Difference between revisions of "Shard Dungeons"

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(Added table for number of mutations per shard tier. removed levels from mutations table)
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Any legendary weapon that drops in a level 15 shard is a +6
 
Any legendary weapon that drops in a level 15 shard is a +6
  
Shards are acquired from defeating a boss in any unsharded dungeon. Shards will only appear in boss chests if the currently equipped class upon boss death is level 30 and there are no shards in the players inventory. Shards can be accumulated by a player if they are stored in the player house before starting each dungeon. 2 shards will drop in a dungeon if a player waits to open both boss chests until both bosses are dead.
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Shards are dropped by bosses in unsharded dungeons. Shards will only appear in boss chests if the currently equipped class upon boss death is level 30 and there are no shards in the players inventory. Shards can be accumulated by a player if they are stored in the player house before starting each dungeon. 2 shards will drop in a dungeon if a player waits to open both boss chests until both bosses are dead.
  
Enemies in shard dungeons will have mutations.
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[[File:Shard.PNG|100x100px]]
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 +
[[File:Shard_Pedestal.jpg|250x250px]]
  
Minor mutations remain active during boss fights while Major and Brutal Mutations do not unless otherwise stated.
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In addition to the timer shard dungeons also have mutations which greatly increase the difficulty of the dungeon.
  
Additionally, the major and brutal mutations rotate each week and remain constant across all shards for that week.
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Minor mutations remain active during boss fights while Major and Brutal Mutations do not unless otherwise stated. All major and brutal mutations rotate each week and remain constant across all shards for that week.
  
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
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| 15 || 3 || 3 || 2
 
| 15 || 3 || 3 || 2
 
|}
 
|}
 
[[File:Shard.PNG|100x100px]]
 
 
[[File:Shard_Pedestal.jpg|250x250px]]
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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! style="text-align: center; font-weight:bold;" | Notes
 
! style="text-align: center; font-weight:bold;" | Notes
 
|-
 
|-
| Aggressive || 25% Increased enemy basic attack speed ||  
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| Aggressive || Increased enemy basic attack speed ||  
 
|-
 
|-
 
| Alert || Doubled enemy aggro range || Can cause enemies to aggro through walls
 
| Alert || Doubled enemy aggro range || Can cause enemies to aggro through walls
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| Mobile || Doubled enemy movement speed ||  
 
| Mobile || Doubled enemy movement speed ||  
 
|-
 
|-
| Strong Willed || ?% Reduced Magical Damage ||  
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| Strong Willed || ?% reduced magical damage ||  
 
|-
 
|-
| Thick Skinned || ?% Reduced Physical Damage ||  
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| Thick Skinned || ?% reduced physical damage ||  
 
|-
 
|-
 
| Unprepared || Initial attack does increased damage<br>Proceeding attacks do reduced damage ||  
 
| Unprepared || Initial attack does increased damage<br>Proceeding attacks do reduced damage ||  
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| Difficult to Dodge || Enemy ranged attacks are faster ||  
 
| Difficult to Dodge || Enemy ranged attacks are faster ||  
 
|-
 
|-
| Hot Foot || Standing still for more than 5 seconds applies a damage over time to players || continuing to stand still stacks the debuff<br>any registerable movement resets the timer
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| Hot Foot || Standing still for more than 5 seconds applies a damage over time to players || Continuing to stand still stacks the debuff<br>Any registerable movement resets the timer
 
|-
 
|-
 
| Afflicted ||  ||  
 
| Afflicted ||  ||  
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| Last Stand || Below 30% health, enemies do 200% damage ||  
 
| Last Stand || Below 30% health, enemies do 200% damage ||  
 
|-
 
|-
| Discontent || Killed enemies drop poison pools || pool damage scales with enemy difficulty and elite pools deal more damage<br>layered pools stack damage
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| Discontent || Killed enemies drop poison pools || Pool damage scales with enemy difficulty and elite pools deal more damage<br>Layered pools stack damage
 
|-
 
|-
| Unstable || Killed enemies explode, damaging everything || enemies have a _ second fuse before exploding
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| Unstable || Killed enemies explode, damaging everything || Enemies have a _ second fuse before exploding
 
|-
 
|-
 
| Sickness || You attack can proc healing debuffs on you<br>Stacks up to 5 times ||  
 
| Sickness || You attack can proc healing debuffs on you<br>Stacks up to 5 times ||  
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| Virus || One player has a stack of poison that reapplies to a random player every ? seconds ||  
 
| Virus || One player has a stack of poison that reapplies to a random player every ? seconds ||  
 
|-
 
|-
| Reaction Test || red sparkles spawn near players that deal damage???? || does negligible damage and can be ignored<br>sparkles drop items like normal enemies
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| Reaction Test || Red sparkles spawn near players that deal damage???? || Does negligible damage and can be ignored<br>Sparkles drop items like normal enemies
 
|-
 
|-
| On Your Toes || Yellow rings spawn below players that damage players standing in them || does negligible damage and can be ignored
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| On Your Toes || Yellow rings spawn below players that damage players standing in them || Does negligible damage and can be ignored
 
|-
 
|-
 
| Powered Strikes || Increased projectile damage ||  
 
| Powered Strikes || Increased projectile damage ||  
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! style="text-align: center; font-weight:bold;" | Notes
 
! style="text-align: center; font-weight:bold;" | Notes
 
|-
 
|-
| Resurrection || Enemies have a 10% chance to resurrect with full health on death || resurrected enemies cannot resurrect a second time
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| Resurrection || Enemies have a 10% chance to resurrect with full health on death || Resurrected enemies cannot resurrect a second time
 
|-
 
|-
 
| Shared Pain || Player deaths cause all players to take damage equal to half their max hp || Unbending can prevent dying
 
| Shared Pain || Player deaths cause all players to take damage equal to half their max hp || Unbending can prevent dying
 
|-
 
|-
| Reflective Strikes || Enemies will gain shield that reflect damage done to them || only one enemy can have a shield at a time
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| Reflective Strikes || Enemies will gain shield that reflects damage done to them || Only one enemy can have a shield at a time
 
|}
 
|}

Revision as of 23:13, 5 August 2020

A shard dungeon is a more difficult variant of an existing dungeon with enemies at or above level 30. Additionally, upon using a shard a 30 minute timer will start and a completion percentage will be displayed. If both bosses are defeated and enough enemies are killed to complete the dungeon within the time limit the shard will gain a level. If the dungeon is completed in less than 15 minutes the shard will gain 2 levels. If the timer hits 0 before both boss chests have spawned and 100% completion the shard will go down 2 levels and disappear if below level 1. Shards dungeons range in difficulty from tier 1-15 based on the shard used to invoke them and provide different tiers of rewards based on difficulty. Dungeons can be completed after the time has elapsed to still gain loot but mob groups respawn after an hour and may need to be recleared to reach the boss.

The shard returned at the end of the dungeon and all gear dropped are temporarily tradable between party members while still within the shard. Gear above one's level will apply stats equal to gear of the character level in addition to the + bonus and will scale as they level. ex: 30+2 gun used by a lvl 18 scoundrel counts as a 18+2 (lvl 20) gun.

Shard Tier Gear Bonus Style
1-3 +1 Shard Style A
4-7 +2 Shard Style A
7-9 +3 Shard Style B
10-12 +4 Shard Style B
13-15 +5 Shard Style B

+3 or higher Weapons will have affixes(link here)

Any legendary weapon that drops in a level 15 shard is a +6

Shards are dropped by bosses in unsharded dungeons. Shards will only appear in boss chests if the currently equipped class upon boss death is level 30 and there are no shards in the players inventory. Shards can be accumulated by a player if they are stored in the player house before starting each dungeon. 2 shards will drop in a dungeon if a player waits to open both boss chests until both bosses are dead.

Shard.PNG

Shard Pedestal.jpg

In addition to the timer shard dungeons also have mutations which greatly increase the difficulty of the dungeon.

Minor mutations remain active during boss fights while Major and Brutal Mutations do not unless otherwise stated. All major and brutal mutations rotate each week and remain constant across all shards for that week.

Shard Tier Minor Major Brutal
1-3 1 0 0
4-6 2 0 0
7-9 2 1 0
10 2 1 1
11-12 2 2 1
13-14 3 3 1
15 3 3 2
Minor Mutations
Mutation Effect Notes
Aggressive Increased enemy basic attack speed
Alert Doubled enemy aggro range Can cause enemies to aggro through walls
Dumbfounded Reduced ultimate charge rate
Indecisive Less threat generation
Mobile Doubled enemy movement speed
Strong Willed ?% reduced magical damage
Thick Skinned ?% reduced physical damage
Unprepared Initial attack does increased damage
Proceeding attacks do reduced damage
Break It Enemy inductions require 2 interrupts Does not affect bosses
Difficult to Dodge Enemy ranged attacks are faster
Hot Foot Standing still for more than 5 seconds applies a damage over time to players Continuing to stand still stacks the debuff
Any registerable movement resets the timer
Afflicted
Weakened
Major Mutations
Mutation Effect Notes
Vindictive Enemies that die give a 10% damage boost to nearby allies
Last Stand Below 30% health, enemies do 200% damage
Discontent Killed enemies drop poison pools Pool damage scales with enemy difficulty and elite pools deal more damage
Layered pools stack damage
Unstable Killed enemies explode, damaging everything Enemies have a _ second fuse before exploding
Sickness You attack can proc healing debuffs on you
Stacks up to 5 times
Virus One player has a stack of poison that reapplies to a random player every ? seconds
Reaction Test Red sparkles spawn near players that deal damage???? Does negligible damage and can be ignored
Sparkles drop items like normal enemies
On Your Toes Yellow rings spawn below players that damage players standing in them Does negligible damage and can be ignored
Powered Strikes Increased projectile damage
Wild Creatures Enemies randomly switch aggro every 20 seconds
Infection Enemy DoTs do more damage
Brutal Mutations
Mutation Effect Notes
Resurrection Enemies have a 10% chance to resurrect with full health on death Resurrected enemies cannot resurrect a second time
Shared Pain Player deaths cause all players to take damage equal to half their max hp Unbending can prevent dying
Reflective Strikes Enemies will gain shield that reflects damage done to them Only one enemy can have a shield at a time