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3/9 Test update

Posted: Tue Mar 08, 2016 7:49 pm
by Derdarr
Test to be patched, no notes up yet. Hopefully the druid skin vs. shadow buffs will be on the list.

Re: 3/9 Test update

Posted: Wed Mar 09, 2016 7:29 pm
by Derdarr
March 9, 2016

*** Items ***

- Corrected an error that allowed some items to ignore recast timers when they were placed in a key ring.
- Fixed an issue with the Dragonscale Skystrider Scales familiar that allowed more than one of these to be summoned at a time.
- Corrected the spells attached to the Fabled Ball of Golem Clay so that it stacks better and obeys the recast timer.
- Transmogrification Scroll is now named Race Change Scroll. Hero's Forge Armor Crate is now named Hero's Forge Suit Consolidator.
- A lore conflict has been resolved with augs inside of key ring items and the parcel system.

*** Quests & Events ***

- Anashti Sul, Enslaver of Souls (Group & Raid) - Added messaging to the Aura of Pain mechanic. The characters struck by the auras will see a custom message and a raidwide message will also indicate which two characters were targeted.
- Anashti Sul, Enslaver of Souls (Raid) - The event will now reset properly.
- Anashti Sul, Enslaver of Souls (Raid) - Corrected a bug that would cause Anashti Sul's corpse to vanish on success, again, for real.
- Anashti Sul, Lady of Life (Raid) - Corrected some typos in the names of the achievements.
- The Mechanical Fortune Teller in the Plane of Knowledge has information for you regarding the 17th Anniversary events!

*** Spells ***

- Fixed a bug with the shadow line of no affect spells being overridden by spells with AC in the first slot.
- Beastlord - Changed Scorpion Venom, Turepta Blood, Chimera Blood, Diregriffon's Bite, Malaria, Festering Malady, and Fever Spike to instant cast like the rest of their spell lines.
- Beastlord - Converted poison DoT lines (Scorpion Venom), disease DoT lines (Malaria), and cold DoT lines (Edoth's Chill) to a new system. All spells will now do more damage per tick, but a single caster can no longer stack other spells in the same line on the target. This change will increase DoT damage overall while using fewer debuff slots.
- Monk - Increased the skill damage percentage and minimum damage amount added by Eye of the Storm.
- Monk - Increased the damage amount added to attacks by Dichotomic Form.

*** NPC ***

- The Keeper of Lost Things in Shadowrest has retired, permanently.

*** Progression Servers ***

- After some historical review, we have changed the expansion at which the Temple of Cazic-Thule becomes the Accursed Temple of Cazic-Thule from Velious to Luclin.
- Removed the requirement to wake the Sleeper in order to start the countdown to open the Shadows of Luclin.
- The version of Mitigation of the Mighty on Kunark bosses will have a less severe Spell Threshold damage reduction. The version of Mitigation of the Mighty on Velious bosses will have no Spell Threshold damage reduction.
- Test Server: Original era, Kunark, and Velious bosses should now spawn on the Test server in the same way they would spawn on progression servers.
- Bosses in Phinigel instances have regained their Mitigation of the Mighty buff.

*** Miscellaneous ***

- PvP is now disabled in instances on the Zek server.
- - Some instances may still have PvP enabled.
- In raids, you can now set all items to automatically be marked as free grab when using the advanced looting system.
- - This is done by setting the loot type in the raid options window to ""Entire Raid"".
- - The other settings in this window are currently ignored when using advanced looting.
- Added the 'Increase Windowed Gamma' option to the advanced display options window.
- - This setting will apply dramatically increased brightness when the client is in windowed mode with 'Windowed Gamma' disabled.
- - This is intended to correct the brightness of the game for desktops with relatively dark default settings.
- - This setting is off by default.
- The music that plays between launching the game and entering the world from character select is now randomly selected and will change each time you return to character select.
- The following sound settings will now be saved on a per character basis. If a character does not yet have their settings saved they will default to the values already set by the last character that was logged in:
- - Sound Volume
- - Music Volume
- - Sound Realism
- - Combat Music Enabled
- - Environmental Sounds Enabled
- Cleaned up how all INI files are handled in the client to use a more efficient method.
- Corrected a zone crash that could occur when players were under the effects of Fear.
- Unusual precipitation isn't just for the Plane of Fear anymore. You may notice strange rain in other zones as well.
- Found and corrected many zones that had never had their experience modifiers reset from when they were Hot Zones. The following zones have had their Zone Experience Modifier lowered to match other zones in their era: Acrylia Caverns, The Burning Woods, Crypt of Dalnir, Dragon Necropolis, Dreadspire Keep, The Great Divide, Iceclad Ocean, Mons Letalis, Nagafen's Lair, The Overthere, Ssraeshza Temple, Stonebrunt Mountains, Valdeholm, Wall of Slaughter
- The following zones have had their Zone Experience Modifier increased to match other zones in their era: The Temple of Cazic Thule (both versions), Chardok, Dranik's Scar, Frontier Mountains, Grieg's End, Kurn's Tower, Najena, Riwwi, Coliseum of Games, The Ruins of Sebilis, Solusek's Eye, The Estate of Unrest, Velketor's Labyrinth

*** UI ***

- You can now opt out of the automatic master looter calculation for grouping and raiding in /advloot's loot settings window.
- - This will not prevent you from being designated the master looter by the group or raid leader.
- - If everyone in your group or raid deselects the master looter candidate check box, the master looter will be chosen as if everyone has the candidate checked.
- When a zone repops due to a scripted event, items in the advanced loot window will now properly clear out instead of remaining until they expire.
- The color and filters tabs of the options window have been replaced with a single Chat Settings tab which can now be sorted and filtered.
- Removed support and UI for the old EQ Players service.
- The Max Results Per Trader field in the bazaar window will no longer reset itself between opening and closing the window.
- Fixed an issue causing Drakkin player characters of any heritage other than Atathus the Red to show as that heritage to other player clients.

- Changed -


Re: 3/9 Test update

Posted: Thu Mar 10, 2016 7:19 am
by Sharrien
I think I'm one of the few beasts who uses dots at all, would have thought no one would try to stack dots in the same line when casting any of them has such a long refresh time for our spell bar. Whatever.....more damage per tick sounds good to me!

Re: 3/9 Test update

Posted: Thu Mar 10, 2016 9:42 am
by Derdarr
From a post I saw, it increases mana cost to something over 7 k and initial dmg to over 20 k with a 11k ish per tick dot approx if I find the real numbers I'll repost

Actual numbers 104 lol spell poison dot
7781 mana
26463 initial dmg
11128 dot 7 tics.

So 104359 dmg base not including any critical and other increasers

Re: 3/9 Test update

Posted: Thu Mar 10, 2016 9:49 am
by Derdarr
Assuming we have debuts slots having bsto coordinate which they are casting might be worth the cast time and mana cost, rashod!! Any comments?

Re: 3/9 Test update

Posted: Thu Mar 10, 2016 10:53 am
by Rashod
1. I'm not really sure, it will all need tested!
2. There are three DOT lines and from what I read above they are keeping them all separate still, those damage numbers are... an extreme increase, like 25x dd dmg and 3x dot per tick dmg (7k mana is like 7x the mana cost that's a ton of mana and I'm oom all the time as it is)
3. I'm still very weary of this actually being an increase to overall dps. But I have a long history with being a naysayer of DOTs, so it surely is my bias coming out.
4. The global cooldown of the spells has always been the problem in the past. Missing out on nukes to cast low rate DOTs actually lowered your dps.
5. I'm not actually sure what kind of DOT AAs we have.
6. If it is more dps, bleh another button to hit.
7. Moral of the story, it needs parsed to see whether it actually raises or lowers dps!

2.1 I can't remember the last time we were close to hitting max debuffs.
2.2 Derdarr, two people can stack the same DOT on a mob no need to coordinate.

Re: 3/9 Test update

Posted: Thu Mar 10, 2016 11:20 am
by Sharrien
Yeah, dots right now cost us a lot in terms of spellbar cooldown since we have a ton of fast-casting nukes that we could be casting instead. I use them while boxing because those fights tend to be longer, but even then mostly just while pulling and I can throw one on a mob while running back.

I wonder if sympathetic procs from items or potion buffs will fire from dots. Never bothered to check before now.

Re: 3/9 Test update

Posted: Thu Mar 10, 2016 12:08 pm
by Derdarr
Is that what it means? I thought it meant only one type would land per line. Reading it over it does seem to mean per caster per line. Sorry:)

Re: 3/9 Test update

Posted: Thu Mar 10, 2016 12:10 pm
by Rashod
Derdarr wrote:Rashod...not these dots now that's part of the change!
Silly bard, reading is fundamental.

"All spells will now do more damage per tick, but a single caster can no longer stack other spells in the same line on the target."

Single = 1. Caster = player.

1 Player can no longer stack other dots from the same line. That is you can't cast the level 30 40 50 60 70 80 90 version of the same spell line.

THIS is what they were fixing. Apparently you could stack them all. I have heard of zero people that do this though.

Re: 3/9 Test update

Posted: Thu Mar 10, 2016 12:16 pm
by Derdarr
Wonder if your the testing ground for more necro changes

Re: 3/9 Test update

Posted: Thu Mar 10, 2016 12:18 pm
by Derdarr
And you have a bard on raids, if your going oom blame them.

Re: 3/9 Test update

Posted: Thu Mar 10, 2016 12:54 pm
by Goofydoofy
Wow, you people are a comedy showcase.