In the last few minor updates, we have seen changes in the tiering system, and the removal of the tiering skill in the crafting system, in the latest release further modification have been made to the tiering, enhancers and crafting system.
The equipment tiers for each level has now been changed to a new single TIR system, rather than having individual tiers levels for each level, the equipment now has a single TIR value. For unlimited equipment the TIR value can range from 1-200, for limited equipment the TIR value can be as high as 4000.
Armour equipment tiering has been adjusted closer to the amount of damage absorbed to the total protection of the armour part. This change makes it faster to tier armour parts versus tougher enemies, while the total armour deterioration would remain the same against weaker enemies
Limited tools no longer have a sound effect for when they gain a minor tier increase.
Changes to limited items makes it easier to gain an increases at higher item tiers, but slightly more difficult at lower item tiers. This change provides a more smooth and predictable item tiering progression.
Limited tools has an increased probability of gaining a minor tier increase as their Trade Terminal value decreases.
Limited armour parts has their maximum tier potential determined by their Trade Terminal value rather than the speed at which they gain tiers, as limited items life span is determined by their value.
Unlimited excavators now gain minor tier increases at the same rate as weapons.
The tier increase probability for unlimited armour parts are now based on how likely each armour part is to get hit. Each armour part of course still has its own TIR, so the tier speed of any individual part may still be faster/slower than that of another.
While the break chance was always influenced by the benefit provided to the item being enhanced, it has now been changed to be in line with the benefit it provides.
This means that a damage enhancer inserted into a low-damage item such as the Sollomate Opalo, the Jester D1 or the Barbarella Z12, will have an extremely low chance of breaking. While compared to one attached to a high-damage item such as the Unique Dub or the McCormick Terminator. A high-damage, short-range shortblade will consume range enhancers much more slowly than damage enhancers.
Changes in the crafting system will now produce better returns, resulting in less fails and more near success.
Shrapnel has been added as a scrap resource for failing in manufacturing, with a lower priority than residue. This means that manufacturing attempts on blueprints with a very low Trade Terminal input value previously would result in a failed attempt, and will now result in a near success and provide shrapnel instead and a small amounts of shrapnel will also be included in manufacturing attempts on all blueprints that result in success or near success for any remaining value below 1 PEC.
Other Changes, Fixes and adjustments:
Adjusted drop rates for Garnet, Opal, Emerald, Ruby and Diamond.
Buff effects are now displayed in an item tool tips when hanging the mouse over an item, and heal per second information has also been added to tool tips for healing tools.
It is now possible to turn in attribute tokens in quantities that do not award a full attribute point, removing the need to keep these items in inventory or storage.
The rewards and thresholds has been adjusted for the Ambulimax Codex.
Fixes include incorrect energy burn value for the M91 Stalker Augmented weapon, an issue causing “This person cannot be a disciple” message to repeat on screen, and an issue causing boss damage deflection buffs not to deflect damage in all situations.
Finally the usual server performance improvements and optimisations, specifically tailored to better handle an increased numbers of participants.