 | August 29, 2025 Skill Augments Continued
EpicDuel is live with new skill augments, balance changes, and bug fixes!
New Skill Augments
Experiment with these new skill augments for all classes! Some are fairly straightforward, offering adjusted damage values or an alternative damage type, while other drastically change the skill's effect, like reducing healing effectiveness instead of defense ignore. Expect another round of skill augments next week also focusing on offensive abilities.
- Bounty Hunter:
- (UA) Cheap Shot: Ignore % of defenses; steals Energy based on 25% damage.
- (UA) Cheap Shot: Ignore % of defenses; unblockable.
- Mercenary:
- (EA) Double Strike: Attack for more dmg., defense reduction based on 50% dmg. bonus; -50% block/deflection.
- (PA) Double Strike: Opposite dmg. type attack for more dmg., defense reduction; -50% block/deflection.
- Tech Mage:
- (PA) Plasma Bolt: Fire a bolt of plasma at an enemy target, dealing physical damage and ignoring 15% defense.
- (UA) Plasma Bolt: Fire a bolt of plasma at an enemy target, dealing energy damage; 15% lifesteal.
- Cyber Hunter:
- (UA) Neural Scythe: Launch a scythe of primary damage type, ignoring Defense/Resistance by skill level.
- (PA) Neural Scythe: Launch a scythe opposite of primary damage type, increasing damage by skill level.
- Tactical Mercenary:
- (EA) Crippling Strike: Attack for 105% damage. Reduces % Defense / Resistance for #DUR turns.
- (UA) Crippling Strike: Attack for 100% damage. Reduces % Healing for #DUR turns.
- Blood Mage:
- (PA) Fireball: Inflict energy damage, reducing target's Defense and Resistance 15% for 2 turns.
- (EA) Fireball: Inflict physical damage, reducing target's Defense and Resistance 30% for 2 turns.
Balance Changes
- Deadly Aim (Primary/gun): 9%-20% --> 3%-12% more primary/sidearm damage
- (UA) Hybrid Armor: 7% --> 5% damage to Energy conversion
- (EA) Hybrid Armor: 20% --> 12% damage to Energy conversion
- Cyber Armor (HP bleed): 60%-96% --> 75%-120% boost to armor's defenses; 40 --> 30 HP bleed
- (UA) Mineral Armor: 10% --> 5% Energy drain
- (EA) Mineral Armor: Flat Defense boost, +43 Defense at level 1, +3 per level; flat +20 Resistance boost
- (EA) Reroute: 10%-35% --> 8%-30% Energy conversion
- Mania (defense reduction): 13%-30% --> 15% --> 35% lifesteal/Rage gain
- Infernal Blessing: 150 --> 165 HP gain per turn (readjustment since Medical Mastery no longer applies to it)
Battle Draw
Not a new battle mode, but a new battle state: If someone disconnects or refreshes the game before the first turn completes, the duel ends in a draw with 0 rewards, but no impact on the battle record for the person remaining. In the event of a 2v2 or Juggernaut match, the battle will only be a draw if both members of a team leave before the first turn completes. We are implementing this to counteract rapid disconnects used to boost wins and rewards for characters. Players who disconnect from battle will still face with the normal loss and run penalty.
Bug Fixes:
Challenges don't work while the chat filter is active. It seems crazy, but last week's chat filter changes broke challenges for people with the filter enabled. It's wild how changes to one system can completely break another seemingly unrelated system.
Coming Soon: Gamma Pirate
 
We're currently developing a new pirate/Gamma-themed promo back that we're pleased to share: The Gamma Pirate! Prepare to sail the irradiated seas with new weapons, armors, bots, and cores coming soon! Tags: Nightwraith |