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Difference between revisions of "Alpha Slot Abilities"

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(Power Boosts: rarity table)
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== Overview ==
 
== Overview ==
The '''Alpha Slot''' is the first "level" of the [[Incarnate System]], which will launch 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[http://boards.cityofheroes.com/showthread.php?t=229365].
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[[File: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.
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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[http://boards.cityofheroes.com/showthread.php?t=229365].
 
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== Power Boosts ==
 
== Power Boosts ==
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== Boost Types ==
 
== Boost Types ==
=== [[File:Alpha-Cardiac.png]] Cardiac ===
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=== [[File:Incarnate Alpha Cardiac Common.png|24px|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.''
 
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.''
 
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=== [[File:Alpha-Musculature.png]] Musculature ===
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=== [[File:Incarnate Alpha Musculature Common.png|24px|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.''
 
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.''
 
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=== [[File:Alpha-Nerve.png]] Nerve ===
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=== [[File:Incarnate Alpha Nerve Common.png|24px|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.''
 
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.''
 
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=== [[File:Alpha-Spiritual.png]] Spiritual ===
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=== [[File:Incarnate Alpha Spiritual Common.png|24px|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.''
 
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.''
 
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Revision as of 06:12, 12 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].

Power Boosts

The Incarnate Boosts give their components 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 a Fear component.

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

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   Cardiac Common Musculature Common Nerve Common Spiritual Common   Wiki layouts will use Common
Uncommon   Cardiac Uncommon Musculature Uncommon Nerve Uncommon Spiritual Uncommon   Wiki layouts will use Uncommon
Rare   Cardiac Rare Musculature Rare Nerve Rare Spiritual Rare   Wiki layouts will use Rare
Very Rare   Cardiac Very Rare Musculature Very Rare Nerve Very Rare Spiritual Very Rare   Wiki layouts will use Very Rare

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.

For example, a character's power slotted with three Recharge Single-Origin Enhancements will be up against the final threshold of ED, at approximately 99.5% increased attack rate.

  • Slotting a common Spiritual Alpha Slot boost (33% increased attack rate) ignores 16 of ED's effects; 16 * 33% = 5.5%, added to the enhancements slotted in the power, so that power's final recharge bonus would be 105%, outside of other bonuses.
  • Slotting a very rare Spiritual Alpha Slot boost (45% attack rate, stun, and healing) ignores 23 of ED; 23 * 45% = 30%, for a final recharge bonus of 129.5%.

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 Common Uncommon Uncommon Rare Rare Rare Rare Very Rare Very Rare
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 Resistance
10%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 Common Uncommon Uncommon Rare Rare Rare Rare Very Rare Very Rare
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 Common Uncommon Uncommon Rare Rare Rare Rare Very Rare Very Rare
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 Common Uncommon Uncommon Rare Rare Rare Rare Very Rare Very Rare
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