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Thread: Sector 7 - Part two

  1. #1

    Sector 7 - Part two

    Updated version of my old one but started a new one as it was too long to fit in one post. Look for {Updated} or {New} to highlight new changes. Date stamps show when it was last changed. Basically this is for providing info, listing errors and my comments on the new zone.

    ---------------------------


    This will be updated as more info is gathered and things change. Please note that some info will be from testlive. The char I'm using to test it is a lvl 200 MA.


    Getting on test:
    <Nov/09> {Updated} Use the duplicator program, change the version number in the version.id file to 18.3.14.5_EP1 then let it patch up.


    Level range and entrance:
    <Oct/11> This APF is in the Unicorn Outpost like the others, although not on the base floor. Instead it's on the one end of that walkway above the tent where the regular NPCs are such as the one you get LE missions from. You need to be lvl 151-200 to get in the outpost/gathering area where the ship is located.

    General Info

    • <Oct/11> From what I was told by Genele a ways back (part two) the zone is focused around both AXP gains and loot (both old and new). So with part of the focus being some type of XP gains and it being a team zone rather than a raid zone I expect this in the end to have a difficulty somewhere around that of team Dark Ruins which has about the same focus and is also a team instanced zone.
    • <Oct/24> You are sent in a downed alien ship with a fixed layout which is like that of city raid ships inside. You'll find corpses of aliens laying around to help give the feel of it being a crashed ship.
    • <Oct/19> In the S7 gathering zone there are aliens fighting Unicorns as well as fences that kill the aliens. The aliens were all lvl 200 and completely ignored me unless I had agg from another alien (such as the parasite that spawns from you when infected), do not give AXP (the ones in the ship give AXP) and the fences did not injure me.
    • <Oct/11> Regular mobs are lvl 175-200 inside the ship.
    • <Oct/23> Regular mob types and levels are randomly generated each time although some types in some places appear fixed.
    • <Oct/11> A few mobs patrol but most are stationary and generally spaced out well enough to avoid messy situations. There are rooms with four to six mobs in it but I had no trouble at all keeping the number of attacking mobs to usually just one or two at a time with some pulling.
    • <Oct/11> Regular mobs are largely just big health bars to knock down posing hardly any danger, at least to my lvl 200 MA. The nuker types are the only annoying ones but even they are pushovers.
    • <Oct/11> There are grade II mobs, but I didn't really see any noticeable difference between them and regular versions.
    • <Oct/11> Mobs in the ship never respawn.
    • <Oct/11> Regular mobs are all old style aliens.
    • <Nov/09> {Updated} Regular mobs have a chance to drop LE VP clumps at a drop rate similar to that in LE missions before the drop rate was increased a ways back. They can also drop the new weapons (only on test right now) but you'd likely only see one or two from the regular mobs drop if you cleared out the ship.
    • <Oct/18> There is an insurance terminal in the gathering area outside the ship.
    • <Oct/18> The ship is now a team instanced zone and you need to stay in a team to stay inside. If no one is inside for a while the instance will be lost but if you saved in the gathering area outside the ship and head right over after dieing you should get in the same instance even if no one was inside during that time.
    • <Oct/24> Comment: As a place to get AXP S7 isn't anything special at all. Considering the amount of health they have and the level range of the regular mobs LE mission mobs would be better AXP than S7 mobs. The AXP solo and team dailies apparently share the same lockout so a S7 team daily doesn't offer you anything you can't do alone plus the mob AXP in solo dailies when I tried them last was better than that of S7 mobs (less health, all fixed around your lvl and you're not in a team). Of the three repeatable S7 missions one involves the fourth boss and without a good team most wouldn't manage all the bosses. Of the other two one has a two hour game time lockout while the other requires you kill thirty regular mobs with no lockout. So really it's just one fully repeatable mission and 20k AXP does not make up for S7 regular mob AXP vs LE mission mob AXP loss. Meaning as a place to get AXP, S7 fails to perform.

  2. #2
    Missions

    These come from either stuff in the ship, NPCs in the S7 gathering area or as a daily mission from the agency.


    Unicorn Commander Rufus is missing
    • <Oct/11> You get it from the NPC standing up near the entrance of the S7 gathering zone (Unicorn Field Marshal Kurth).
    • <Oct/11> You can find Rufus in a room to the West of the large West room.
    • <Oct/11> Rufus is busy yelling for help which you hear when you enter the next room over.
    • <Oct/18> In the room with Rufus are two Kyr'Ozch Prison Guards. These mobs hit like they're armed with pillows plus have a low AR. They although can drop a prison cage on players that last ten seconds and prevent you from doing anything. They can do this often and stack them on top of each other on the same player but these mobs are more annoying than anything else.
    • <Oct/18> After the prison guards are dead use the blob in the North end of the room he's in to free him from his cage.
    • <Oct/20> Talk to Rufus and after he whines about his new green hair colour for a while you'll get a mission to take him to the exit of the ship. Some level 200 prison guard mobs will start to spawn at various points in the ship at this point and Rufus will go after all of them.
    • <Oct/18> After you get Rufus to the front door and he leaves the mission ends but three more prison guards pop up to fight you.
    • <Oct/20> This is a one time only mission so you will not be able to pull it again and Rufus should not be inside the zone if no one in the team has this mission.
    • <Nov/09> Bug: {Updated} If I'm idle for a while then form a team and hop in the ship quickly most of the time Rufus will not be inside that instance even though I have the mission.

      Some adjustments are being made so hopefully this will be fixed.
    • <Oct/28> Bug: After freeing Rufus I spoke to him while he was sitting down. After that I got the escort mission but Rufus would not stand back up and head out to allow the mission to progress. I tried different things but in the end I had to delete the escort mission and get the initial Rufus mission from the NPC (Unicorn Field Marshal Kurth) again.

      Got word back from a dev on this one. This error happens when you talk to Rufus while he is sitting and close the chat window before he gets up and runs off. For now wait till he's running off before closing the chat window with him to avoid the bug. I was told they'll look into correcting it to avoid that issue.
    • <Nov/09> Bug: {New} Did this with a group recently and when the person with the Rufus mission used the blob (Strange Device) to raise the cage Rufus is in the blob blew up as always, but the cage didn't go up. Rufus would not talk to him so the mission could not be completed in that instance.

      This may also get fixed or changed to avoid it next patch.
    • <Oct/20> Reward: 75k AXP.


    .

    Terminate the Alien Distress Beacon
    • <Oct/11> You get it from the NPC sitting down near the entrance of the S7 gathering zone (Unicorn Field Coordinator Owen).
    • <Oct/11> Use the bomb you are given on the Alien Distress Beacon (in a room West of the central corridors) this completes the mission and spawns four lvl 200 mobs.
    • <Oct/20> For now at least this apparently is a one time only mission. Although the Alien Distress Beacon always spawns in a new instance.
    • <Oct/20> Reward: 75k AXP.


    .

    Kill at least 30 aliens in Sector 7
    • <Oct/20> You get it from the NPC sitting down near the entrance of the S7 gathering zone (Unicorn Field Coordinator Owen) after you've completed the "Terminate the Alien Distress Beacon" mission.
    • <Oct/20> This is repeatable and currently at least has no lockout.
    • <Oct/23> Bug?: Kyr'Ozch Prison Guards including those always spawned with each instance are not counted as kills used for this mission. The four mobs that spawn after blowing up the Distress Beacon do get counted for this mission though.

      The two Kyr'Ozch Prison Guards in every instance when no one has the Rufus mission may be removed next patch and replaced with other mobs. Kyr'Ozch Prison Guards in general will not update this mission by intent. As for the four that spawn after destroying the Distress Beacon, that is not considered a problem.
    • <Nov/09> Bug: {New} One time I was teamed with someone still killing aliens in the ship but I had left the ship, RK beaconed to Tir then later entered the grid. The kills he was making though apparently were counted to my mission as by the time I entered the grid my kill mission completed.
    • <Oct/20> Reward: 20k AXP.


    .

    Missing Power Core
    • <Oct/27> There's an Empty Power Core Slot in a room to the East of the large East room. Right click it to get this mission which has a timer attached to it of three hours. All team members should get the mission before doing the next step so it can properly update for everyone.
    • <Oct/27> You get the three parts (Power Core Mainboard, Power Core Stabilizer & Inactive Power Core) from the three bosses in the North end of the zone. Put those parts together then use the completed Power Core on the Empty Power Core Slot (uses up the Power Core).
    • <Oct/18> Doing this will cause the Kyr'Ozch Technician along with four towers to spawn and gives you a new mission to kill the Kyr'Ozch Technician with a time limit of three hours.
    • <Oct/27> This mission is repeatable.
    • <Oct/24> Reward: 20K AXP.


    .

    Parasite
    • <Oct/11> In the Kyr'Ozch Gene Pool room (near the North end in the middle) there's a device by the pool called an Alien Gene Bank. Use it and you'll be infected with a parasite and get a mission to see the medic near the Unicorns fighting outside the ship.
    • <Oct/11> While infected a lvl 200 alien parasite will spawn every minute or so. These give no XP/SK, AXP or creds from their corpse.
    • <Oct/20> This mission only lasts nine minutes (same length as the infection). After completion you get a two hour nano put in your NCU that will prevent you from being infected again and can not be removed. Once that ends though you can do the mission again.
    • <Oct/20> Reward: 20k AXP.


    .

    Go to Sector 7
    • <Oct/11> You get this as a team alien daily mission from the mission agency.
    • <Oct/11> Go to the Kyr'Ozch Gene Pool room (near the North end in the middle), enter the pool and use (right click) the empty test tube item you were given when you got the mission to fill it. Return the filled tube to the alien agency NPC.
    • <Oct/23> AXP daily reward: Tokens (twice what a regular mission token would give) and in a fashion similar to other dailies gives an amount of AXP related to your current AI lvl (the AXP for 100% to 10% of your current AI lvl).

  3. #3
    Bosses

    There are three bosses spawned at the North end of the zone and one while doing the Missing Power Core mission all of which are lvl 210.

    Drops:
    {Updated} In addition to the listed drops all the bosses can drop one of the new NCU and two or three of the new weapons (weapons are only on test right now).

    Defense Drone Tower (West)
    • <Oct/11> Looks like a big nondescript green tower, it was non-aggressive which doesn't seem right.
    • <Nov/09> {Updated} During the fight mines will appear and eventually despawn in the room at various places. If you step on one you'll usually take some 500-1000 damage plus you and those nearby will be hit typically with about 500-1000 AoE damage. Stepping on it will also fear you forcing you to run around randomly for a while.
    • <Nov/09> {Updated} Mobs can also spawn during the fight (Nanovoider, Detonation Drone & one of the pincer LE mission mobs (Rimah Corsuezo)). Sometimes you can go a while without seeing an add spawned, other times they show up non-stop and can spawn in pairs or one at a time. Nanovoiders don't have much health so should be one or two hit kills. You should not be able to attack Detonation Drones by design, you're suppose to avoid them when they blow up (5k-7k AoE damage). Rimah Corsuezo use the DoT Viral Venom and don't have too much health but can be a real pain.
    • <Nov/09> Bug: {Updated} Detonation Drones on test or live and when in there alone or with a group never seem to have caused me any damage when they blow up near me.

      This is being looked into.
    • <Oct/23> During the fight you can be stunned and there's a sequence that starts out with a lightning blasting down from the top of the tower and ends with a wave coming from above the tower. Before the wave and at the same time as you're hit there's a message that says "You should try to prevent being hit by this attack. It only hits the upper part of your body." If you sit down before the wave you will avoid the effect. If you don't sit down you'll take about 1.5k-3k damage and the tower will be healed a modest amount.
    • <Oct/29> The tower does some 800-1700 energy damage to me (those weren't crits).
    • <Nov/09> Comment: {Updated} Sometimes it stuns steady, can spit out one or two adds at a time often and a number of mines. Then aside from a Charging or Precision tower buffed Technician the Tower boss is the hardest hitting boss now. If they fix the Detonation Drones those could be hard to avoid what with all the stuns, having to sit, mines on the ground or as you're feared from stepping on one so there's another 5k-7k AoE damage which is more than the Kyr'Ozch Protector Drones in the Technician fight. It all seems a bit much for a sub boss as it could be harder than the final boss (Technician) should they get the Detonation Drones working properly.

      With all it's adds, the zone effects and other things doing that much direct damage too seems excessive for a sub boss. Detonation Drones once fixed are a bit unfair in this fight what with all the rest going on limiting your movement. Although the mines wouldn't be a threat if you didn't have to move. So what if there was something else going on instead of running from Detonation Drones? Say something that spawns on the ground at a random location someone has to run to and use (right click) within a certain amount of time or some annoying adds spawn, it heals the tower somewhat or something else like that.
    • <Oct/11> Drops: Viral Belt NCU Slots - & - Power Core Mainboard


    .

    .

    Kyr'Ozch Maid (center)
    • <Oct/11> Looks like a small LE mission "Master of" type boss. There are three cocoons in the pool near it.
    • <Oct/25> The Maid does about 400-900 damage to me.
    • <Nov/09> {Updated} After you attack it Kyr'Ozch Nurse and Kyr'Ozch Guardian mobs start spawning from the two pocket rooms on the West side with one or more coming at a time. The frequency at which they are spawned seems at least semi-random. Sometimes you can go a while without seeing any, other times they get spit out rather frequently. Offspring can spawn from the cocoons at some points in the fight.
    • <Oct/20> The Nurses heal the Maid while the Guardians nuke (Viral Pain) you and Offspring DoT you (Viral Venom).
    • <Oct/29> Killing a Guardian acts as a trigger to spawn more Guardians. So the safest thing to do would be to lead the Guardians out of the room and root, snare or calm them out of the way. If you can't do that then just tough it out as best you can and try to out heal their nukes. Be aware that if an add loses agg when a ways away from the Maid it will then pop back up near the Maid.
    • <Nov/09> Comment: {Update} Now that the S7 nuke and DoT have a defence check (80% Nano Resist) this seems more manageable and makes other profs potentially more useful. Still not a fan of the kill one Guardian and it spawns two more thing though as it means if you bring a calmer the fight becomes much much easier.
    • <Oct/24> Comment: After the Maid loses agg on everyone and is back to full health it would be good if all the remaining Nurses and Guardians were to eventually despawn.
    • <Oct/11> The Maid can't move around but will warp and root players to it.
    • <Oct/11> Drops: Basic Belt - & - Power Core Stabilizer


    .

    .

    Control Leech (East)
    • <Oct/20> Looks like an average sized squid like LE mission mob.
    • <Oct/29> It seems to use three damage types with melee being the weakest damage type hitting me for about 500-700 damage but the other two (chem & rad) hit at about 1k-1.3k (those weren't crits) with a good AR as well.
    • <Nov/09> {Updated} For added fun it can force you to attack others in your team (Warped Mind, nine second duration) although if no one else is around it acts almost like a stun and forces you to break attack as well. Thankfully if Warped Mind is already in your NCU another will not be able to take affect.
    • <Nov/09> {Updated} After the Warped Mind nano times out you will get a Will Power nano that will make you immune to the Warped Mind one for twenty seconds.
    • <Oct/28> While under the effect of Warped Mind you can still use items and perks on yourself, others or the Leech that are self only or used on your nano target.
    • <Oct/20> If you run it will chase after you and seems to do so better than it did when it was larger.
    • <Nov/09> Comment: {Updated} With the new changes to Warped Mind and Will Power the fight feels more frantic than before. It's nice not to lose control of your char for as long at one time as you used to which made the fight rather frustrating at times. It all feels about right the way it is now.
    • <Oct/18> Drops: Viral Belt Control Component - & - Inactive Power Core


    .

    .

    Kyr'Ozch Technician (Missing Power Core mission boss)
    • <Oct/18> The Kyr'Ozch Technician looks like a giant Zix which does not move from its spot but can warp and root people to its location.
    • <Oct/18> At first the Technician seems really weak and has no heal delta. You also notice that the towers at each of the four corners of the room don't do anything nor can be attacked.
    • <Nov/09> {New} The Technician when unaided by towers usually did about 150 damage with one attack and 800 or somewhat more with another to me.
    • <Nov/09> {Updated} After you knock the Technician's health down to certain points one of the towers can, but may not always activate giving the Technician added abilities for at least as long as the tower is up. The heal delta from the Fuel tower though stays for the remainder of the fight. When a tower activates it can be attacked and attacks you both directly and with nukes (Viral Pain). All the towers have a heal delta.

      Alien Charging Tower
      1500 to all damages and 800 AAO.
      Alien Precision Tower
      75% increased crit chance.
      Alien Shield Tower
      Provides a shield that blocks physical attacks and specials, not nano damage though.
      Alien Fuel Tower
      Gives the Technician a heal delta plus heals the Technician.

      A bunch of Kyr'Ozch Protector Drones can pop up during the fight as well which do 5k AoE damage each when they blow up.
    • <Oct/18> One thing I noticed was that I had to pretty much get right on top of the tower to be in attack range with fists as weapons. The Technician was still able to hit me from there but would warp and root me back now and then anyhow.
    • <Oct/18> Right before the very end the everyone will be turned into a little zix which prevents you from attacking. Although this is just a "freindly" nano so you can right click remove it from your NCU.
    • <Nov/09> Comment: {Updated} This fight runs very hot and cold. When there's no active towers it's really easy as the Technician is weak. I've been able to spend several minutes running in there taking screen grabs while ignoring the Technician at the start of the fight without much trouble. If it's buffed by the two defensive towers (Fuel and Shield) it's still easy enough as you can ignore the Technician readily enough while dealing with the tower. Then the Precision tower activates and if the Technician hits, it hits hard. The Charging tower is even worse as it hits not only hard but much more often too. On top of all that they nuke making things even worse. The Kyr'Ozch Protector Drones are a real pain that you will either avoid or likely killed by.

      I'd say don't let the offensive towers nuke and perhaps remove their heal delta. Be good if the fight was normalized some. That is the towers still buff the Technician with the things they do now. Although the two offensive ones don't buff it by as much while the regular attack capacity of the Technician is increased.
    • <Nov/09> Bug?: {New} The Viral Belt Nanobot Power Unit is not a 100% drop while the other three belt parts from the other bosses are, which seems odd.

      This is being looked at.
    • <Oct/18> Drops: Viral Belt Nanobot Power Unit - & - Kyr'Ozch Storage Container (contained the Kyr'Ozch Nano Protection Ring) or Kyr'Ozch Storage Box (Viral Communications Larvae; S7 com relay)

  4. #4
    Loot

    These items are drops, made or come as a combination of drops and a quest.

    • <Oct/21> Viral Belt Component Platform which is a six slot belt that gives +5 to all base abilities, 20 NCU, 100 max health and 100 max nano while only requiring 1126 CL, level 151+ and the AI expansion to wear. The four base items to make it come from the four bosses and don't have nodrop tags, but once you start putting the pieces together it becomes nodrop unique.
    • <Oct/27> Kyr'Ozch Nano Protection Ring giving 200 NR, +7% XP, 50 run speed and is nodrop unique. It also can not be worn with HH@B or the other Pand protection rings but has no Pand protection. Comes from a Kyr'Ozch Storage Container.
    • <Oct/28> Viral Communications Larvae, this is the S7 Communication Relay. +25 to all nano skills, is nodrop unique, goes in Util 3, requires 500 psychic, the AI expansion and AI tech three perked. When equipped it can be used to hit you with a four hit nano that recovers 5% of your nano on each tick. Comes from the Kyr'Ozch Storage Box.
    • <Oct/29> Active and passive versions of three types of RK buff items that go in deck slots (nano cost reduction (deck 5), nano range increase (deck 3) & nano interrupt reduction (deck 4)), all also give you NCU. Active versions give a better bonus but less NCU (42) while passive give more NCU (84) but a smaller bonus. None of them give as much of a bonus as QL 200 versions of the old RK ones, but those only had a bonus but no NCU. Require 1126 CL, the AI expansion and are not nodrop nor unique.
    • <Oct/11> Two new types of NCU memory items, one adding to XP gains (+2%) and another to damage (+5 to all) as well as 64 NCU for each. Both only go in slots three and four, have requirements of 501 CL, the AI expansion and are not nodrop nor unique.
    • <Nov/09> {Updated} Sixteen special edition AI weapons (only on test at the moment).
    • <Oct/21> Two special boxes that you open with a screwdriver to get something (protection ring or S7 com relay). The boxes are neither nodrop nor unique.
    • <Oct/18> LE VP clumps.
    • <Oct/27> The Kyr'Ozch Technician if you're lucky can drop lead bots which will be from around QL 160-260.





    Trade skills

    <Oct/23> All the items for the core and the Power Core itself are unique.
    1. Power Core Stabilizer + Power Core Mainboard = Power Core Base Unit
    2. Inactive Power Core + Power Core Base Unit = Power Core


    <Oct/20> The four items to make the belt are not nodrop but the final belt is.
    1. Viral Belt Control Component + Basic Belt = Belt with Control Component
    2. Viral Belt NCU Slots + Belt with Control Component = Viral Belt
    3. Viral Belt Nanobot Power Unit + Viral Belt = Viral Belt Component Platform












    Misc Issues

    • <Oct/20> If you get kicked out of the ship or logged out inside it you will find yourself on the wrong side of the door to the ship in the outside area.

      This apparently is an old issue affecting other zones as well to some degree.
    • <Oct/23> This likely applies to all DoTs but after the mob that hit you with the DoT is dead your reflect shield no longer reduces the damage of the DoT.
    • <Oct/24> If you log out in the S7 outpost/gathering area it shows as "Unknown <4468>" in the log in window.
    • <Nov/09> {New} Being on an incline with some rocks in front of it getting in the ship can be a bit annoying at times. I've landed between the ledge before the door and the rocks or off to the side different times which can take a bit of jumping and running around to get out of. Maybe remove the rocks and raise the ground in front of the opening some plus level it off just in front.

  5. #5

  6. #6
    Where's the Viralbots?
    Because Race Yalm

  7. #7
    Quote Originally Posted by MajorOutage View Post
    Where's the Viralbots?
    Not here, at least not yet. Although I'd be a bit surprised if they added them here.

  8. #8
    That's just all kinds of fail then.
    Because Race Yalm

  9. #9
    Nice reporting Phoenix.

  10. #10
    yeah, very nice work.

    I'm kinda wondering what active/passive stands for in relation to the NCU's.
    Last edited by Notcrattey; Today at 05:51:45. Reason: Didn't actually edit it, was a mistake!

  11. #11
    Quote Originally Posted by PhoenixOfAges View Post
    <Oct/11> Two new types of NCU memory items, one adding to XP gains (+2%)[/b]
    ! Lucrative business ahoy! For the power levellers, given that they aren't UNIQUE or NODROP, that's like +4 exp gains for people willing to AFK hard or arid farm with gimped NCU.

  12. #12
    Quote Originally Posted by Waahash View Post
    ! Lucrative business ahoy! For the power levellers, given that they aren't UNIQUE or NODROP, that's like +12 exp gains for people willing to AFK hard.
    4%; they only go in two slots. :/

    Still though, that does mean something to a lot of powerlevelers, who want the most out of their XP.
    [[ RYUAHN | 220/21 Opifex Trader
    == Proud Member of Core ==
    [[ ALASTROPHE | 220/15 Solitus Martial-Artist

    Quote Originally Posted by Raggy View Post
    There is literally nothing wrong with {Shutdown Skills} in it's current incarnation. What should be being looked at is the reason why it's needed so much. E.g, the incredible amount of Alpha being thrown around and the fickleness of Evade profs.
    Quote Originally Posted by Cratertina View Post
    I walk in to BS... could not perk people... with 3704 AR and 300 AAD drain... NT facerolled me, shade instagibbed me, after a few minutes I just decided not gonna bother.

  13. #13
    I had some loot drop ( not mentioned here yet) that people will like. I am not going to say more because test is subject to change before live.
    I have done the instance probably 8 times since latest patch and got 1 drop so far.

    other items have been reduced in drop rate though, before latest patch I would always get some sort of cost reducer or range incereaser from each boss, while now it is common to not see one of those items drop from the 4 bosses.

    the other "box" item is the Viral Communications Larvae. this and the ring seem to have a medium % drop. haven't done enough runs through to guess at % rate though...
    Tir Muffin Co-op : Free muffin lovin' for all teh clanners

  14. #14
    Quote Originally Posted by Dogtrauma View Post
    I'm kinda wondering what active/passive stands for in relation to the NCU's.
    As noted "active versions give a better bonus but less NCU (42) while passive give more NCU (84) but a smaller bonus. None of the ones I looked at seem to give as much of a bonus as QL 200 versions of the old RK ones, which only had a bonus but no NCU."


    -------------------------


    Quote Originally Posted by nubbs View Post
    I had some loot drop ( not mentioned here yet) that people will like. I am not going to say more because test is subject to change before live.
    I have done the instance probably 8 times since latest patch and got 1 drop so far.

    other items have been reduced in drop rate though, before latest patch I would always get some sort of cost reducer or range incereaser from each boss, while now it is common to not see one of those items drop from the 4 bosses.
    The weapons are being reworked now so were removed from drop tables which I mentioned in the general info and boss sections where the weapon drops were mentioned. NCUs are just boss drops apparently and I haven't seen any this patch so mentioned they may have been removed this patch as well in the boss section.

    Quote Originally Posted by nubbs View Post
    the other "box" item is the Viral Communications Larvae. this and the ring seem to have a medium % drop. haven't done enough runs through to guess at % rate though...
    Me either. Although I'm more interested in checking that things work as they should and the stuff in there isn't too easy or too hard. Drops and drop rates can get tinkered with one way or the other steady, even after it hits live. So other than casual observations and the more fixed drops I'm not worried about that info.

  15. #15
    Quote Originally Posted by Saetos View Post
    4%; they only go in two slots. :/

    Still though, that does mean something to a lot of powerlevelers, who want the most out of their XP.
    Did'st thou edit thine post to make me look like I typed 12?!

    Yes, I instantly remembered that they went into slot 3/4 like the Virral Memory Storages, so I changed it.

    Deal with it.

  16. #16
    No, what i meant was do you have to click the *ACTIVE* version to get the bonuses?
    Or is active/passive just the name given to them by FC?
    Last edited by Notcrattey; Today at 05:51:45. Reason: Didn't actually edit it, was a mistake!

  17. #17
    Quote Originally Posted by Dogtrauma View Post
    No, what i meant was do you have to click the *ACTIVE* version to get the bonuses?
    Or is active/passive just the name given to them by FC?
    Ah, no they're NCU chips you put in your deck that have bonuses in them which you get when they are installed. Active and passive are just names to differentiate the two types. That is one that focuses on the bonus and one that focuses on the NCU capacity, they are two completely different items. There are old RK ones like them as I said in the write up and from what I remember they're locked for the same deck slots.

  18. #18
    Thanksies
    Last edited by Notcrattey; Today at 05:51:45. Reason: Didn't actually edit it, was a mistake!

  19. #19
    So I poked around in the DB rip info again and found something interesting. The S7 DoT (Viral Venom, used by Kyr'Ozch Offspring and Rimah Corsuezo) and S7 nuke (Viral Pain, used by Kyr'Ozch Guardians) have no defense checks at all. None, zilch, nada, zipo. Other things that do have def checks showed them, these didn't. Nuts huh?

    I do hope this is an oversight/mistake like how the DoT was given an interval of five between hits which would be five milliseconds rather than five seconds. If not it means the only thing you may be able to resist in S7 with NR are the nukes of regular mobs.

  20. #20

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