Update log
Full AFTERBLAST update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
Hello Blasters!
We are introducing a Elemental Damage System to deepen combat strategy and build customization 💗
Changes:
New Elemental Types! We have introduced 7 distinct elemental types to the game. Every damage source is now categorized into one of the following:
Energy
Fire
Poison
Light
Lightning
Ice
Nature
All Passive and Usable Items now have an assigned Element. They will deal damage based on that specific type.
Example: A Burning Grenade now deals Fire Damage. The burn status effect it applies also deals Fire Damage.
Weapons primary skills deal default damage without any Elemental assigned to it. Only secondary skills have their Elemental.
Example: Uzi skill deals Energy Damage; Grenade Launcher skill deals Fire Damage
All Summons damage is also scaled with your Elemental Powers specific to them. If a summon (e.g., Shooting Turret) deals a specific type of damage (e.g. Energy), increasing your own Energy Power will directly increase the Turret's damage.
New:
New Perks all 7 elements that Increases their Power.
Added "Power" rarity bonuses for all 7 elements which increase the raw damage of that element.
Added bonuses that grant a chance to trigger elemental status effects: Burn (Fire), Toxin (Poison), Frost (Ice), Spark (Lightning), Flash (Light), Nature
Each element now has a unique Color and Icon. This allows for instant recognition of item types and damage types during combat. You can also view your current Elemental Power values in via the TAB menu during gameplay.
This one took a little longer, we are with you all the time! Working! Amazing feedback guys! Next update will allow you to create even crazier builds! Will be 🔥
Source
