Game Update 58

Test server notes

Power Set "Mid-Range" improvements: Munitions, Rage
With Game Update 58, we are continuing with the release of improvements to powers in game by adding a "mid-range" damage option. This update includes changes to the Munitions and Rage Power sets. A full list of improvements and updates are included in the full public notes.

Rage

 * Increased the instant and Power Interaction damage caused by the following abilities when used from the tray:
 * Eviscerating Chain
 * Outrage
 * Rage Blast
 * Without Mercy
 * Dreadful Blast
 * Frenzy
 * Ragebringer
 * Revenge
 * Removed any damage restrictions to allow full Advanced Mechanic damage to be performed while in the Tank role.
 * Increased the duration of the Savage state to three seconds to allow a chance to recover from interruption.
 * Plasma Retch now causes additional damage over time when applied while in a Savage state. This additional damage over time effect does not stack with Galling Eruption.
 * Dreadful Blast now causes increased damage, with the most damage caused being caused within 13m of a target.
 * Melee Rage Combos now share the same damage potential as other short range Advanced Mechanics.

Munitions

 * Increased the instant and Power Interaction damage caused by:
 * Flak Cannon
 * Laser Net Launcher
 * Multi-Net Launcher
 * Particle Gun
 * Railguns
 * Smoke Grenade Launcher
 * Splosion
 * Chain Gun
 * Shrapnel Grenade Launcher
 * Rocket Launcher
 * Rocket Jump
 * Pump Action Shotgun
 * Bullet Frenzy Advanced Mechanic
 * The damage caused by the Bullet Frenzy advanced mechanic increases based on how close you are to your target. You cause the most damage at short range which is inside of 7m, medium damage between 7 and 13m, and the least damage at long range which is beyond 13m.
 * Bullet Frenzy no longer silently fails if you accidentally use an ability too early (this could happen with certain rotations if you were fast). Instead, all Bullet Frenzy abilities now have a standard cooldown of 3.5 seconds. When Bullet Frenzy becomes active, any ability that can take advantage of Bullet Frenzy may be used.
 * While in Combat Bullet Frenzy becomes active after 1.5 seconds instead of four seconds.
 * Increased the duration of Bullet Frenzy slightly, allowing a brief moment to recover before the effect fades.