Additional Rewards===
* Arch-villain ranked enemies will reward 2 [[Astral Merit Salvage|Astral Merits]] per defeat.
* Arch-villain/Giant Monster ranked enemies will reward 6 [[Merit Rewards|Reward Merits]] per defeat.
* Certain powerful Arch-villains will reward 3 [[Astral Merit Salvage|Astral Merits]] per defeat.
* Certain powerful Arch-villains/Giant Monsters will reward 9 [[Merit Rewards|Reward Merits]] per defeat.
* In addition to all standard rewards, completion of this difficulty will reward 3 [[Empyrean Merit Salvage|Empyrean Merits]] and an Incarnate reward table containing your choice of: A random [[Incarnate Component]], an [[Empyrean Merit Salvage|Empyrean Merit]], or two [[Super Inspirations]].
* All enemies reward 30% more experience/influence.
 
* In addition to all standard rewards, completion of this difficulty will reward 45 [[Merit Rewards|Reward Merits]] and an Incarnate reward table containing your choice of a random [[Incarnate Component]], an [[Empyrean Merit Salvage|Empyrean Merit]], or two [[Super Inspirations]].  
* An amount of Prismatic Aether Particle Salvage on an 18 hour cooldown, with the specific amount depending on the specific content completed. This amount will be the combined total reward of this difficulty, plus any lower difficulties not yet completed within the 18 hour cooldown. Those difficulties will also go on cooldown.


==Invincible/Relentless (☆☆☆☆)==
==Invincible/Relentless (☆☆☆☆)==
This content is balanced around everyone on the team having Tier 4 incarnate powers. This is currently the highest level of Advanced Difficulty, and some of the hardest content in the game.


===General Effects===
===General Effects===
* The mission difficulty is locked at +4 and the team size at x8.
* The mission difficulty is locked at +4 and the team size at x8.
* Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges.
* Enemies have access to additional/improved powers.
* Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns.
* Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
* Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead.
* All enemy classes have inherent magnitude 10 Confuse protection.
* Bosses and Elite Bosses have magnitude 10 Knockdown protection.
* Access to exclusive challenge encounters and mechanics not found in the default difficulty.
* All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius
* All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius
* Arch-villain ranked enemies have Praetorian base ToHit (63.75%).
* Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%) as well as a +1 Level Shift.
* Certain powerful Arch-villains have double base health (with normalized regeneration numbers).
* Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers).  
* Players will be unable to use Temporary Powers or any non-revive Inspirations.
* Players will be unable to use Temporary Powers or any non-revive Inspirations.
===Additional Rewards===
* Arch-villain/Giant Monster ranked enemies will reward 9 [[Merit Rewards|Reward Merits] per defeat.
* Certain powerful Arch-villains/Giant Monsters will reward 15 [[Merit Rewards|Reward Merits] per defeat.
* All enemies reward 40% more experience/influence.
* In addition to all standard rewards, completion of this difficulty will reward 60 [[Merit Rewards|Reward Merits]] and an Incarnate reward table containing your choice of a random [[Incarnate Component]], an [[Empyrean Merit Salvage|Empyrean Merit]], or two [[Super Inspirations]].
* An amount of Prismatic Aether Particle Salvage on an 18 hour cooldown, with the specific amount depending on the specific content completed. This amount will be the combined total reward of this difficulty, plus any lower difficulties not yet completed within the 18 hour cooldown. Those difficulties will also go on cooldown.


===Additional Rewards===
* Arch-villain ranked enemies will reward 3 [[Astral Merit Salvage|Astral Merits]] per defeat.
* Certain powerful Arch-villains will reward will reward 1 [[Empyrean Merit Salvage|Empyrean Merit]] per defeat.
* In addition to all standard rewards, completion of this difficulty will reward 4 [[Empyrean Merit Salvage|Empyrean Merits]] and an Incarnate reward table containing your choice of: A random [[Incarnate Component]], an [[Empyrean Merit Salvage|Empyrean Merit]], or two [[Super Inspirations]].


=Task Forces=
=Task Forces=
Line 88: Line 101:
* [[File:Badge i27 ASF complete.png|54px]]  '''[[Dr. Aeon Strike Force]]'''
* [[File:Badge i27 ASF complete.png|54px]]  '''[[Dr. Aeon Strike Force]]'''


The following Task Forces have been confirmed to be receiving Advanced Difficulty settings in a future update:
* [[File:Badge temporal strife.png|24px]]  '''[[Imperious Task Force]]'''


* [[File:Badge temporal strife.png|24px]]  '''[[Imperious Task Force]] {{orange|- (Issue 27 Page 4)}}'''


=Badges=
=Badges=
Line 110: Line 122:
|}
|}


=Future Changes=
===Imperious Task Force===
In Issue 27 Page 4, it has been confirmed that Advanced Difficulty mode is undergoing changes in structure and rewards. Please note that any following information may be heavily subject to change, as it is taken from the Open Beta servers on Page 4, Build 2.
The following badges are exclusively obtainable through Advanced Difficulty mode in [[Imperious Task Force]]:
{|
|-
| [[File:Badge Freezer Burn.png|40px]]
| [[Freezer Burn Badge|Freezer Burn]]
| Defeat the additional boss encounter in Mission 3 on Advanced Difficulty.
|}


===Difficulty Adjustments===
* ☆ 1-Star will no longer allow use of non-revive Super Inspirations.
* Higher Advanced Difficulty modes will include increased Confuse and Knockdown protection based on difficulty.
* Arch-villains now have a +1 level shift, and all modifiers will also apply to Giant Monsters.
* Advanced Difficulty may now include exclusive challenge encounters and mechanics not found in default difficulty.
* The ToHit buff granted to enemies by [[Tactics]] in Advanced Difficulty will have a maximum stack count to match the star count of the difficulty level chosen.
* Challenge Arch-villains with doubled HP are having their regeneration reduced by ~20%, fixing a miscalculation in original tuning.
* All Disable Modes are now infinite duration and persist through death, eliminating certain circumstances where disabled Inspirations or Temporary Powers could be used.


===Additional Rewards===
=Prismatic Aether Particles=
 
Prismatic Aether Particles are a form of [[Special Salvage]] primarily obtained through Advanced Difficulty settings - though also available via [[Incarnate Trials]] and the [[Weekly Strike Target]] in much smaller amounts. This salvage can be traded or used to purchase permanent costume powers to make a character look like NPC enemies from various factions.
====Additional XP/Influence====
Advanced Difficulty mode content played at ☆☆ 2-Star or higher will include additional reward modifiers to all experience and influence earned from enemy defeats:
* ☆☆ 2-Star = 20% increase
* ☆☆☆ 3-Star = 30% increase
* ☆☆☆☆ 4-Star = 40% increase
 
====Prismatic Aether Particles====
Prismatic Aether Particles are a new form of Salvage being introduced as a reward, primarily obtained through Advanced Difficulty settings - though also available via [[Incarnate Trials]] and the [[Weekly Strike Target]] in much smaller amounts. This salvage can be traded or used to purchase permanent costume powers to make a character look like NPC enemies from various factions.


Prismatic Aether payouts in Advanced Difficulty Task Forces work on a four-tiered drop system, where there are four difficulty level rewards each with their own 18-hour drop lockouts. Completing content on Advanced Difficulty rewards the maximum value of the difficulty minus any completions of lower values from the character on the same day.
Prismatic Aether payouts in Advanced Difficulty Task Forces work on a four-tiered drop system, where there are four difficulty level rewards each with their own 18-hour drop lockouts. Completing content on Advanced Difficulty rewards the maximum value of the difficulty minus any completions of lower values from the character on the same day.
=====Planned Drop Totals=====
===Drop Totals===
'''Advanced Difficulty - [[Dr. Aeon Strike Force|Dr. Aeon's Strike Force]]:'''
Advanced Difficulty - [[Dr. Aeon Strike Force|Dr. Aeon's Strike Force]]:


* ☆ 1-Star = 2 Prismatic Aether Particle salvage.
* ☆ 1-Star = 2 Prismatic Aether Particle salvage.
Line 143: Line 144:
* ☆☆☆☆ 4-Star = (2+5+6+7) 20 Prismatic Aether Particle salvage.
* ☆☆☆☆ 4-Star = (2+5+6+7) 20 Prismatic Aether Particle salvage.


Advanced Difficulty - [[Imperious Task Force]]:
'''Advanced Difficulty - [[Imperious Task Force]]:'''
 
* ☆ 1-Star = 1 Prismatic Aether Particle salvage.
* ☆☆ 2-Star = (1+2) 3 Prismatic Aether Particle salvage.
* ☆☆☆ 3-Star = (1+2+3) 6 Prismatic Aether Particle salvage.
* ☆☆☆☆ 4-Star = (1+2+3+4) 10 Prismatic Aether Particle salvage.


* ☆ 1-Star = 2 Prismatic Aether Particle salvage.
* ☆☆ 2-Star = (2+5) 7 Prismatic Aether Particle salvage.
* ☆☆☆ 3-Star = (2+5+6) 13 Prismatic Aether Particle salvage.
* ☆☆☆☆ 4-Star = (2+5+6+7) 20 Prismatic Aether Particle salvage.





Revision as of 15:39, 23 August 2022

Summary

Advanced Difficulty (or 'Hard Mode') is a system that was introduced in Issue 27 Page 3 alongside the Dr. Aeon Strike Force, as a means to introduce optional increased challenges into Task Forces. While originally limited to the Dr. Aeon Strike Force, the system was rolled out to the Imperious Task Force in Issue 27 Page 4. While individual Task Forces and Strike Forces with the system have a general set of modifiers, they also have unique individual changes that are affected by the Difficulty Options. Advanced Difficulty is currently the best source of Prismatic Aether Particle Salvage.


Difficulty Options

As of Issue 27 Page 4, these are the effects of selecting each difficulty in the Advanced Difficulty Options menu:

Heroic/Villainous (Default)

The default, Normal difficulty of a Task Force with Advanced Difficulty settings. There are no additional rewards or challenges.

Tenacious/Malicious (☆)

This content is balanced around everyone on the team having Tier 1 incarnate powers, and is the lowest level of Advanced Difficulty.

General Effects

  • Enemies have access to additional/improved powers.
  • Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
  • Access to exclusive challenge encounters and mechanics not found in the default difficulty.
  • Arch-villain/Giant Monster have Incarnate base hit chance (63.75%).
  • Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers).
  • No additional enemy stats or defeat rewards.
  • Players are unable to use non-revive Super Inspirations.

Additional Rewards

  • In addition to all standard rewards, completion of this difficulty will reward 15 Reward Merits.
  • An amount of Prismatic Aether Particle Salvage on an 18 hour cooldown, with the specific amount depending on the specific content completed.

Rugged/Vicious (☆☆)

This content is balanced around everyone on the team having Tier 2 incarnate powers.

General Effects

  • The minimum mission difficulty is locked at +2 and the team size at x8.
  • Enemies have access to additional/improved powers.
  • Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
  • Boss class enemies and above have inherent magnitude 10 Confuse protection.
  • Access to exclusive challenge encounters and mechanics not found in the default difficulty.
  • All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius.
  • Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%).
  • Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers).
  • Players are unable to use non-revive Large/Super Inspirations.

Additional Rewards

  • Arch-villain/Giant Monster ranked enemies will reward 3 Reward Merits per defeat.
  • Certain powerful Arch-villains/Giant Monsters will reward 6 Reward Merits per defeat.
  • In addition to all standard rewards, completion of this difficulty will reward 30 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate Component, an Empyrean Merit, or two Super Inspirations.
  • All enemies reward 20% more experience/influence.
  • An amount of Prismatic Aether Particle Salvage on an 18 hour cooldown, with the specific amount depending on the specific content completed. This amount will be the combined total reward of this difficulty, plus any lower difficulties not yet completed within the 18 hour cooldown. Those difficulties will also go on cooldown.

Unyielding/Ruthless (☆☆☆)

This content is balanced around everyone on the team having Tier 3 incarnate powers.

General Effects

  • The minimum mission difficulty is locked at +3 and the team size at x8.
  • Enemies have access to additional/improved powers.
  • Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
  • Lieutenant class enemies and above have inherent magnitude 10 Confuse protection.
  • Elite Bosses have magnitude 10 Knockdown protection.
  • Access to exclusive challenge encounters and mechanics not found in the default difficulty.
  • All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius
  • Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%).
  • Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers).
  • Players are unable to use Temporary Powers or non-revive Medium/Large/Super Inspirations.

Additional Rewards

  • Arch-villain/Giant Monster ranked enemies will reward 6 Reward Merits per defeat.
  • Certain powerful Arch-villains/Giant Monsters will reward 9 Reward Merits per defeat.
  • All enemies reward 30% more experience/influence.
  • In addition to all standard rewards, completion of this difficulty will reward 45 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate Component, an Empyrean Merit, or two Super Inspirations.
  • An amount of Prismatic Aether Particle Salvage on an 18 hour cooldown, with the specific amount depending on the specific content completed. This amount will be the combined total reward of this difficulty, plus any lower difficulties not yet completed within the 18 hour cooldown. Those difficulties will also go on cooldown.

Invincible/Relentless (☆☆☆☆)

This content is balanced around everyone on the team having Tier 4 incarnate powers. This is currently the highest level of Advanced Difficulty, and some of the hardest content in the game.

General Effects

  • The mission difficulty is locked at +4 and the team size at x8.
  • Enemies have access to additional/improved powers.
  • Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
  • All enemy classes have inherent magnitude 10 Confuse protection.
  • Bosses and Elite Bosses have magnitude 10 Knockdown protection.
  • Access to exclusive challenge encounters and mechanics not found in the default difficulty.
  • All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius
  • Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%) as well as a +1 Level Shift.
  • Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers).
  • Players will be unable to use Temporary Powers or any non-revive Inspirations.

Additional Rewards

  • Arch-villain/Giant Monster ranked enemies will reward 9 [[Merit Rewards|Reward Merits] per defeat.
  • Certain powerful Arch-villains/Giant Monsters will reward 15 [[Merit Rewards|Reward Merits] per defeat.
  • All enemies reward 40% more experience/influence.
  • In addition to all standard rewards, completion of this difficulty will reward 60 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate Component, an Empyrean Merit, or two Super Inspirations.
  • An amount of Prismatic Aether Particle Salvage on an 18 hour cooldown, with the specific amount depending on the specific content completed. This amount will be the combined total reward of this difficulty, plus any lower difficulties not yet completed within the 18 hour cooldown. Those difficulties will also go on cooldown.


Task Forces

The following Task Forces currently have access to Advanced Difficulty settings:


Badges

Dr. Aeon Strike Force

The following badges are exclusively obtainable through Advanced Difficulty mode in Dr. Aeon's Strike Force, and are required for the Master of Dr. Aeon's Strike Force Badge:

Badge i27 ASF achievement.png Unfriendly Fire Hit a Golden Brickernaut with the Dimensional Grounding Ray or Golden Throwing Wrench to disable the limiter on their self-destruct, then use it to hit Princess Zoe in Mission 4 while she is under 10% health on Malicious difficulty or higher.
Badge i27 ASF achievement.png Power Overwhelming Defeat Ripplesurge in Mission 6 while it is empowered from standing in the residual energy left behind from consuming the energy it summons while on Malicious difficulty or higher.
Badge i27 ASF achievement.png Can't Touch This Defeat King Midas in Mission 7 without any members of the team being hit by his blue beam targeted attack during the length of the fight on Malicious difficulty or higher.

Imperious Task Force

The following badges are exclusively obtainable through Advanced Difficulty mode in Imperious Task Force:

File:Badge Freezer Burn.png Freezer Burn Defeat the additional boss encounter in Mission 3 on Advanced Difficulty.


Prismatic Aether Particles

Prismatic Aether Particles are a form of Special Salvage primarily obtained through Advanced Difficulty settings - though also available via Incarnate Trials and the Weekly Strike Target in much smaller amounts. This salvage can be traded or used to purchase permanent costume powers to make a character look like NPC enemies from various factions.

Prismatic Aether payouts in Advanced Difficulty Task Forces work on a four-tiered drop system, where there are four difficulty level rewards each with their own 18-hour drop lockouts. Completing content on Advanced Difficulty rewards the maximum value of the difficulty minus any completions of lower values from the character on the same day.

Drop Totals

Advanced Difficulty - Dr. Aeon's Strike Force:

  • ☆ 1-Star = 2 Prismatic Aether Particle salvage.
  • ☆☆ 2-Star = (2+5) 7 Prismatic Aether Particle salvage.
  • ☆☆☆ 3-Star = (2+5+6) 13 Prismatic Aether Particle salvage.
  • ☆☆☆☆ 4-Star = (2+5+6+7) 20 Prismatic Aether Particle salvage.

Advanced Difficulty - Imperious Task Force:

  • ☆ 1-Star = 2 Prismatic Aether Particle salvage.
  • ☆☆ 2-Star = (2+5) 7 Prismatic Aether Particle salvage.
  • ☆☆☆ 3-Star = (2+5+6) 13 Prismatic Aether Particle salvage.
  • ☆☆☆☆ 4-Star = (2+5+6+7) 20 Prismatic Aether Particle salvage.


See Also