Behind the scenes information about EpicDuel's development and releases, a real-time PVP MMO that you can play online in your web browser.
 | September 10, 2025 EpicDuel Skill Augments Part 6
More Combat Skill Augments
This week offers yet another big update to combat skills with 12 new skill augments. There aren't many skills like these left on the trees so I think the next area of focus will be damage-over-time skills (i.e. Venom Strike).
- Bounty Hunter:
- (EA) Static Grenade: 80% primary dmg.; drains target's energy; absorb 120% of drained energy.
- (UA) Static Grenade: 65% primary dmg.; drains target's energy; absorb 90% of drained energy; no Rage gain.
- Mercenary:
- (UA) Bunker Buster: Fire a rocket that grants 20% lifesteal; 15% chance for critical strike.
- (PA) Bunker Buster: Fire an energy rocket that ignores 15% of the target's defense; 15% chance for critical hit.
- Tech Mage:
- (PA) Bludgeon: Energy attack with defense ignore via the weapon's blunt end; 20% crit chance.
- (UA) Bludgeon: Physical attack with lifesteal via the weapon's blunt end; 20% crit chance.
- Cyber Hunter:
- (EA) Plasma Grenade: Throw an energy grenade inflicted massive damage.
- (PA) Plasma Grenade: Throw a physical dmg. grenade, ignoring 15% Defense; 20% lifesteal.
- Tactical Mercenary
- (EA) Frenzy: Deal 110% damage and heal based on damage.
- (UA) Frenzy: Gain health and Energy based on damage.
- Blood Mage:
- (UA) Plasma Cannon:Fire a plasma cannon dealing energy damage; 25% Energy steal.
- (PA) Plasma Cannon: Physical dmg.; ignore 20% target's Resistance; 15% crit chance; gain 10% dmg. to Energy.
There's bound to be potential for balance tweaks after so many back-to-back skill updates so we'll go into a cooldown on new skills for next week as priorities shift to the new Gamma Pirate Promo!
Changes and Fixes:
- Added measures to combat the suspected source of increased lag after last week's update.
- (UA) Overload: Cooldown increased from 2 to 3.
- (UA) Stun Grenade: Cooldown increased from 2 to 3.
- Maul (Rage drain) will now correctly reduce Rage by the % amount.
- When a player self-applies Infernal Offering, Infernal Blessing, or EA Field Medic, and they are stunned before the last tick of healing applies, the last tick never occurs. This bug was always possible but rare, and only became reproducible after 100% augments were introduced.
- The asset for Conductor Armor (WS) not loading correctly.
Tags: Nightwraith |
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 | September 05, 2025 EpicDuel Skill Augments Part 5
New Augments
For this latest round of skill augments, we're again focusing on offensive skills. Originally the intention was to focus only on skills with stuff change, but not all skills have stun chance so the the augmented skills might seem a bit random w/re skill tree location.
- Bounty Hunter:
- (UA) Stun Grenade: Inflict physical damage with a 100% stun chance; disables sender's offensive abilities.
- (PA) Stun Grenade: Inflict energy damage with a 15% base chance to stun the enemy.
- Mercenary:
- (UA) Maul: Strike, draining % of target Rage with a 15% stun chance.
- (UA) Maul: Unblockable strike, ignoring % of defenses.
- Tech Mage:
- (UA) Overload: Summon lightning with a 100% stun chance; disables sender's offensive abilities.
- (EA) Overload: Summon lightning ignoring 15% of target defenses.
- Cyber Hunter:
- (UA) Pulse Punch: Reduce target Rage rate by % with 50% initial Rage steal.
- (UA) Pulse Punch: % lifesteal with 50% initial Rage reduction; ignore 20% defense.
- Tactical Mercenary:
- (PA) Barbed Grenade: Energy damage with 15% base chance to crit; ignores 10% defense.
- (EA) Barbed Grenade: Throw a spiked grenade inflicting Physical damage.
- Blood Mage:
- (PA) Bludgeon: Energy attack with defense ignore via the weapon's blunt end; 20% crit chance.
- (UA) Bludgeon: Physical attack with defense ignore via the weapon's blunt end; 15% Energy drain.
We will continue working through the offensive skill augments before moving on to buffs and debuffs since they are more complex and generally take longer to develop. We hope you are enjoying the new augments so far as it has been thrilling to expand upon EpicDuel's battle engine after so many years of relative stasis. I can promise you that the most interesting augments are still yet to be released!
Balance changes:
- (EA) Hybrid Armor: 4%-13% --> 1%-8% Defense/Resistance boost.
- (UA) Hybrid Armor: Boosts Defense/Resistance by a flat value instead of a percentage, +17 def/res at level 1, +2 per level; keeps 25% Rage gain bonus and 5% damage-to-energy conversion
- Deadly Precision (damage reflection): 25% --> 15% melee damage reflection.
- Deadly Precision (sidearm): 6%-15% --> 10%-25% more sidearm damage.
- Mania (defense reduction): Reduces 10% stats instead of 20% defense.
Bug fixes:
- (EA) Double Strike: Level 10 is correctly set to 52%.
- Healing-reduction effects dynamically affect heal-over-time (HoT) skills like Infernal Blessing. HoT ticks are affected if a healing-reduction debuff is active when the tick occurs.
- The counter for remaining jugg battles was off by 1.
Tags: Nightwraith |
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 | September 02, 2025 Battle Draw UpdateA few days ago, we introduced a new battle end state: Battle Draw. This state applies if the battle ends before the first turn is completed -- most commonly when the opponent instantly disconnects, either unintentionally or intentionally. Currently, in a Battle Draw, the remaining player(s) earns no Credits, Experience, or drops and the battle record is unaffected. This was deemed too punative so we have revised Battle Draws to grant a win as well as reward a small set amount of Credits and Experience. Battle Draws will still reward no drops and wil not deduct limited cores or boosts.
In summary, Battle Draws:
- Grant a win
- 75 Credits
- 20 Experience
- Do not reward war or PvP drops
- Do not deduct a boost
- Do not deduct a core
- Do not factor Power Hour
We may adjust the rewards further if we see rapid disconnects continue to be abused. We are also investigating excluding Faction wins from Battle Draws, eliminating another incentive to boost wins. Tags: Nightwraith |
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