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Patchnotes 07/10/16

Posted: Thu Oct 06, 2016 11:46 pm
by Azarael
[Scenarios]

The reward scalers based on the average duration and classification of a scenario have been updated. Scenario rewards will now more correctly reflect the average duration across the board.

[Career Balancing]

Experimental Mode

The command ".ab ex" (ability experimental) has been added. This command functions for the Archmage/Shaman and Engineer/Magus careers and toggles between the standard mechanics for these careers and some experimental ones for RoR.

The changeset for Archmage and Shaman:
Spoiler:
General changes:
+ Only one mechanic point is consumed, rather than all points.
The bonuses received by abilities from the career mechanic are now the following:
+ The effects of an ability on other players will use a bonus stat contribution which is derived from a factor of your total bonus stats from items, if this is higher than the ability's normal scaling stat.
~ Reduced stat contribution works as normal.
+ The effects of an ability on other players will use your Career Rank instead of your Mastery Level.

Bonuses for instant cast abilities and channeled abilities:
+ Effectiveness on other players is increased by 25%.
- Effectiveness on you is reduced by 20%.
Bonuses for cleanse abilities:
+ Cleansing abilities will build mechanic points as a healing ability.
+ Cleansing abilities will benefit from a reduced cooldown when used on other players.

Bonuses for all build up cast abilities:
+ The cast time is reduced by 40%.
Bonuses for non-lifetap build up cast abilities:
+ The AP cost is reduced by 40%.
- If you are the heal target, the effectiveness of the heal on you is halved.
Bonuses for lifetap build up cast abilities:
+ These abilities can be cast while moving.
+ These abilities have a 20% reduced chance to be defended.
+ The healing value of I'll Take That! and Balance Essence is 350% of the damage dealt.
+ The healing value of Fury of Da Green and Energy of Vaul is 200% of the damage dealt.

- Stat contribution is removed.
- If you are the heal target, the effectiveness of the heal on you is halved.
The changeset for Engineer and Magus:
Spoiler:
Changes to Improvised Upgrades and Unholy Empowerment:
+ Damage is increased by 5% per stack instead of 4%.
+ The maximum stack is now 8, up from 5, for a maximum bonus of 40% damage.
+ These buffs will also increase the range of both you and your pet by 6.25% per stack, to a maximum of 50%.
Both changesets are optional. If they do not run to your tastes, you are welcome not to use them.

Root changes

The Marauder M1 root "Flames of Fate", the White Lion M1 root "Ensnare" and the Knight of the Blazing Sun M3 root "No Escape" will now have a 25% chance to break any time the target is attacked (direct damage, application of DoT, etc.)

Additionally, other roots have had their condition fixed. They previously checked break chance on any damage instead of when the target was attacked, meaning they were very unreliable in DoT-heavy climates.

[Other changes]

Fixed an issue which rendered the code to award the highest-damaging player (or group) the loot of a hero mob almost useless.
Fixed an issue causing all items to cast as your career rank instead of their item level.
Restored the visual effects of a number of abilities and buffs.
Restored the visual effects of the Magus disc.
Effects which extend an ability's range will also cause that ability's projectile to travel proportionally faster.

Re: Patchnotes 07/10/16

Posted: Thu Oct 06, 2016 11:52 pm
by dur3al
Azarael wrote:Root changes

The Marauder M1 root "Flames of Fate", the White Lion M1 root "Ensnare" and the Knight of the Blazing Sun M3 root "No Escape" will now have a 25% chance to break any time the target is attacked (direct damage, application of DoT, etc.)

Additionally, other roots have had their condition fixed. They previously checked break chance on any damage instead of when the target was attacked, meaning they were very unreliable in DoT-heavy climates.
So more buff for rdps and nerf mdps that could actually reach them?...

Wha da fack?

I guess we need more defensive sorcs/bws, more sh and sws etc... might as well just run groups with tanks+heals+rdps now :/ Since dps tanks will overcome mdps.

Wtb balance topics BEFORE things like this..

Re: Patchnotes 07/10/16

Posted: Thu Oct 06, 2016 11:54 pm
by Renork
4903490309 new magi inc! Wish I could play, 20% more damage sounds very nice (+ range!).

Re: Patchnotes 07/10/16

Posted: Thu Oct 06, 2016 11:54 pm
by Ninepaces
Who decided the maurader change? It is key to desto to catch all the rdps especially sw.

Re: Patchnotes 07/10/16

Posted: Thu Oct 06, 2016 11:55 pm
by adei
dur3al wrote:
Azarael wrote:Root changes

The Marauder M1 root "Flames of Fate", the White Lion M1 root "Ensnare" and the Knight of the Blazing Sun M3 root "No Escape" will now have a 25% chance to break any time the target is attacked (direct damage, application of DoT, etc.)

Additionally, other roots have had their condition fixed. They previously checked break chance on any damage instead of when the target was attacked, meaning they were very unreliable in DoT-heavy climates.
So more buff for rdps and nerf mdps that could actually reach them?...

Wha da fack?

I guess we need more defensive sorcs/bws, more sh and sws etc... might as well just run groups with tanks+heals+rdps now :/

Wtb balance topics BEFORE things like this..
10 second unbreakable ranged root on morale 1. Balance. Goodbye cheese tactics.

Re: Patchnotes 07/10/16

Posted: Thu Oct 06, 2016 11:56 pm
by Ninepaces
How do you decide what's cheesy and what isnt?

Re: Patchnotes 07/10/16

Posted: Thu Oct 06, 2016 11:56 pm
by porkstar
The green text on the gold background is illegible. I cannot read the experimental changesets

Re: Patchnotes 07/10/16

Posted: Thu Oct 06, 2016 11:57 pm
by Nycta
Very nice changes, and in a very timely manner! :D

M1 root was too much and magus shall, at last, have his place in the sun - well, damn engis too.

Re: Patchnotes 07/10/16

Posted: Thu Oct 06, 2016 11:57 pm
by StormX2
porkstar wrote:The green text on the gold background is illegible. I cannot read the experimental changesets
read it in here, the forum.

Re: Patchnotes 07/10/16

Posted: Thu Oct 06, 2016 11:58 pm
by porkstar
Ninepaces wrote:Who decided the maurader change? It is key to desto to catch all the rdps especially sw.
Make them come with your purple beam.