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Aug 18th, 2020
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  1. - Passive Added: Quickdraw. Your primary automatically reloads when using any skill. This is what Lights Out was doing before this update, but now applied to the Secondary and Utility skills as well.
  2. The goal of this passive is to make Bandit's kit flow better by allowing him to skip the downtime he has while reloading.
  3.  
  4. - New Secondary Skill: Cluster Bomb
  5. - Explodes for 400% damage, then releases 6 mini bomblets that explode for 1020% damage (0.6 proc coefficient).
  6. - Stuns enemies.
  7. - The main bomb bounces on surfaces but sticks to enemies. The mini bomblets roll on the ground and explode when they touch an enemy.
  8.  
  9. - New Special Skill: Rack Em Up
  10. - Deals 6x70% damage, and resets cooldowns on kill.
  11. - Consecutive hits deal +70% damage each.
  12. - Gains +70% damage per unique debuff on the target.
  13. - Each shot applies 1 stack of the Lights Out debuff.
  14. - Shorter grace period than Lights Out.
  15. - Max range is 120.
  16. - Inaccurate.
  17.  
  18. - Lights Out range increased from 1000 to 2000.
  19. - Lights Out and Rack 'em Up now resets cooldowns even if your kill is stolen by an ally.
  20. - Multiple Bandits can now reset their cooldowns on the same target.
  21. - Lights Out damage reduced from 450% to 420%.
  22. - Lights Out debuff bonus damage increased from 300% to 420%.
  23. - Lights Out debuff bonus damage now only applies to Debuffs and DoTs, instead of all buffs.
  24. - Lights Out debuff bonus damage now only counts unique debuffs.
  25. - Lights Out grace period duration now scales based on enemy HP% before the shot hits. Enemies at 100% HP will only provide a 1.5s grace period, which increases up to 4.5s as their HP approaches 0%.
  26. - Enemies marked by Lights Out and Rack 'em Up now get a stacking -10% move speed penalty.
  27. Lights Out's debuff no longer includes stacks due to difficulty balancing it, especially now that bleed duration resets. In exchange, the debuff bonus damage was increased.
  28.  
  29. - Scatter pellet damage increased from 75% to 80%.
  30. - Scatter pellet count decreased from 7 to 6.
  31. - Scatter pellet radius increased from 0.3 to 0.4.
  32. - Scatter reload time increased from 0.5 to 2.5s.
  33. - Scatter individual shot reload disabled.
  34. - Scatter can now dry-fire on an empty mag at a reduced fire rate.
  35. - Scatter range reduced from 150 to 120
  36. - Scatter now uses the vanilla Brainstalks behavior for the sake of consistency with other survivors.
  37. Scatter's individual shot reload made it scale poorly compared to Blast, so it was removed. Dry firing was added to simulate how you would be able to fire off a shot every second with the individual shot reload. Damage was reduced due to being able to fire longer with the new Passive.
  38.  
  39. - Blast damage reduced from 270% to 230%.
  40. - Blast range reduced from 300 to 250.
  41. - Blast recoil increased from 1.3 to 1.4.
  42. - Blast spread reduced from 0.2 to 0.
  43. - Blast spread while mashing is now 0.4.
  44. - Blast reload time increased from 1.5s to 2s.
  45. - Blast can now dry-fire on an empty mag at a reduced fire rate.
  46. - Blast now uses the vanilla Brainstalks behavior for the sake of consistency with other survivors.
  47. Dry firing was added to make the skill behave consistently with Scatter. Damage was reduced due to being able to fire longer with the new Passive.
  48.  
  49. - Thermite Bomb now applies a stackable slow that counts towards Lights Out/Rack em Up bonus damage.
  50. - Thermite Bomb damage increased from 160% to 240%.
  51. - Thermite Bomb proc coefficient increased from 0.6 to 1.0.
  52. - Thermite Bomb max stock reduced from 2 to 1.
  53. - Thermite Bomb burn duration reduced from 12s to 8s.
  54. - Thermite Bomb now arcs.
  55. - Thermite Bomb now immediately explodes on impact.
  56. - Thermite Bomb cooldown increased from 5s to 7s.
  57. Arcing was a commonly requested feature, so it was added to all grenades. All grenades now have a full proc coefficient to make them scale better. Their raw damage has been reduced and their cooldowns have been increased so that they don't become your primary damage dealing source when stacking Backup Mags. Thermite had its stock reduced from 2 to 1 since it now is the only skill that has a stackable debuff that Bandit's Specials can benefit from.
  58.  
  59. - Acid Bomb now arcs.
  60. - Acid Bomb damage decreased from 320% to 240%.
  61. - Acid Bomb proc coefficient increased from 0.6 to 1.0.
  62. - Acid Bomb cooldown increased from 5s to 7s.
  63.  
  64. - Smokebomb now slows enemies that are immune to stuns. This is so that it retains its debuff-applying abilities against unstunnable enemies.
  65. - Simplified Smokebomb code.
  66.  
  67. - Removed Assassinate
  68. Assassinate was one of Bandit's least-used skills, disliked by a majority of players. It didn't fit Bandit's playstyle well, and felt like a skill meant for an entirely different character.
  69.  
  70. - Added missing displays for all items and equipments as of the Artifacts update.
  71. - Added config options for max stock on all skills.
  72. - Added extra config options related to the new skill features.
  73. - Fixed console errors related to the Logbook.
  74. - Fixed Bandit's model being transparent in the character select menu.
  75. - Bandit's default skin now fills a skin slot (Thanks rob!). Mod should now be compatible with SkinAPI.
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