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Refractory Spray loses cohesion after ten turns or burns up\n-if hit by an energy attack.\n+    An adhesive mist of refractive particles that absorb laser and plasma fire \n+quite well. Reduces the next plasma/laser/VAE hit by 35 points of damage and \n+prevents the first damage-over-time effect from that hit, if it has one. Looks \n+kinda like sticky glitter. Gives an ally affected by Refractory spray a -20 \n+penalty to visual stealth rolls. Refractory Spray can be detected by metal \n+detectors. Refractory Spray loses cohesion after ten turns or burns up if hit by \n+an energy attack.\n \n == Tune Laser\t== \n Energy Gain:\t30 Energy\n Action:\t\t\t2 Actions\n Duration:\t\t5 Turns\n Range:\t\t\tTouch\n \n-    \tYou dial in the potentiometers and realign the focusing \n-crystals. Your ally's weapon deals an extra 20 points of damage per hit\n-and has a -10% to miss (To a maximum of 0% when target is in light cover). \n+    You dial in the potentiometers and realign the focusing crystals. Your \n+ally's laser weapon deals an extra 20 points of damage per hit and has a -1 to \n+miss (To a minimum to-miss of -0 when target is in light cover). \n \n == MoCap Augmentation\t== \n Energy Gain:\t20 Energy\n Action:\t\t\t2 Actions\n Duration:\t\tImmediate\n Range:\t\t\tTouch\n \n-    \tBy temporarily reducing the resolution of your cybernetic \n-ally's visual sensors you radically reduce the processing power it takes to\n-capture motion, letting them process more frames per microsecond. This gives\n-them slightly faster reaction times, resulting in a -8% chance to miss when\n-attacking, but makes it much harder to see long distances. Allies with MoCap\n-Augmentation active take a -40 to perception checks at ranges beyond 50m. \n-Since this is less than ideal in non-combat scenarios, you've set it to wear\n-off after ten turns.\n+    By temporarily reducing the resolution of your cybernetic ally's visual \n+sensors you radically reduce the processing power it takes to capture motion, \n+letting them process more frames per microsecond. This gives them slightly \n+faster reaction times, resulting in a -1 chance to miss when attacking, but \n+makes it much harder to see long distances. Allies with MoCap Augmentation \n+active take a -40 to perception checks at ranges beyond 50m. Since this is less \n+than ideal in non-combat scenarios, you've set it to wear off after ten turns.","path":"CharacterCreation/Class-Specific Documentation/Engineer Processes.txt","position":364,"original_position":364,"commit_id":"3abef52274a2d37227dc8f7cd1bc696568eb7a4b","original_commit_id":"3abef52274a2d37227dc8f7cd1bc696568eb7a4b","user":{"login":"Turtlelord26","id":23040366,"avatar_url":"https://avatars2.githubusercontent.com/u/23040366?v=4","gravatar_id":"","url":"https://api.github.com/users/Turtlelord26","html_url":"https://github.com/Turtlelord26","followers_url":"https://api.github.com/users/Turtlelord26/followers","following_url":"https://api.github.com/users/Turtlelord26/following{/other_user}","gists_url":"https://api.github.com/users/Turtlelord26/gists{/gist_id}","starred_url":"https://api.github.com/users/Turtlelord26/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Turtlelord26/subscriptions","organizations_url":"https://api.github.com/users/Turtlelord26/orgs","repos_url":"https://api.github.com/users/Turtlelord26/repos","events_url":"https://api.github.com/users/Turtlelord26/events{/privacy}","received_events_url":"https://api.github.com/users/Turtlelord26/received_events","type":"User","site_admin":false},"body":"Just for aesthetic, we may want to include a more explicit reason for it being correct to let the effect wear off. Just 'less than ideal' won't stop the technical stat-optimizer players.","created_at":"2018-03-02T21:10:52Z","updated_at":"2018-03-02T21:23:21Z","html_url":"https://github.com/bleehu/Compound_X/pull/325#discussion_r171963567","pull_request_url":"https://api.github.com/repos/bleehu/Compound_X/pulls/325","author_association":"COLLABORATOR","_links":{"self":{"href":"https://api.github.com/repos/bleehu/Compound_X/pulls/comments/171963567"},"html":{"href":"https://github.com/bleehu/Compound_X/pull/325#discussion_r171963567"},"pull_request":{"href":"https://api.github.com/repos/bleehu/Compound_X/pulls/325"}}},"pull_request":{"url":"https://api.github.com/repos/bleehu/Compound_X/pulls/325","id":168077402,"html_url":"https://github.com/bleehu/Compound_X/pull/325","diff_url":"https://github.com/bleehu/Compound_X/pull/325.diff","patch_url":"https://github.com/bleehu/Compound_X/pull/325.patch","issue_url":"https://api.github.com/repos/bleehu/Compound_X/issues/325","number":325,"state":"open","locked":false,"title":"Mh cherry pick c2.0 engi 0.0.3","user":{"login":"bleehu","id":13957025,"avatar_url":"https://avatars1.githubusercontent.com/u/13957025?v=4","gravatar_id":"","url":"https://api.github.com/users/bleehu","html_url":"https://github.com/bleehu","followers_url":"https://api.github.com/users/bleehu/followers","following_url":"https://api.github.com/users/bleehu/following{/other_user}","gists_url":"https://api.github.com/users/bleehu/gists{/gist_id}","starred_url":"https://api.github.com/users/bleehu/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/bleehu/subscriptions","organizations_url":"https://api.github.com/users/bleehu/orgs","repos_url":"https://api.github.com/users/bleehu/repos","events_url":"https://api.github.com/users/bleehu/events{/privacy}","received_events_url":"https://api.github.com/users/bleehu/received_events","type":"User","site_admin":false},"body":"Just the changes to Combat 2.0 Engineer to be Cherry-picked into the new release. Hopefully this will un-block the merge to 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