Alpha Slot Abilities: Difference between revisions

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imported>Sekoia (historical)
(→‎24px|Nerve Common Nerve: removing <br> tags between boosttypes (necessary due to change in {{BoostType}}))
imported>Sekoia (historical)
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! Secondary
! Secondary
| {{BoostType|type=none}} || {{BoostType|type=Disorient Duration|amt=33}} || {{BoostType|type=Heal|amt=33}} || {{BoostType|type=Disorient Duration|amt=33}} || {{BoostType|type=Disorient Duration|amt=33}}<br />{{BoostType|type=Heal|amt=33}} || {{BoostType|type=Heal|amt=33}}<br />{{BoostType|type=Disorient Duration|amt=16.5}} || {{BoostType|type=Heal|amt=33}}<br />{{BoostType|type=Disorient Duration|amt=16.5}} || {{BoostType|type=Disorient Duration|amt=33}}<br />{{BoostType|type=Heal|amt=33}} || {{BoostType|type=Disorient Duration|amt=33}}<br />{{BoostType|type=Heal|amt=33}}
| {{BoostType|type=none}} || {{BoostType|type=Disorient Duration|amt=33}} || {{BoostType|type=Heal|amt=33}} || {{BoostType|type=Disorient Duration|amt=33}} || {{BoostType|type=Disorient Duration|amt=33}} {{BoostType|type=Heal|amt=33}} || {{BoostType|type=Heal|amt=33}} {{BoostType|type=Disorient Duration|amt=16.5}} || {{BoostType|type=Heal|amt=33}} {{BoostType|type=Disorient Duration|amt=16.5}} || {{BoostType|type=Disorient Duration|amt=33}} {{BoostType|type=Heal|amt=33}} || {{BoostType|type=Disorient Duration|amt=33}} {{BoostType|type=Heal|amt=33}}
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! Tertiary
! Tertiary
| {{BoostType|type=none}} || {{BoostType|type=none}} || {{BoostType|type=none}} || {{BoostType|type=none}} || {{BoostType|type=none}} || {{BoostType|type=Slow powers|amt=33}} || {{BoostType|type=ToHit Buffs|amt=20}} || {{BoostType|type=none}} || {{BoostType|type=Slow powers|amt=33}}<br />{{BoostType|type=Jump|amt=33}}<br />{{BoostType|type=ToHit Buffs|amt=20}}
| {{BoostType|type=none}} || {{BoostType|type=none}} || {{BoostType|type=none}} || {{BoostType|type=none}} || {{BoostType|type=none}} || {{BoostType|type=Slow powers|amt=33}} || {{BoostType|type=ToHit Buffs|amt=20}} || {{BoostType|type=none}} || {{BoostType|type=Slow powers|amt=33}} {{BoostType|type=Jump|amt=33}} {{BoostType|type=ToHit Buffs|amt=20}}
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! ED Bypass
! ED Bypass

Revision as of 01:05, 14 November 2010

Template:Issue19

Overview

Incarnate Alpha Blank.png The Alpha Slot is the first "level" of the Incarnate System, which launches with Issue 19, and requires a Going Rogue retail code to utilize.

The Alpha Slot was initially supposed to launch with Going Rogue, but beta feedback said without content to play with the Alpha Slot, the system felt incomplete, so it was pushed back[1].

Issue 19 will only include the Common and Uncommon boosts with the more powerful ones being added at a later date.

Power Boosts

The Incarnate Boosts give their enhancement aspects to every power that a character has that can utilize it. For instance, if a character has a boost that reduces endurance costs, every power that takes endurance to use would be decreased (almost every single power a character has access to). If a character has a boost that increases Fear duration, Touch of Fear would be increased, but Power Bolt would not, since it does not have Fear.

Powers can be boosted by more than one aspect if they are applicable; Electric Fence can benefit from Musculature's Alpha Slot primary aspect, Damage, and also the Immobilize and Endurance Modification aspects.

Boosts come in four rarity levels. The higher the rarity level, the more materials are needed to create them. Materials to create them are gathered through defeating enemies, Task Forces/Strike Forces, and most other activities.

Common   Unknown   Unknown   Unknown   Unknown
Uncommon   Unknown   Unknown   Unknown   Unknown
Rare   Unknown   Unknown   Unknown   Unknown
Very Rare   Unknown   Unknown   Unknown   Unknown

Part of the bonuses given by Incarnate System slotted boosts will bypass Enhancement Diversification, even if a character's power is slotted to the final threshold. Depending on rarity, boosts will bypass ED with anywhere from one-sixth to two-thirds of the boost.

To calculate the total enhancement value use the following method:

  1. Add up the values of all enhancements in the power plus the portion of the Alpha Enhancement that is affected by ED.
  2. Apply ED to this value.
  3. Add the portion of the Alpha Enhancement that is not affected by ED for the total enhancement value.

Examples

Example 1: A character's power slotted with three Recharge Single-Origin Enhancements will have 99.9% increased attack rate pre-ED which becomes approximately 94.9% once ED is applied without the Alpha Slot.

  • Slotting a common Spiritual Alpha Slot boost (33% increased attack rate) ignores ED for 16 of its effects but ED is still applied to the remaining 56. The power therefore has a total ED affected enhancement value of 99.9% + 56 * 33% = 127.4% which after ED is approximately 99.1%. The remaining 16 of the Alpha Slot's enhancement is added to this giving a final enhancement value of 99.1% + 16 * 33% = 104.6%
  • Slotting a very rare Spiritual Alpha Slot boost (45% attack rate, stun, and healing) ignores ED for 23 of its effects but ED is still applied to the remaining 13. The power therefore has a total ED affected enhancement value of 99.9% + 13 * 45% = 114.9% which after ED is approximately 97.2%. The remaining 23 of the Alpha Slot's enhancement is added to this giving a final enhancement value of 97.2% + 23 * 45% = 127.2%

Example 2: A character's power slotted with 2 Recharge Single-Origin Enhancements will have 66.6% increased attack rate which since it is less than 70% is not affected by ED so remains at 66.6%.

  • Slotting a common Spiritual Alpha Slot boost (33% increased attack rate) ignores ED for 16 of its effects but ED is still applied to the remaining 56. The power therefore has a total ED affected enhancement value of 66.6% + 56 * 33% = 94.1% which, since it is greater than 70% is affected by ED resulting in approximately 90.9% post-ED. The remaining 16 of the Alpha Slot's enhancement is added to this giving a final enhancement value of 90.9% + 16 * 33% = 96.4%
  • Slotting a very rare Spiritual Alpha Slot boost (45% attack rate, stun, and healing) ignores ED for 23 of its effects but ED is still applied to the remaining 13. The power therefore has a total ED affected enhancement value of 66.6% + 13 * 45% = 81.6% which, since it is greater than 70% is affected by ED resulting in approximately 80.4% post-ED. The remaining 23 of the Alpha Slot's enhancement is added to this giving a final enhancement value of 80.4% + 23 * 45% = 110.4%

Boost Types

Cardiac Common Cardiac

Cardiac primarily deals with reducing Endurance costs. Cardiac also increases Range, Damage Resistance and some Status Effect durations. The types and amounts of each type depend on what is slotted. Hover over icons for more details.

  Boost Core Boost Radial Boost Total Core Revamp Partial Core Revamp Partial Radial Revamp Total Radial Revamp Core Paragon Radial Paragon
Rarity Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown
Primary 33%Endurance Cost 33%Endurance Cost 33%Endurance Cost 45%Endurance Cost 33%Endurance Cost 33%Endurance Cost 33%Endurance Cost 45%Endurance Cost 33%Endurance Cost
Secondary None 20%Range 20%Damage Resistance 20%Range 20%Range 20%Damage Resistance 20%Damage Resistance10%Range 20%Damage Resistance 10%Range 20%Range 20%Damage Resistance 20%Range 20%Damage Resistance
Tertiary None None None None None 33%Fear Duration 33%Sleep Duration None 33%Fear Duration 33%Sleep Duration 33%Intangibility Duration
ED Bypass 16One-Sixth 13One-Third 13One-Third 12One-Half 12One-Half 12One-Half 12One-Half 23Two-Thirds 23Two-Thirds
Level Shift No No No Yes Yes Yes Yes Yes Yes

Musculature Common Musculature

Musculature primarily deals with increasing Damage. It also modifies Immobilization Duration, Defense Debuff, Endurance Modification, ToHit Debuff and Run Speed. The types and amounts of each type depend on what is slotted. Hover over icons for more details.

  Boost Core Boost Radial Boost Total Core Revamp Partial Core Revamp Partial Radial Revamp Total Radial Revamp Core Paragon Radial Paragon
Rarity Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown
Primary 33%Damage 33%Damage 33%Damage 45%Damage 33%Damage 33%Damage 33%Damage 45%Damage 33%Damage
Secondary None 33%Immobilization Duration 33%Defense DeBuff 33%Immobilization Duration 33%Immobilization Duration 33%Defense DeBuff 33%Defense DeBuff 16.5%Immobilization Duration 33%Immobilization Duration 16.5%Defense DeBuff 45%Immobilization Duration 33%Defense DeBuff 33%Immobilization Duration 33%Defense DeBuff
Tertiary None None None None None 33%Endurance Modification 20%ToHit DeBuffs None 33%Endurance Modification 33%Running Speed 20%ToHit DeBuffs
ED Bypass 16One-Sixth 13One-Third 13One-Third 12One-Half 12One-Half 12One-Half 12One-Half 23Two-Thirds 23Two-Thirds
Level Shift No No No Yes Yes Yes Yes Yes Yes

Nerve Common Nerve

Nerve primarily deals with increasing Accuracy. It can also increase Hold Duration, Defence Buff, Confuse Duration, Taunt and Fly Speed. The types and amounts of each type depend on what is slotted. Hover over icons for more details.

  Boost Core Boost Radial Boost Total Core Revamp Partial Core Revamp Partial Radial Revamp Total Radial Revamp Core Paragon Radial Paragon
Rarity Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown
Primary 33%Accuracy 33%Accuracy 33%Accuracy 45%Accuracy 33%Accuracy 33%Accuracy 33%Accuracy 45%Accuracy 33%Accuracy
Secondary None 33%Hold Duration 20%Defense Buff 33%Hold Duration 33%Hold Duration 20%Defense Buff 20%Defense Buff 16.5%Hold Duration 20%Defense Buff 16.5%Hold Duration 33%Hold Duration 20%Defense Buff 33%Hold Duration 20%Defense Buff
Tertiary None None None None None 33%Taunt Effectiveness 33%Confusion Duration None 33%Taunt Effectiveness 33%Confusion Duration 33%Flight Speed
ED Bypass 16One-Sixth 13One-Third 13One-Third 12One-Half 12One-Half 12One-Half 12One-Half 23Two-Thirds 23Two-Thirds
Level Shift No No No Yes Yes Yes Yes Yes Yes

Spiritual Common Spiritual

Spiritual primarily deals with increasing Recharge Rate. It can also increase Stun Duration, Healing, ToHit Buff, Slow Movement and Jump. The types and amounts of each type depend on what is slotted. Hover over icons for more details.

  Boost Core Boost Radial Boost Total Core Revamp Partial Core Revamp Partial Radial Revamp Total Radial Revamp Core Paragon Radial Paragon
Rarity Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown
Primary 33%Attack Rate 33%Attack Rate 33%Attack Rate 45%Attack Rate 33%Attack Rate 33%Attack Rate 33%Attack Rate 45%Attack Rate 33%Attack Rate
Secondary None 33%Disorient Duration 33%Heal 33%Disorient Duration 33%Disorient Duration 33%Heal 33%Heal 16.5%Disorient Duration 33%Heal 16.5%Disorient Duration 33%Disorient Duration 33%Heal 33%Disorient Duration 33%Heal
Tertiary None None None None None 33%Slow powers 20%ToHit Buffs None 33%Slow powers 33%Jump 20%ToHit Buffs
ED Bypass 16One-Sixth 13One-Third 13One-Third 12One-Half 12One-Half 12One-Half 12One-Half 23Two-Thirds 23Two-Thirds
Level Shift No No No Yes Yes Yes Yes Yes Yes

External Links