4z234o
official forums, or our Copy paste below:
Ryan Dening (Lead Concept Artist) and armor set.
Once in the game, designers create a map between all the items that look cool together, but we work to get you as close as possible so that it’s easy for you to complete the last steps.
Raalat: The Toxic Scan ability purges two effects. If a target has more than two purgable effects, how is it determined which are purged?
Austin Peckenpaugh (Senior Designer): You can typically expect the oldest effect to be removed first.
Daitenzin: Does the team have any concerns about how the 1.3 changes will affect how Assassins/Shadows will perform as tanks compared to the other tanking options in an Operation situation?
Austin: No, not especially. I know a lot of players feel like this was a players have correctly identified as an issue is that some Operations bosses deal significantly more Force/tech damage than weapon damage, which favors tanks with high mitigation over those with high shield/avoidance.
Therefore, it’d be more accurate to say that I’m more concerned that we’re boss encounter, which is why tank survivability is measured against a norm, and why we’re going to be pushing harder to hit that norm in the future – either through tweaks in boss damage or tweaks to the way shields work.
Fireblazer: Any chance we will be able to get extra legacy system?
Daniel Erickson (Lead Game Designer): There will definitely be more slots appearing in the near future. Stay tuned for details.
RamathRS: The “Smart” abilities look to be amazing. I am very eager to try these out. However, will these same always forced to turn off this key and essential ability to preserve ongoing CC.
Austin: This sounds like a good idea and is plenty plausible. We’ll look into it. Thanks.
HeavensAgent: In general how are random loot tables defined, and when an item is awarded how is the loot table it originates from determined? Are they based on planet? Item level? Item quality?
David Hunt: We have a hierarchy of different loot tables for different purposes and functions. Loot falls into three broad categories:
1. Random Loot. When you kill something in the Custom loot uses class restrictions extensively. Sometimes, custom loot is all class restricted and it’s not possible to get an item for classes that aren’t present. Weighting is also much simpler in custom loot packages, but with randomness there’s a high probability that a single through a FP/OP will be very slanted. Custom loot is typically split into several subpackages. Each subpackage has a chance to be called and contains a list of items.