-Abilities that act on hit should last only as long and affect the number of targets as intended.
-Updated all percentage damage increasing effects to use the same method of damage increase. This change should make damage increases easier to understand and behave more consistently.
-Updated all effects which heal for a flat amount, such as Karma Curio and Turn the Tables, to take into account negative healing modifiers from effects such as Corrupted.
-Damage over time effects, proc effects, and persistent ground damaging areas applied by players are now able to critically hit and penetrate. Likewise, they are now also able to glance and be blocked. These effects will still not trigger other effects, ie: a damage over time crit will not trigger One in the Chamber, they will just have their damage modified by these hit event types.
-Fixed an issue which caused Elemental Force to gain stacks when queuing a non-stack building ability after a damaging ability with a cast time.
-Abilities such as turrets and manifestations which do not advance the Elemental Force counter are no longer able to take advantage of the bonus effect this passive generates.
-Abilities which do not benefit from Elemental Force should no longer advance the counter and consume the effect.
-Abilities which benefit from Elemental Force should now always advance the counter and consume the effect.
-Criticality will now only cause damage to a single target once per second. For example, if you critically hit 5 targets in an AoE, there will no longer be 5 Criticality chains generated.
-Arterial Pulse will now only cause damage to a single target once per second. For example, if you penetrate 5 targets in an AoE, there will no longer be 5 additional hits of Arterial Pulse generated.
-Fire in the Hole now has two damage components, one delayed and one upon activation. The delayed damage from this ability is now treated as a proc effect and cannot trigger or benefit from Elemental Force or other passive effects.
The long and the short of it is no more double+ dipping on Elemental Force, no more jiggering Seal the Deal to your always be your big hit, AND several of the big hitters got turned into multihitters so their entire dmg isn't boosted by EF.
The rest of the notes at
The Secret World.
Glad to see they've removed cooldowns from some Elementalism consumers. Abilities requiring resources, have cast times, AND have cooldowns? Noone else plays that fucking resource tetris (blood comes close, but they can always (and nearly always SHOULD) just burn hps instead) and a cooldown plus a cast time is just a nutshot after you've already been kidney punched. Still, this rethink didn't touch manifestations (boo). Someone somewhere forgot the "here's 3 options, pick 2" ideal.