Malice not upgradeable for Advent???

I started playing the advent, but it looks like on the colonizing capital ship that if you upgrade malice it does not improve damage, cooldown, anything.  Has anyone else noticed this?  It appears that putting more than one point into it is useless?
5,673 views 6 replies
Reply #1 Top
Might be one of those situations where 2 doesn't do anything but three improves it. It's good enough at 1 point though, so except for a super long game I couldn't see the use in going above that.

Of course this is coming from a Vasari addict, so take with a grain of salt. :P
Reply #2 Top
Upgrading malice ups the # of ships effected by malice

Lvl 1: 8
Lvl 2: 16
Lvl 3: 24

30% damage propagation is lethal, but the problem is malice is so wierd and semi-nerfed that I get shield propagation. Not because malice isn't a good ability. It is, and I rank it above most other advent abilities, but shield propagation is just that good.
Reply #3 Top

How does the new Malice work again? I know that the propagated damage is tallied and applied when the Malice ends--but what takes the propagated damage and what ships need to be hit for the damage to propagate?

Does the damage get propagated to the other affected ships when only the single targeted ship is hit?
Reply #4 Top
-Raging Amish

Thanks for the info. I did not notice anything about the effect on multiple ships on the info card but I will check again. How did you find that out?
Reply #5 Top
Thanks for the info. I did not notice anything about the effect on multiple ships on the info card but I will check again. How did you find that out?
End of quote


It's not immediately apparent. That information isn't on the infocard, but IIRC it's in the changelog for the 1.05 patch.
Reply #6 Top
Malice works like such:

1) You fire it. It hits the target ship and the 7 ships that are the closest to that ship. Notice that malice does have an area of effect. Target masses of units.

2) This ability lasts for 10 seconds. The effects of this ability won't be noticed until the end of that 10 seconds.

3) At the end of that 10 secons, 30% of the total damage that was inflicted on however many affected units will now be dealt. Say that you did 500 damage to the affected units over that ten seconds. When the ability ends, 150 additional damage will be done to every affected unit.

4) That's it. The cooldown period is also 10 seconds, so this ability is constantly affecting the enemy fleet.