These changes only affect the optional nerfing aspect of the signature system. Nerfs are considered to be optional and also as a tool for advanced players who are willing to take it for better RP, not just better stats.

First, Passive nerfs are no longer allowed.

Second, Active sigs now have a maximum nerf cap of 50% of their normal cap, meaning your nerf values cannot exceed half of your sig's total value.


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Level Range = Max Active Cap Allowed (Max Active Nerf Cap) / Max Passive Cap Allowed

LV = Cap (Nerf) / Passive
------------------------------
0-4 = 60 (90) / 15 (Start)
5-9 = 100 (150) / 20
10-14 = 140 (210) / 25
15-20 = 180 (270) / 30
20-24 = 220 (330) / 35
25-29 = 260 (390) / 40
30-34 = 300 (450) / 45
35-39 = 340 (510) / 50
40-44 = 380 (570) / 55
45-49 = 420 (630) / 60
50-54 = 460 (690) / 65
55+ = 500 (750) / 70 (MAXED)

CD is still 40 Points to 1 TCD.



Lastly, Active nerfs have been expanded, and now include a second option for reducing TCD instead of increasing Cap.

So, now you can either increase your damage, or decrease your TCD, with nerfs.

Example:

Lets say you have a 160 point sig with 4 TCD.

Using Cap increasing nerfs, you may pay 160 points from your pool to create a 240 point signature with 6 TCD.

---OR---

Using TCD reducing nerfs, you may pay 240 points from your pool to create a 160 point signature with 2 TCD.