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View Full Version : New beta changes 9/02/05


-Aonein-
09-03-2005, 12:50 AM
<DIV><STRONG><FONT color=#ffcc00>*** Combat Changes ***<BR></FONT></STRONG> <BR><B>Resists, Fizzles, and Interrupts:</B><BR>- All hostile (non-melee) spells now have a chance of being resisted outright.<BR>- Damage spells have a lower chance of being resisted than other types of spells.<BR>- If a spell is resisted by all targets, the caster pays the full power cost. However, the reuse time will be reduced to  half that of normal or 3 seconds, whichever is greater.<BR>- The chance to resist is based on the target's resistance to the spell's damage type, the skill level of the player's casting technique used by the spell (Ministration, Ordination, etc.), and spell quality (Apprentice II, Adept I, etc.).<BR>- Non-damage spell effects (snares, slows, debuffs, etc.) can no longer be mitigated. Except for damage spells and arts, if a spell lands it should have the full effect listed in the spell's examine information.<BR>- Only beneficial spells cast in combat now have a chance to fizzle.<BR>- Your chance to fizzle is affected by the skill level of the player's casting technique used by the spell (Ministration, Ordination, etc.) and spell quality (Apprentice II, Adept I, etc.).<BR>- The base chance to be interrupted while casting has been reduced.<BR> <BR><B>Pets:</B><BR>- Maintained pet buffs should now persist after zoning or logging out.<BR>- Charmed pets now cast their spells and do damage based on the quality level of the spell used to charm them.<BR>- The chance for charmed pets to break free is now based on their resistance values to the type of spell used to charm them.<BR> <BR><B>Attributes and Skills:</B><BR><FONT color=#ffff00>- NPC auto-attack damage has been increased. NPC spell and combat art damage has been reduced.<BR></FONT>- Player characters and NPCs over level 30 now have larger health pools.<BR>- The effect of intelligence on spell damage has been increased to be equal to that of strength on melee damage.<BR>- The effects of wisdom and agility have been slightly reduced to be more comparable to the effects of other attributes.<BR><FONT color=#ffff00>- The effectiveness of Defense skill buffs and debuffs has been reduced, while the effectiveness of Parry buffs and debuffs has been increased. This results in Defense, Parry, and Deflection buffs and debuffs having the same overall effect on avoidance.<BR></FONT><FONT color=#ffff00>- Arcane resist values (Heat, Cold, Poison, Disease, Magic, Divine, and Mental) on all items have been reduced by 50%.<BR></FONT>- The con color of the target now has a more substantial impact on the attacker's chance to land attacks. High cons (high yellow, orange, and red) are harder to hit, while lower cons (low blue, green, and grey) are easier to hit.<BR> <BR><B>Stances:</B><BR><FONT color=#ffff00>- Fighter defensive stances now provide less physical damage mitigation and have greater offensive penalties.<BR>- Fighter offensive stances now provide an increased bonus to offense and steeper defensive penalties.<BR>- Scout defensive stances also have DPS and offensive skill penalties, but their defensive benefits have increased.<BR>- Scout offensive stances now have increased offensive skills and a proc, but have steeper defensive penalties. The positional requirement has been removed.<BR></FONT>- Where other Scouts receive stances, the Troubador/Dirge/Bard spell line that starts with Insatiable Ardor was changed to a group buff. Troubadors buff Defense, while Dirges buff Parry.<BR> <BR><B>General changes:</B><BR>- If a spell or combat art does not land on a target, the visual and sound effects will no longer be played.<BR>- When a physical damage-over-time effect pulses, you will no longer swing at your target.  <BR>- An issue that sometimes prevented group maintained buffs from being applied to group members has been corrected.<BR>- You are now considered behind your target for a range of 120 degrees rather than 60.<BR>- Characters below level 7 now experience a much smaller revive sickness penalty.<BR>- Poisons now display a descriptive proc message and no longer just say "poison."<BR>- Druid, Shaman, Mystic, and Warden direct heal spells (Minor Healing and Arch Healing spell lines) can now be cast on targets outside of the healer's group.<BR>- The ranges on Fighter and Priest group buffs have been made more consistent.<BR>- Spells that require confirmation from the target will no longer refer to resurrection if the caster is dead or out of the spell's range.<BR><BR><B>Fury changes:</B><BR>- Untamed Shroud has a more effective range for group invisibility.<BR> <BR><B>Inquisitor changes:</B><BR>- The counterattack on Coerced Repentance should be doing damage to the target again.<BR> <BR><B>Priest changes:</B><BR>- All priests will receive the Enduring Breath at level 8 (Single Target, 15 minute duration, castable on members outside of the group, non-maintained). Each subclass will receive a group Enduring Breath in their 20s (Group Buff, no concentration use, unlimited duration).<BR> <BR><B>Conjurer changes:</B><BR>- Call of Heroes will now work correctly throughout the zone.<BR> <BR><B>Ranger changes:</B><BR>- Arrow Flurry's proc now consumes an arrow and use that arrow's damage type.<BR> <BR><B>Shadowknight changes:</B><BR>- Catastrophic Slam should now correctly stun targets.<BR><BR><B>Warden changes:</B><BR>- Tranquilizing Spores should now properly proc. <P><BR><FONT color=#999999>Ryan "Blackguard" Shwayder</FONT></P> <P></P> <HR> <P> </P> <P>We lost some mititgation of our Defensive stances by the look and NPC damage was increased at the same time. Scouts gained mitigation from there defensive stance.</P> <P>We lost Arcane mitigation across the board it has been reduced on all items by 50%, Defense has been reduced.</P> <P>Really not getting at what SoE is trying to aim for here, they go forawrds and backwards so many times its just not making any sense.</P></DIV>

Jvaloth
09-03-2005, 01:19 AM
<P><blinks></P> <P><peers at the giant ? that has appeared over his head></P> <P> </P> <P> </P> <P> </P> <P> </P>

Chog
09-03-2005, 04:32 AM
<BR> <BLOCKQUOTE> <HR> -Aonein- wrote:<BR> <DIV><STRONG><FONT color=#ffcc00>*** Combat Changes ***<BR></FONT></STRONG> <BR> <BR><B>Attributes and Skills:</B><BR><BR><FONT color=#ffff00>- The effectiveness of Defense skill buffs and debuffs has been reduced, while the effectiveness of Parry buffs and debuffs has been increased. This results in Defense, Parry, and Deflection buffs and debuffs having the same overall effect on avoidance.<BR></FONT><FONT color=#ffff00>- Arcane resist values (Heat, Cold, Poison, Disease, Magic, Divine, and Mental) on all items have been reduced by 50%.<BR></FONT> <BR><B>Stances:</B><BR><FONT color=#ffff00>- Fighter defensive stances now provide less physical damage mitigation and have greater offensive penalties.<BR>- Fighter offensive stances now provide an increased bonus to offense and steeper defensive penalties.<BR></FONT><FONT color=#ff0000>- Where other Scouts receive stances, the Troubador/Dirge/Bard spell line that starts with Insatiable Ardor was changed to a group buff. Troubadors buff Defense, while Dirges buff Parry.</FONT><BR> <BR> <P><BR><FONT color=#999999>Ryan "Blackguard" Shwayder</FONT></P> <P></P> <HR> <P> </P> <P>We lost some mititgation of our Defensive stances by the look and NPC damage was increased at the same time. Scouts gained mitigation from there defensive stance.</P> <P>We lost Arcane mitigation across the board it has been reduced on all items by 50%, Defense has been reduced.</P> <P>Really not getting at what SoE is trying to aim for here, they go forawrds and backwards so many times its just not making any sense.</P></DIV><BR> <HR> </BLOCKQUOTE>If I had to guess, one of the reasons the mitigation was reduced on our defense stances was becasue of the added defense component to the treb / dirge songs.<BR>

-Aonein-
09-03-2005, 04:44 AM
<DIV><BR> <BLOCKQUOTE> <HR> Chogar wrote:<BR><BR> <BLOCKQUOTE> </BLOCKQUOTE>If I had to guess, one of the reasons the mitigation was reduced on our defense stances was becasue of the added defense component to the treb / dirge songs.<BR> <BR> <HR> </BLOCKQUOTE><BR>Yes but not everyone is going to group with Troubs / Dirges.</DIV> <DIV> </DIV> <DIV>And i was mainly refering to why have they decreased our mitigation on our stances and increased NPC dmg out put.</DIV>