Powers Pack Version: 2.1 This mod adds several previously unavailable or completely new power skills Install instructions: Take care to look for direct requirements and required compatibility patches! Load the compatibility patches after both conflicting mods. Requirements: Frosty Mod Manager 1.0.6 Alpha 3 or newer Bioware Localization Plugin version 1.1.0.0 or newer Text Mod for the Powers Pack in the text language of your game Active Skills: + Flare: Biotic skill Has three stages, unlocked via the first three skill points in the tree: - Fast Flare (ME3 Flare): Unlocked with the power, tab to fire. Fires a fast, tracking dark energy projectile that deals heavy biotic damage and massively increased combo detonation damage. - Slow Flare (ME3 Dark Sphere): Unlocked with skill 2. Hold to charge and release a slower, larger sphere of dark energy with some tracking, that deals damage and DoT, and primes for biotic combos. - Dark Flare: Unlocked with skill 3. Hold for more than 3 seconds to charge a dark flare. Slightly larger, extremely slow unstable dark energy. Deals the about the same amount of damage as slow sphere, but immediately detonates its own biotic combo (no combo modifier, no DoT). Flare's power recharge penalty applies to all powers that are fired within the stated effect duration after flare. + Ballistic Blades: Combat skill Deals heavy damage up close, less as distance or degree offset to target increase. Detonates primed target at melee range. The displayed damage is applied at up to the stated distance and angle, additional instances are applies up towards half the distance and angle, up to a third of the distance and angle, and at melee range. (I.e., there is quadruppel the damage applied if the target is hit at melee range.) Bug: Sometimes the animation redirects the attack to another direction, instead of straight ahead. This _seems_ to be the relative direction of the last enemy hit. It further seems that this only occurs when having no enemy targeted, so it shouldn't be affecting combat. Note that the fire visuals are somewhat misleading. + Inferno Grenade: Combat skill Grenades with a bit of AoE damage, and some DoT that also prime targets for fire explosions as soon as their shields drop. + Havoc Strike: Tech skill Just like Liam's Havoc Strike Note: I did not fix the bug that Liam's havoc strike does not actually prime! I strongly recommend the 'Havoc Strike Fix': https://www.nexusmods.com/masseffectandromeda/mods/718 if not using Power Overhaul Passive skills: + Warp Ammo: Biotic passive Applies a flat damage bonus to all weapon damage. (Upon hit) Biotic Synergy: Increases damage done to hit enemies that are otherwise biotically affected for .6 seconds. (Upon hit) Additionally increases all damage against armoured enemies for 2+ seconds. Effects when all direct damage evolutions are taken: +25% weapon damage, +60% damage against enemies affected by biotics, +13.5% damage against armour. Effects when all status or B evolutions are taken: +10% weapon damage, +200% damage against enemies affected by biotics, +30% damage against armour, +15% Weak point damage Note: Bonuses to Biotic Synergy and Armour debuff after rank 1 are multiplicative to the base stats given at rank 1. I.e., 40% Biotic Synergy at Rank 1 + 50% at Rank 2 = 60% total damage bonus to enemies affected by biotics. BUG: The hit effects are somewhat unreliable. They only work for enemies close by and sometimes do not work at all for a few hits, so do not rely on them if you take a single shot or low RoF weapons. + Rage: Combat passive Copy of the MP power, but without sound or the rage-fume vfx. Also, several stats or evolutions were altered. Effects when all Melee damage evolutions are taken: +15% melee damage, +45% rage melee damage, +25 rage damage resistance, 40s rage duration, 2 kills to trigger rage. Effects when all defensive/ B-evolutions are taken: +10% melee damage, +25% rage melee damage, +55 rage damage resistance, 20s rage duration, +50 damage resistance over 3s when refreshing rage, rage auto triggers when health falls below 33%, 3 kills required to trigger rage + Defense Systems: Tech passive Damage Resistance and Max Shields Rank 5A Offensive Tech: +20% Tech damage while Shields are up. Rank 6B Fast Defense: Each time Ryder gets hit (requires .1 seconds getting *not* hit before!) +5 additional damage resistance is added. Stacks 10 times. Effects when all A-Shield evolutions are taken: +45% max shields, +5% max health, +10 damage resistance, +20% tech damage while shields are up. Effects when all B-Damage Reduction evolutions are taken: +10% max Shields, +25 damage resistance, +up to 40 damage resistance over 5 seconds when getting shot, +20% regen delay reduction, +20% shield regeneration speed. Changelog: v2.1: #Add Text resource requirements with new names and descriptions. Renamed 'Batarian Gauntlet' to 'Ballistic Blades' # Changed Ballistic Blades explosion radius from 1.25 m to 1.3 m, as the game refuses to display all decimal places # Split Slow Sphere and Dark Sphere Area Damage base stats into two separate entries. # Negated display and application of Flare's Power Rechage Penalty, now the first rank displays a positive penalty (i.e., increasing recharge duration), while subsequent bonuses display negative penalty modifier values. # Slightly changed the color of Dark Flare / Flare R3 evolution # Added missing caster status effects to Flare and Havoc Strike v2: renamed to 'Powers Pack': + Dark Flare Biotic Power + Batarian Gauntlet Combat Power + Inferno Grenade as Combat Power + Havok Strike Tech Power v1: Release as 'Passive Powers Pack' + Warp Ammo Passive + Rage Combat Passive + Defense Systems Tech Passive Special Thanks: ArronaxKP for helping with the power icons Kahmu for helping to balance things out and providing the base for the compatibility path to the 'Power Overhaul' WizKrafts for providing access to the 'Unyielding Ascension' mod for the compatibility patch Lin Dong for making me think about changing Dark Flares color a bit more