Space Clouds
Welcome to the 2014 Class Rebalance Megapage! This page shows all the changes coming in at the class rebalance! Stats that have been changed will be color coded. Increases and additions will be marked with green, while decreases will be marked in red. If you would like to provide feedback, please check the Class Rebalance testing forum for specific threads to post your feedback in for clarity. 
Rebalance Changelog:
28/1/2014 11:30am - Rebalance Page Created - All classes added, and some advanced subskills added (not organized) Taking a break before cleaning up advanced subskills and adding super items. - Bageese 28/1/2014 3:09pm - Added "General Changes" section - Bageese
30/1/2014 1:19am - Added some class specific super items to General Changes section. -Bageese
30/1/2014 1:47am - added Advanced Class Subskills, Removed super items due to a few not fully finished yet. They have to be manually added to livetest. Expecting those to be finished and added around February 3rd. 

General Changes Temporary drones no longer blow completely up on death. Instead they move into a destroyed state and can now be repaired. The cost of this repair is still under evaluation and feedback is requested. Remote Control 19 & 20 were added to the game. Added Class Specific Super items, Sniper Analyzer, Prototype Deathblossom, Deathblossom, Mighty Deathblossom, Ultimate Deathblossom, Psionic Radar Jammer, Psionic Weapons Jammer and Psionic Targeting Jammer for sale in Lyceum.
Combat Focus Heavy Fighters: +3% shield max, +1% damage. Equipped Items take 2% less space. Other: +1% shield max

Sniper

Sniper Class:  +4% damage, +2.5% firing energy, +0.5% damage with physical weapons. Allows the use of Sniper Analysis (+75% damage, +200% critical hit strength scaled over 5 minutes. Requires Sniper Analyzer.) Stalking: +6% tracking, +3% stealth, +5% critical hit time,  2% damage Efficiency: +5% damage, +2.5% recoil Sharpshooting: +6% range, +1% damage, +1% critical hit chance. +5% projectile velocity, +5% recoil dampening (scaled inversely with ship speed).

Berserker: 

Berserker Class: +100% multifiring for level 1, +2% hostility, +3% damage. Equipped weapons take -1% space (moved from Arsenal Expertise) Impervious Armor: +5% resistances, -2% speed Ordinance Supremacy: +4% energy max, +1% damage. (-0% Firing Energy) Arsenal Expertise: +5% multifire, +2.5% weapon slots, +1% damage.


Recon Focus Light Fighters: +10% turning, +10% thrust, +5% radar, +1.5% hull space Other: +5% turning, +5% thrust

Seer:

Seer Class: +2% damage, +1% ethereal damage, +3% radar, +2% stealth. Increased warp navigation abilities. Psionic Shrouding: +5% stealth, +5% critical hit resistance, up to 50% chance to dodge damage when cloaked and unseen Psychic Sight: +10% radar, +2% damage, +5% critical hit damage. Shadow Ambush: +1% critical hit chance and an additional 2% critical hit chance when unseen by target, +2% damage when striking from behind

Speed Demon: 

Speed Demon Class: +2% speed, +3% rate of fire, +10% docking, -1% firing energy. Speedy Movement: +2% speed, +3% thrust. Speedy Firing: +3% rate of fire, +2% damage, +1% critical hit chance (no longer scaled by speed) Dogfighting: +2% damage, +2% tracking, +2% turning, -2% range.


Support Focus: Freighters: +9% capacity, -2% weight. Heavy Fighters and Capital Ships: +4% capacity

Shield Monkey:

Shield Monkey Class: +5% shield max, +3% shield charge. Shield Boosting: +2.5% shield max, +2.5% shield charge. Shield Transference: +6.5% transference damage, +4% transference efficiency. Shield Manipulation: +1% shield charge, +1.5% damage, +3% damage for slaves.

Engineer: 

Engineer Class: +0.5% to most stats. -0.5% Firing Energy. +0.5% Augmenter Tweaking, +0.5% Slave Tweaking, +0.5% Neuro Tweaking Drone Master: +1% weighted combat bonus for drones, up to +3 temporary drone slots. (+1 at level 1, +2 at level 9, +3 at level 19). Damage Control: +2% resistance, +2% critical hit resistance Beam Mastery: +5% beam power, +5% beam range.


Fleet Focus: Capital Ships: +8% hull space, +2% to many basic stats Heavy Fighters and Freighters: +4% hull space, +1% to many basic stats

Gunner:

Gunner Class: +100% multifire at level 1. +5% weapon slots, +2% damage. Big Guns: Capital Ships: +3% damage, +1% mining damage. Other: +2% damage.. Destruction: +2% resistance vulnerability on target on missile impact. Missile Mastery: +2.5% damage for missiles.

Fleet Commander:

Fleet Commander Class: +4% field generator power. Flight Controller: +2% to most stats for fighters. +5% fighter slots. Radiation Expert: +10% radiation damage, +3% to most stats for wild slaves. Slave Mastery: +1.5% to most stats on Combat Slaves


Advanced Subskills: A synopsis of the new Advanced Subskills system can be found here.

Generic Advanced Subskills:

Convenience:

Shake it off: Regenerate shields faster while in stasis (+500/s) Strategic Deployment: +50 speed if no aggressive action in 30 seconds. Also affects slaves. Works with speed tweaks, but not with Travel fields (replaces them). Centered: +500 static regen/elec if no aggressive action in 15 seconds.

General: 

Slave PhD: More combat slave slots (4) Resilient: +50% resistance to all for 1 second occurring at most once per 30 seconds, +90% for slaves. Droney: +Temp drone deployment slot

Combat Focus Advanced Subskills: Combat Focus Advanced Subskill: Big Banker: +1 capacitor slot.

Sniper Class Advanced Subskills

Long Scope: +10% sniper analysis power increase, +10% sniper analysis charge time. Quick Scope: +20% sniper analysis charge rate. Grooved Bore: +10% physical damage, +25% tracking. +25% increased projectile speed (scaled inversely with ship speed). Marksman: +10% damage if attacking from more than 2000 distance, +15% stealth

Berserker Class Advanced Subskills:

Berserker Classic: +200% multifire, -30% rate of fire Weapons Master: +20% hostility, +3 weapon slots for ships with at least 1 weapon slot Berserking Berserker: +30% speed, +10% rate of fire Eye for an Eye: +33% shields gained from lifesteal, +10% resistance

Recon Focus Advanced Subskills: Recon Focus Advanced Subskill: Expansionist: +1 hull expansion slot.

Seer Class Advanced Subskills:

Wraith: +15% stealth, +8% ethereal damage Clairvoyant: +20% radar, +5% critical hit percentage Assassin: +15% backstab damage, +20% microwarp and translocator charge rate. Brooding Gaze: +10% energy charge and shield charge while cloaked and no aggressive action for 2 seconds.

Speed Demon Class Advanced Subskills:

Master Scout: +10% speed, +25% radar, -50% scanner energy cost Acrobat: +25% thrust, -50% critical hit effect duration, -50% inertial dampening. Fighter Ace: +15% rate of fire, -25% range Lucky Devil: +5% critical hit percentage, +10% evasion.

Support Focus Advanced Subskills: Support Focus Advanced Subskill: Really Super: +25% charge rate for super items.

Shield Monkey Class Advanced Subskills:

Funky Monkey: +100% shield charge while in stasis. +100% transference damage to targets in stasis. +10% transference vulnerability to target on critical heal. Flying Monkey: Light Fighters: +50% hull space. -25% hostility. Tanky Monkey: 50% of damage to slaves is diverted to the player, +5% resistance. (Damage is transferred before slave & player’s resists are applied. Damage transfer will not occur if you are in a different galaxy than the slave or you are in a pod/spirit). Enveloping Monkey: +30% damage (scaled by target’s shield percentage). (+30% if target is at full shields, +15% if at half shields, etc.)

Engineer Class Advanced Subskills:

Mechanical Engineer: +3 temporary drone equip slots, +15% energy max. Computer Engineer: +50% healing, 200 range splash effect added to all single target shield transference beams. Electrical Engineer: +10% charge rate for equipped drones, +5% energy charge. Civil Engineer: +20% transference resistance, -15% tractor beam energy cost.

Fleet Focus Advanced Subskills:  Fleet Focus Advanced Subskill: Extra Tweaked: Augmenter Tweaking + (20%/number of augs) and + (40%/number of augs) for slaves.

Gunner Class Advanced Subskills:

Advanced Targeting Computers: +2 deathblossom targets. Automated Reloading: +20% missile launcher recharge rate. +2 missile launcher queue slots. Mass Destruction: +100% splash range to weapon effects. Gunboat Diplomat: Heavy Fighters: +100% shield max, +100% energy max and +1 super item slot.

Fleet Commander Class Advanced Subskills:

Fleet Protector: +100% transference when healing own possessions. Fleet Admiral: All field generators will affect allied capital ships. Wild Man: Double wild slave slots, +50% resistance to all for wild slaves. Advanced Flight Controller: +75% dodge for fighters, +2 Fighter slots.