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Old 07-30-2011, 08:18 AM   #1
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So, GU 60 comes out and intorducing a few new stats to segregate PvP gear and PvE gear entirely.  This idea sounds pretty good.  Until, the update goes live and people begin to notice how auto attacks and damage procs are doing more damage then most of their CAs and Spells.

The issue is, how AAs that increase base damage or critical damage of spells/cas/heals actualy increase the potency or critbonus of the specified spell.  This change, I believe hapened with SF when SoE moved from base damage stats to potency.

Now, it is time for some examples!

First example is my templar's heal stance this image is without it.

Now with Heal stance active.

Notice a BIG differance, huh?

Heres one more, this time of my illusionist's Peace of Mind.

Now with AA:

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Old 07-30-2011, 08:39 AM   #2
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These are just two examples.  Exquisite had initialy discovered this with his Warlock aas and petitioned them several times to no avail so, I figured that this might get more attention from devs if more players knew about it.

Also, I am aware that you need to "refresh" the examine window to see how changes affect the spells.

Several more spells and AAs are effevted by this such as:

Destructive Rampage                                                      Volatile Magic

Templar's Restoration                                                     Rain of Colors

Enhance : Involuntary Gift ( heal increae portion )           Chromatic Thundershower

Prayer of Healing                                                            Strike of the Mage

Restorative Healing                                                         Mental Torment

Devoted Healing                                                             Silent Thoughts

Shocking Rays                                                                Mental Focus

Empathic Aura

Those are just a few of what i have acces to check, one would be safe to assume that aas that increase critical damage of certain spells are also effected.

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Old 07-30-2011, 06:55 PM   #3
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Lets just hope SOE will take this into consideration and do something about it, to many things go overlooked way to often.

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Old 08-01-2011, 09:04 AM   #4
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If what is shown above is actually true..... it's a colossal failure and as a paying customer I expect an answer/comment from a SoE PvP dev asap.  I'd hope the PvP Examine checkbox is broke, but then I know all this has been confirmed via ACT.

This also explains why AutoAttack damage is so much higher then CA's and Spells.

I'm also worried about adding even more damage to a PvP encounter, but I'd rather have working mechanics if that's what's intended then not.

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Old 08-01-2011, 07:30 PM   #5
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No heal stances are applying their base increases to either dmg or heals, same goes for anything else that does not specifically state increases potency.

This includes ALL AA abilities "mostly EoF tree" that state "increase base dmg of XXX" they are not working in pvp combat and basically cripple many class abilitiees.

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Old 08-02-2011, 11:44 AM   #6
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Foreshadowing SoE's response... which I suspect will be late 2012 if ever, they will say they never intended these AAs for PvP.  Look at the AA's they recently revamped and you can tell.  The descriptions all have both PvE and PvP values.  These potency based AA's that we are referring to say nothing about PvP.  Therefore I am assuming SoE is going to slap a "not intended for PvP" on yah.

I just want them to confirm this so I can stop wasting 47 AA points on crap that doesn't work in PvP.  AND... if this is the case, then why do autoattack multiplier AAs work in PvP.  Remove them too!!  Honestly, I really don't need more PvP potency to kill a target... but we all agree that autoattack damage is nuts.  It doesn't need help from AAs.

Here, I'll start.....

Dear SoE,Please confirm the following Illusionist AAs DO NOT function in PvP:

Enchanter Alternate AdvancementsVolatile MagicIllusionist Alternate Advancements TreeRain of ColorsChromatic ThundershowerIllusionist ShadowsStrike of the MageMental TormentSilent Thoughts *Volatile Magic might be effecting this valuePersonae's GiftShocking RaysEnchanter Heroic Alternate AdvancemntsEnhance: Peace of Mind *Volatile Magic might be effecting this value

If you trust your "Examine PvP check box" works as intended, you can easily verify NONE of these AAs work.  If you don't trust it, then I can provide screen shots and combat logs confirming they DO NOT work in PvP.  Oddly enough, one of my spells actually increases without these AAs.

Please clarify as soon as possible and thank you so very much for taking the time to review.  I know crafting AAs and Market place items are seriously business, so any time away from them is appreciated.

Exur

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Old 08-02-2011, 01:17 PM   #7
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This could also mean that procs such as "rightous anger" which increase spell damage and heals by a certain percent on pvp jewelery may not be working either.

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Old 08-02-2011, 08:02 PM   #8
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wow.... [Removed for Content], good to know.

Hi Exur,This is GM  responding to your petition. That's correct, the AAs you listed will be disabled in PvP combat. Please know that not all AAs will work in PvP, and several spells+buffs will have decreased functionality, or not work at all. This is intended, to keep the combat as balanced as possible. I hope this helps clear things up, but if you have any further questions or concerns, please don't hesitate to let us know.Kind Regards,GM EverQuest IISOE Customer Service

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Old 08-02-2011, 09:19 PM   #9
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Nice, this is after Olihin posted that aa's will continue to work in pvp combat.

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Old 08-03-2011, 04:04 AM   #10
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So does this mean that autoattack will make up an even bigger percentage of pvp damage?

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Old 08-04-2011, 12:12 PM   #11
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[email protected] wrote:

wow.... [Removed for Content], good to know.

Hi Exur,This is GM  responding to your petition. That's correct, the AAs you listed will be disabled in PvP combat. Please know that not all AAs will work in PvP, and several spells+buffs will have decreased functionality, or not work at all. This is intended, to keep the combat as balanced as possible. I hope this helps clear things up, but if you have any further questions or concerns, please don't hesitate to let us know.Kind Regards,GM EverQuest IISOE Customer Service

lol.. I dont recall this ever being announced?

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Old 08-06-2011, 12:20 PM   #12
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from recent test updates

ABILITIES / ALTERNATE ADVANCEMENT

  • Alternate advancements and other items/abilities that modify spells will now increase both the PVE and PVP versions of the spell.
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Old 08-06-2011, 06:58 PM   #13
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[email protected] wrote:

from recent test updates

ABILITIES / ALTERNATE ADVANCEMENT

  • Alternate advancements and other items/abilities that modify spells will now increase both the PVE and PVP versions of the spell.

Logging into test right now to test it, even if it doesn't work its still good to know that some dev actualy cares about us.

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Old 08-06-2011, 07:17 PM   #14
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Ive confirmed it, at least for Templar, my aas are once again increasing my heal's pvp tab on examine.

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Old 08-06-2011, 09:29 PM   #15
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Nice, now all they need to do is fix preist red adorns working in pvp combat "ward/heal/cure procs" and spiritual leadership proccing from and off of group members~

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Old 08-06-2011, 10:35 PM   #16
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[email protected] wrote:

Ive confirmed it, at least for Templar, my aas are once again increasing my heal's pvp tab on examine.

nice... glad to hear its working... at least on test

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Old 08-06-2011, 10:37 PM   #17
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Crismorn wrote:

Nice, now all they need to do is fix preist red adorns working in pvp combat "ward/heal/cure procs" and spiritual leadership proccing from and off of group members~

you saying that priest red adorns currently work in PVP or you would like them to work in PVP?

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Old 08-06-2011, 10:53 PM   #18
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[email protected] wrote:

wow.... [Removed for Content], good to know.

Hi Exur,This is GM  responding to your petition. That's correct, the AAs you listed will be disabled in PvP combat. Please know that not all AAs will work in PvP, and several spells+buffs will have decreased functionality, or not work at all. This is intended, to keep the combat as balanced as possible. I hope this helps clear things up, but if you have any further questions or concerns, please don't hesitate to let us know.Kind Regards,GM EverQuest IISOE Customer Service

Funny how the Gm's response is contradictory to how they are actualy fixing it though......

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Old 08-07-2011, 12:07 AM   #19
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[email protected] wrote:

[email protected] wrote:

wow.... [Removed for Content], good to know.

Hi Exur,This is GM  responding to your petition. That's correct, the AAs you listed will be disabled in PvP combat. Please know that not all AAs will work in PvP, and several spells+buffs will have decreased functionality, or not work at all. This is intended, to keep the combat as balanced as possible. I hope this helps clear things up, but if you have any further questions or concerns, please don't hesitate to let us know.Kind Regards,GM EverQuest IISOE Customer Service

Funny how the Gm's response is contradictory to how they are actualy fixing it though......

Doesn't surprise me, I'm sure GM's have very little clue as to what is actually going on.... they get toons unstuck and return items that were destroyed... peons of the SOE community...

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Old 08-07-2011, 01:34 AM   #20
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Just confirmed on test... All Illusionist AA's and PvP Blue adornments work for the most part.  The base/potency increase isn't as much as the AAs and adornments adversite, but an increase none the less.  Basically, all the increases are a little shy of half of what is stated in the description for PvP.

Just blows my mind how GU60 was released months ago with all this suppose to be working... and it takes till now for them to address it.  Unbelievable.  A forum post and a number of recent petitions/feedback/bug reports and *poof*... an update on Test.  I did respond to that GM's with an number of detailed issues concerning AAs and Blue Adornments and got this back prior to the recent test updates:

Greetings, Exur!This is GM following up with you. I am sorry to report, as an In-Game Customer Service representative, I am not equipped to answer the questions that you have posed in your response. I have sent your concerns regarding PvP AA mechanics straight to our mechanics developer, who has already assured me that he is going to be taking a look at the issue. If you believe that you have encountered a bug, you may want to submit a bug report by typing /bug while in game. This will send a report to our QA Team for testing. You might also want to post your concerns on our Official Forums, http://forums.station.sony.com/eq2/forums/list.m, as they are also reviewed by our Development Team.If you have any further in-game concerns, please feel free to submit another petition, and we will be happy to assist you!Sincerely,GM EverQuest IISony Online Entertainment

Dev's must listen to me, so you are all welcome!  And if you don't believe me, I sent this on 7/14:

Hi Exur!I am GM responding to your petition regarding Crystal of Discord. I searched for this item and was also unable to find it on any merchant. I have gone ahead and submitted a report about this issue to our Quality Assurance team for further investigation. Unfortunately there is little I can do to assist you at the moment. I can only suggest to keep an eye out for the update notes. I realize this is not the answer you were hoping for and I apologize for any disappointment this may be. If there is anything else that we can help you with, or if you have any further questions, please feel free to reply back to this petition. Good luck to you and safe journeys.GM EverQuest IISony Online Entertainment

*poof* you're "what the heck is that item" was brought back last update.  I will accept station cash as thank you's.

Enjoy(btw.. know that I'm joking.  I'm really only half as arrogant as I appear here.)

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