Log in

View Full Version : New notes on test


Manyak
12-10-2005, 06:11 PM
<DIV>Some1 posted this in the illusionist forums, so i figured id link it for you guys since it might hurt u as well.</DIV> <DIV> </DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=26&message.id=9705&jump=true#M9705" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=26&message.id=9705&jump=true#M9705</A></DIV>

nithrill
12-10-2005, 06:30 PM
<BLOCKQUOTE> <HR> DaMutation wrote:<BR> <DIV>Some1 posted this in the illusionist forums, so i figured id link it for you guys since it might hurt u as well.</DIV> <DIV> </DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=26&message.id=9705&jump=true#M9705" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=26&message.id=9705&jump=true#M9705</A></DIV> <HR> </BLOCKQUOTE> <P>Before jumping to conclusions lets give them the benefit of the doubt.</P> <P>To me it looks like a typo (note the missing number one and see how it all becomes symmetrical):</P> <BLOCKQUOTE dir=ltr> <P><EM>- Item Health and Power regen rates now all use the same regeneration standard and cap out at the following currently:<BR> * In-combat HP regen cap is (3 x Level )<BR> * In-combat Power regen cap is (<STRONG><FONT color=#ffff00>1</FONT></STRONG>.5 x Level)<BR> * In-combat item HP regen cap is (3 x Level  x 0.5)<BR> * In-combat item Power regen cap is (1.5 x Level x 0.5)</EM></P></BLOCKQUOTE>

Petgroup
12-11-2005, 02:03 AM
Regardless if its an error or not, the pages and pages of threads for us results in NOTHING for Live Update 18.<div></div>

Encantador
12-11-2005, 02:23 AM
<P>You missed a couple of things ...</P> <P>1) we get one stun reduced to a 2 sec cast ... ok the wrong one so far as I am concerned  and 2 seconds is still not short enough to use as an emergency stun. Perhaps this is supposed to help us recharm perhaps not. Developers don't give explanations of changes very often and rarely for apparently random changes like this.</P> <DIV>2) we get our debuff (DP and upgrades) landing more often. All I can say about this is ... its about time.</DIV> <DIV> </DIV> <DIV>Also putting various clues together I would say that more serious fixes (say for our raid abilities) would be now in development and in my mind its 50/50 whether they will make LU 18. Thats assuming they think it is more important than other changes.</DIV> <DIV> </DIV> <DIV> </DIV>

PigLick
12-11-2005, 04:42 PM
Also don't forget that TUs often have at least 2, sometimes 3 versions that roll out, not to mention lots of things are added/changed in hotfixes between versions before they go live.Not necessarily saying I expect more enchanter changes for 18, but don't rule them out completely yet just because they aren't included in TU18a.PigLick<div></div>

nithrill
12-11-2005, 10:05 PM
<BLOCKQUOTE> <HR> encanta wrote:<BR> <P>...</P> <DIV>2) we get our debuff (DP and upgrades) landing more often. All I can say about this is ... its about time.</DIV> <DIV> </DIV> <DIV>...</DIV> <DIV> <HR> </DIV></BLOCKQUOTE> <P>The update notes actually didn't say "... and upgrades", so I wouldn't get overly too excited.</P> <P>Bu,t it will be interesting to compare DP and its upgrades since:</P> <BLOCKQUOTE dir=ltr> <P><STRONG>- The base resistability of a hostile spell is now shown in the spell's examine info.</STRONG></P></BLOCKQUOTE> <P>Which, btw, I think is one of the cooler things included in there.</P> <P>... as for the timing ... I couldn't agree more (Darrathar anyone?)</P>

PigLick
12-12-2005, 01:11 AM
They don't always specify that all spells in a line have been upgraded, they just give the name of one spell in the line, so my guess they'll be upgraded.I agree also, being able to see resist chances in spell info is pretty nice.PigLick<div></div>

Han
12-12-2005, 10:24 PM
Nithrill I pray you're correct in that Missing 1

Star
12-12-2005, 10:46 PM
He is. BG has updated other threads. It was a typo. <DIV> </DIV> <DIV>And... does resist chance = break chance. If not I'd much rather see the break chance (especially for charm) listed. That way you can see the tangible differences of upgrades to things like Coerce.</DIV><p>Message Edited by jwmaynar on <span class=date_text>12-12-2005</span> <span class=time_text>09:48 AM</span>

Bloodtoo
12-13-2005, 01:10 AM
I thought this line in the update notes was priceless, "<font color="#ffff00">Disappointment is now less likely to be resisted.</font>" I got news for them I haven't been able to resist disapointment for many many updates now. Oh the irony !

frooz
12-13-2005, 11:15 AM
<div></div>I'm still looking at this as a bit of a nerf. I can currently get my personal regen up to about 180/tick minus items and traits, thats now going to get capped at 90. I dont think it will impact illusionists as much, as they get skills that reduce the amount of power they consume, whereas a coercer we work on raw power regen. I would suggest that devs need to look at a couple of our spells with this in mind. Transfer essence Master nearly reaches this cap on its own, let alone the other 4 spells which we can use for regen. A little disappointing for me personally. EDIT - Edited numbers, forgot that gorging thoughts averages at 18/tick <div></div><p>Message Edited by froozle on <span class=date_text>12-12-2005</span> <span class=time_text>11:24 PM</span>

PigLick
12-13-2005, 12:07 PM
I'm pretty sure transfer, devouring and torment don't count towards the cap. They don't give in-combat power regen, they just grant  power over time. There is, if I'm not mistaken, a difference. We can only actually increase power regen by like 42 or 43 (31/32 from clarity, not sure which, don't have master, and 11 from Mind's Eye).PigLick <div></div>

frooz
12-13-2005, 12:31 PM
Good point - they may be different That would be a good question to ask the developers then, but until then I'm still going to remain pessimistic given the track record of changes to our class in recent months. If however they are not, then some spell lines would need to be re-evaluated <div></div>

Pins
12-13-2005, 03:33 PM
<BR> <BLOCKQUOTE> <HR> froozle wrote:<BR> I'm still looking at this as a bit of a nerf.<BR><BR>I can currently get my personal regen up to about 180/tick minus items and traits, thats now going to get capped at 90.<BR><BR>I dont think it will impact illusionists as much, as they get skills that reduce the amount of power they consume, whereas a coercer we work on raw power regen.<BR><BR>I would suggest that devs need to look at a couple of our spells with this in mind. Transfer essence Master nearly reaches this cap on its own, let alone the other 4 spells which we can use for regen.<BR><BR>A little disappointing for me personally.<BR><BR>EDIT - Edited numbers, forgot that gorging thoughts averages at 18/tick<BR> <P>Message Edited by froozle on <SPAN class=date_text>12-12-2005</SPAN> <SPAN class=time_text>11:24 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR> <DIV>It was capped at 90 by itself.  Transfer Essence, and Gorging Thoughts do NOT count towards the cap.  They do NOT add to in-combat regen.  They just add power, same with Vicious Torment.  This is NOT a nerf, this is just a reworking of the cap for ITEMS.</DIV>

Greenjel
12-13-2005, 07:42 PM
<DIV>I like the use of strategically capitalized words like you're talking to a child.</DIV> <DIV> </DIV> <DIV>THANK you for your TIME.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>-Proboscus,</DIV> <DIV>54 coercer,</DIV> <DIV>Neriak</DIV>

Azamien-Dermorate
12-15-2005, 12:01 AM
<BR> <BLOCKQUOTE> <HR> Greenjelly wrote:<BR> <DIV>I like the use of strategically capitalized words like you're talking to a child.</DIV> <DIV> </DIV> <DIV>THANK you for your TIME.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>-Proboscus,</DIV> <DIV>54 coercer,</DIV> <DIV>Neriak</DIV><BR> <HR> </BLOCKQUOTE><BR>when talking to someone who states they get 180 per tic regen when the regen cap as been at 90 since lu 13 ... its IMPORTANT to make sure things stand out :smileysurprised: