Publish 81

Revision as of 20:19, 9 February 2013 by Cypher (Talk | contribs)

Deployment History

  • February 1, 2013 - released to TC1.


Weapon Revamp

All weapons have now been normalized based on weapon speed and handedness.

Mace:


Fencing:


Axes:


Swords:


Bows:


Throwing:

  • Boomerang: Base damage 11-15 / Weapon Speed 2.75 seconds
  • Cyclone: Base damage 13-17 / Weapon Speed 3.25 seconds
  • Soul Glaive: Base damage 18-22 / Weapon Speed 4.5 seconds


Weapon Special Move Updates


Weapon Special Move Mana Cost Changes


Weapon Special Move Changes

  • Disarm, now applies a 10 second disarm immunity timer when performed using weapons. Wrestling moves are not subject to the immunity timer.
  • Dual Wield, base chance to proc extra attack increased from 15% to 25%.
  • Crushing Blow, now drains 10 points of stamina from target on impact.
  • Double Strike/Double Shot, now have a 15% hit chance increase on the second hit attempt.
  • Mortal Strike, now grants eight second effect reduction once removed by non consumable and talisman items. Attempts to reapply Mortal Strike while the player is under effect reduction will scale the duration base on the last successful Mortal Strike.
  • Bleed, now grants five second effect reduction once removed. Attempts to reapply Bleed while the player is under effect reduction will scale the duration base on the last successful Bleed.
  • Bladeweave, now can be set to offensive or defensive mode. Both modes still have a chance to select all available moves but will have a higher chance to select certain moves.
  • Armor Pierce, now applies a “pierced armor” effect to the target which increases all incoming damage to the target by 10% for 3 seconds with the exception of direct damage special moves. Ranged weapons with this special move will not reset duration if target is currently under the effect.
  • Force of Nature rework, now applies 15-35 delayed direct damage to the attacker. The attacker receives a damage increase of 50%-100% based on their strength. The attacker also applies a stun their target for two seconds which can be reduced by magic resist every 12th hit. Equipping the weapon will reset the hit count.
  • Frenzied Whirlwind, now applies a movement slow to its target if it is player every 5th hit and equipping the weapon will reset the hit count. The initial delay of damage over time has been removed.
  • Talon Strike, now can increase the duration base on how the amount of true skill over 50 which caps at seven seconds at 120 skill. Looting right damage is now properly applied.

Armor Revamp part 1

Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The stamina loss protection provided is ranked as follows where 1 provides the best protection:

  • Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor).
  • Carpentry crafted armor (woodland and stone armor).
  • Tailor crafted studded leather, hide, and bone armor.
  • Cloth, leather, and jewelry armor.

Human racial ability Tough now provides a bonus to stamina loss protection.


Armor Inherent Mana Phase

Each piece of non medable armor will provide a chance to trigger a mana phase effect. Triggering mana phase will make the next mana check become free within ten second duration until you attempt to use mana again. The chance is triggered whenever a player takes damage and has a cool down period of 30 seconds. Each piece of armor up to five pieces will provide the following chances to fire with a total cap of 15%:

  • Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor) provides a 1% chance.
  • Carpentry crafted armor (woodland and stone armor) provides a 2% chance.
  • Tailor crafted studded leather, hide, and bone armor provides a 3% chance.


Armor Inherent SSI Debuff

A defender wearing non medable armor will have a flat 10% chance to apply a SSI nullifying debuff to attackers wielding weapons for five seconds. The chance is triggered whenever a player takes damage and has a cool down period of 30 seconds. NPC attackers will receive a 30% swing speed increase debuff instead of a nullifying debuff.

Combat changes:

  • The Gargoyle race hit chance increase cap has been reduced from 50 to 45.
  • Hit lower defense now scales 55% of the players Max Defense Chance Increase. The default max defense chance increase of 45 has a -25 defense penalty. A max defense chance increase cap of 95 has a -52 defense penalty.
  • Ninjitsu: animal form can now be interrupted while casting.
  • Throwing: Adjusted throwing sweet spot hit chance and damage reduction penalties. Throwing damage reduction penalties now scale based on player stamina and strength.
  • Necromancy: Evil Omen now reduces Mysticism Stone Form Immunity by 30.
  • All stamina potions now operate on a global cooldown. Total refresh potions apply a ten second cooldown, refresh potions apply a two second cooldown, and faction refresh potions apply a two second cooldown.
  • Weapon effect: Hit stamina leech is now subject to diminishing returns based on max player stamina.
  • Mysticism: Increased Cleansing Winds healing power reduction based on curses. Cleansing Winds will always heal for maximum potential when the target is the caster. Cleansing Winds power will now scale based on the number of targets when healing targets that are not the caster.
  • Chivalry: Divine Fury stamina regenerated decreased to 2.5x duration from 4x duration.


Update 1

Armor Stamina Loss Update:

Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The armor pieces which provide the most stamina loss reduction will take priority.

  • Cloth armor, leather armor, and jewelry will give the same stamina loss reduction as Pub 80.
  • Blacksmith armor (platemail, ringmail, chainmail, and dragon armor) will provide a heavy bonus to stamina loss reduction.
  • Studded leather armor, stone armor, bone armor, woodland armor, and hide armor will provide a light bonus to stamina loss reduction.

Human racial ability Tough now provides a small bonus to stamina loss reduction.

Armor Inherent Mana Phase & SSI Debuff have been removed and replaced by the following:

Armor Inherent Lower Mana Cost

Each piece of non medable armor will provide lower mana cost with the exception of woodland armor. Each piece of armor up to five pieces will provide a percentage which is still subject to the lower mana cost cap of 40. The armor pieces which provide the most lower mana cost will take priority. 1. Platemail, ringmail, chainmail, and dragon armor provides 1% of lower mana cost per piece. 2. Studded leather, hide armor, stone armor and bone armor provides 3% of lower mana cost per piece.

Weapon Revamp

Weapon Update:

  • Soul Glaive: Base damage 16-20 / Weapon Speed 4.0 seconds
  • Composite Bow, Base damage 16-20 / Weapon Speed 4.0 seconds
  • The” Balanced” property can now be found on loot generated two handed weapons. Weapons with this property will be unable to parry or evade.

Weapon Special Move Mana Cost Changes:

  • Bladeweave mana cost decreased from 30 to 15.

Combat Changes:

  • All cool downs have been removed from refresh potions.” Total” refresh potions have now been converted to “Greater” refresh potions which will provide more refresh than standard refresh potions.

Armor Revamp – Phase 2

Phase two of the Armor Revamp will allow players to apply Refinements to non-medable armor. Armor Refinements are crafted from refinement components that can be collected from:

  • Treasure Maps
  • MiB Chests
  • Merchant Vessels
  • Pirate Vessels
  • Town shop container stealables
  • Champion Spawn Bosses

When combined with additional raw materials Refinement Components can be crafted into an Armor Refinement. There are three varieties of Refinements:

There are seven levels of intensity for refinements ranging from “Defense” to “Invulnerability” and can be used by a Grandmaster Craftsman to increase one of two item properties:

  • Max Resists – Armor Refined to increase max resists will provide a bonus to a resist category cap up to 75, while lowering the Defense Chance Increase cap.
  • Max Defense Chance Increase – Armor Refined to increase max Defense Chance Increase will provide a DCI cap bonus up to 95 while lowering max resists.


See Also