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Jonno2408's avatar
Jonno2408
Seasoned Newcomer
3 hours ago

Punishing One: Bugs

JumpMaster 5000: 
At the start of battle or when reinforced, Punishing One gains 3 Speed per Bounty Hunter ally and 6 Speed per Light Side enemy (including Capital ships). Whenever Punishing One is called to assist by a Bounty Hunter ally, if the enemy had Buff Immunity or Marked, Stun them for 1 turn, which can't be resisted. Whenever an enemy attacks out of turn, reduce the cooldown of Wanted: Dead by 1 (tripled if the enemy is Light Side). Whenever an enemy attacks Punishing One out of turn, it recovers 10% Health and Protection. At the start of battle, if Punishing One is deployed and all allies are Bounty Hunters (excluding the Capital Ship):

- Enemy Imperial TIE Fighter ships lose 200% Critical Chance and Evasion for the rest of the encounter
- The ally Empire Capital Ship gains 5 Speed
- Ally Bounty Hunter Attackers gain 100% bonus Protection for 1 turn
- Punishing One dispels all debuffs on itself and ignores Taunt effects on its first turn

At the start of the enemy Capital Ship's turn, all enemies lose 100% Critical Damage until the end of the turn. Whenever an enemy gains Stealth, dispel it, inflict Breach on themselves for 1 turn, which can't be resisted, and Punishing One Stealths for 1 turn.

While Punishing One is active, Breached enemies have -25% Health and Protection recovery. Enemies with Deathmark can't recover Health and Protection, and whenever an enemy with Deathmark is defeated, ally Bounty Hunters gain 100% Defense for 1 turn and recover 100% Protection.

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JumpMaster 5000: 
Capital ship gains the +5 Speed regardless of conditions. Punishing One can be a Reinforcement, and there can be Non-Bounty Hunter allies also in Reinforcements. 
100% Bonus Protection is exclusive to being deployed at the start of battle. 
The -200% Crit chance and Evasion seems to be wildly bugged. Especially when using TIE fighters as allies. 

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