Patch Notes - August 12th, 2020

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HEADLINES
  • The tradeskill search window has been implemented for master tradeskillers!
  • Buff re-balance continuation.
  • Archaic Fragments have been simplified.
  • All tomes have been converted to AAs.
  • Low-level re-balance continued: Low level spells now scale with worn elemental damage.
ALTERNATE ADVANCEMENT
  • Added new filter options at the bottom of the AA window.
  • All existing tomes have been converted to equivalent alternate advancements.
    • Codex of Power progress is now calculated by a character's spent alternate advancements past 250.
      • The total experience required for maximum CoP benefits remains identical.
    • Emberflow and Refuge books will continue to exist but instead unlock their equivalent alternate advancements once read.
    • Hidden Strength has been replaced with the Mythic AA lines.
    • The following tomes have had their dual effects split into two separate AA lines (be judicious respending your AAs):
      • Bodily Resistance -> Bodily Disease Resistance, Bodily Poison Resistance
      • Elemental Resistance -> Elemental Cold Resistance, Elemental Fire Resistance
      • Infection Mastery -> Disease Mastery, Poison Mastery
    • Player characters will have existing tome experience refunded to equivalent unspent alternate advancement points.
    • Existing translated rank 1 and 2 tomes are now droppable and have a vendor price.
    • Tome of the Mind has been split into the following two alternate advancements:
      • Ruinous Mind; available to SHD, BRD, NEC, WIZ, MAG, ENC.
      • Exalted Mind; available to RNG, BST, PAL, CLR, SHM, DRU.
  • Hastened Resilience no longer erroneously refers to Rampage.
CLASSES
  • MONK
    • Fixed the Monk's innate ability never to have mobs be "behind" them.
  • ROGUE
    • Uncanny Dodge style works.
RESISTANCES
Certain class-, race-, and tome-based bonuses to resistances have been reworked serverside to sync with the client. The following bonuses are now accounted for by both the client and server:​
  • CLASS-BASED
    • BEASTLORD
      • Cold Resistance
        • +4 at Level 1
        • +1 per level starting at Level 50
      • Disease Resistance
        • +4 at Level 1
        • +1 per level starting at Level 50
    • MONK
      • Disease Resistance
        • +1 per level starting at Level 51
      • Fire Resistance
        • +8 at Level 1
        • +1 per level starting at Level 50
      • Poison Resistance
        • +1 per level starting at Level 51
    • PALADIN
      • Disease Resistance
        • +8 at Level 1
        • +1 per level starting at Level 50
    • RANGER
      • Cold Resistance
        • +4 at Level 1
        • +1 per level starting at Level 50
      • Fire Resistance
        • +4 at Level 1
        • +1 per level starting at Level 50
    • ROGUE
      • Poison Resistance
        • +8 at Level 1
        • +1 per level starting at Level 50
    • SHADOWKNIGHT
      • Disease Resistance
        • +4 at Level 1
        • +1 per level starting at Level 50
      • Poison Resistance
        • +4 at Level 1
        • +1 per level starting at Level 50
    • WARRIOR
      • Magic Resistance
        • +1 every even level
  • RACE-BASED
    • All base resistances now follow client racial bases:
      • Barbarian: +10 CR
      • Dark Elf: n/a
      • Dwarf: +5 MR, +5 PR
      • Erudite: -5 DR, +5 MR,
      • Froglok: +5 MR, +15 PR
      • Gnome: n/a
      • Half Elf: n/a
      • Halfling: +5 DR, +5 PR
      • High Elf: n/a
      • Human: n/a
      • Iksar: -10 CR, +5 FR
      • Ogre: n/a
      • Troll: -20 FR
      • Vah (Shir): n/a
      • Wood Elf: n/a
  • TOME-BASED
    • Bodily Resistance and Elemental Resistance tomes now properly add 3 resist per rank.
ITEMS
  • Archaic spell fragments have been changed:
    • Existing class-specific archaic fragments have been replaced with archetype fragments.
    • Wisdom casters now share a full set of four fragments and Intelligence casters also share a set of four fragments.
    • Speak with relevant NPCs for more information.
  • Burning Greatsword now appears as a sword rather than a staff.
  • Claws of the Tiger Tamer now proc Tiger's Prowess.
  • Client-side Pristine tag now displays correctly.
  • Dark Shield of the Entropic Recruit no longer becomes unequippable after growing in level.
  • Enameled Berserker Chestplate, Runed Berserker Chestplate, and Shiny Berserker Chestplate now list Recovery I and Recovery II as worn spell effects instead of nonfunctional focus effects.
  • Entropy's Spine has been given a more thematically appropriate proc. The new proc has identical properties to the previous one but is now disease-based and features a spell description.
  • Fine Silk Robe now has a blue variant.
  • The following [LORE] items are no longer stackable:
    • Escaped Liodreth's Head
    • Tiger Hide
  • For convenience, all Starfall quest items now list relevant class(es) rather than Class: ALL.
  • Giant Bones now lists NEC instead of SHM.
  • Gorilla Milk has been given a slightly different clicky effect that should no longer overwrite high-level statistic buffs.
  • High-Powered Oil Press will no longer be consumed during tinkering recipes.
  • Icons for Liodreth Head and Escaped Liodreth's Head have been changed to a cat head instead of a bixie head.
  • Items with levels above their maximum level have been fixed.
  • Items can no longer be stored in non-existent bag slots in your bank. You will be disconnected if you try to put something in a non-existent slot. (This is only an issue with poorly written custom UIs).
  • Kargyxx Beak is now stackable.
  • Pouch of the Plenty now self-targets and summons five Pixie Stix at a time.
  • Rootfruit is back (again).
  • Sorcerous Rune now lists ENC instead of MAG.
  • Stretched Hide Shield now takes a Type 5 augment instead of Type 2.
  • Studded Leather Leggings now have two Type 5 aug slots instead of one.
  • Tainted Core now has a more appropriate appearance than its previous hammer model.
  • Tarxan Beak is more common.
  • Valorous Crystals now lists CLR instead of WAR.
  • Words of Fright now lists DRU instead of SHD.
NPCs
  • a contracted wizard in Thurgadin will now port those working on the Uncooperative Exiles bounty to The Murk, providing they have the appropriate faction.
  • a dreamkeeper in Plane of Nightmare shows up as its intended model.
  • a zealot in The Cesspits now casts healing spells on himself rather than his target.
    • Additionally, these mobs are now flagged as Clerics rather than Warriors.
  • Autoshrink NPCs have been added to Underhill to make navigating the zone easier for large races.
  • Cyclonus, the Wind`s Demise now leaves a corpse that lasts for 30 minutes rather than 5.
    • Additionally, this NPC no longer gives experience (since the adept itself already gives a substantial amount).
  • Drakit Duskfeather now appears as an aviak.
  • half elven remains in Blackburrow are no longer standing upright.
  • Lady Niall is no longer embedded in the floor of Erudin Palace.
  • Sam Bloodblade now procs an invisibility spell on himself rather than his target.
  • Various imps in The Eternal Well are now all red instead of unintended random colors.
QUESTS
  • A Troll's Trinket in Zenn Malath now has journal entries.
  • Janitor Tomin now specifies "ratmen" instead of "ratlings" during his portion of the Fiery Explosion questline.
  • Training Master Vaenla's questline is no longer accessible to races that are not native to Underhill.
SPELLS
  • Allure of the Basilisk, Astral Force, and Heart of the Tree have been given more reasonable vendor prices.
  • Allure of the Basilisk now has a proper spell description.
  • Archaic spell fragments have been changed; see the ITEMS section above for details.
  • Draft of Ice now triggers Arcane Echo.
  • Druid Heart spells have been given unique landing and fade messages.
  • Helt's Berserker Formula, Helt's Wild Berserker Formula, Helt's Berserker Insanity, and Helt's Rampaging Formula spell descriptions are now correct.
  • Lightning Shock has a more thematically appropriate landing message.
  • Plague has had its mana cost reduced.
  • Runic: Cataclysm produces fewer spell particles.
    • This change also fixes the bug that caused Cataclysm: Hurricane to render spell particles for players who had spell particles disabled.
  • Runic: Celestial Well and its accompanying spell, Healing Waters, have received a minor update for convenience:
    • Runic: Celestial Well
      • The well pet is now a water elemental rather than air.
    • Healing Waters
      • This spell no longer produces landing messages for the well pet itself.
      • It only produces landing messages for targets that do not already have the buff.
      • It produces far less obnoxious and more thematically appropriate spell particles; these particles only apply to the well pet and not to recipients.
      • It no longer produces a piercingly loud spellcasting sound effect.
  • Sense Animals/Summoned/Dead spells all work properly now.
  • True North works correctly again.
  • Wizard familiars now last indefinitely like other pets and no longer require a resummon every few hours.
  • Worn Bane Enhancement will no longer trigger on beneficial spells.
ZONES
  • The "door" clicky that leads to Inner Sanctum in Prison of Admyrrza has been updated:
    • Characters no longer embed in the wall when they reach the other side.
    • Characters face north during the teleport, meaning they start out looking into the first room of Inner Sanctum instead of the wall.
  • The texture on the sign pointing to the MoP in Pocket Plane now displays properly.
  • A useless rock "switch" has been removed from the bottom floor of the lift in Erimal. All it did was spin in place and confuse/frustrate players for as long as this zone has existed!

MISCELLANEOUS
  • Fixed a few buggy classic Froglok textures that were causing parts of the Froglok to display black regions instead of the proper texture.
  • The popup message for Level 51 no longer mentions the Instrument of Vengeance quest. (It is still mentioned at 52 as intended.)

    MISC. CHANGES TO DIALOG, GRAMMAR, NAMING, SPELLING, ETC.
    • Aug category names have been simplified:
      • Armor: Chain/Plate -> Heavy Armor
      • Armor: Jewelry/Bracelets/Charms -> Jewelry
      • Weapon: Bows -> Bow
      • Armor: Silk/Leather -> Light Armor
      • Thazeran: Elemental Infused -> Thazeran
      • Bounty Hunting: Cores -> Bounty Core
      • Bounty Hunting: Runes -> Bounty Rune
      • Bounty Hunting: Glyphs -> Bounty Glyph
      • Bounty Hunting: Inscriptions -> Bounty Inscription
    • Dead Childs Femur is now Dead Child's Femur.
    • Fiery Explosion armor pieces no longer contain the typo "Firey" in their lore text.
    • Fixed a number of typos in Phago the Glutton's portion of Daymare Into Night.
    • The following item names have had their backtick ( ` ) characters changed to apostrophes ( ' ):
      • A Goblin`s Work
      • A Noble`s Journal
      • Alpha Wolf`s Insignia
      • Beguiler`s Belittling Barrage
      • Beguiler`s Belittling Barrage
      • Beguiler`s Belittling Barrage
      • Croc`s Toothring
      • Dannisin`s Discarded Galoshes
      • Dragonforger`s Contract
      • Executioner`s Glaive
      • Genklog`s Notes
      • Genklog`s Scroll Case
      • Graverobber`s Boots of Gravedust
      • Gruthulk`s Tooth
      • Gumdor`s Requiem
      • Insomniac`s Slippers
      • Jeremiah`s Token
      • Liod`s Sojourn
      • Lorekeeper`s Sigil
      • Marilda`s Seal
      • Marlow`s Lullabye
      • Nature`s Defender
      • Plague Priest`s Phylactery
      • Praknat`s Note
      • Sworn Hunter`s Trinket
      • Szaria`s Mindcap
      • Xaxazan`s Ceremonial Patch
      • Yiv Chieftain Dasogk`s Head
      • Yiv Chieftain Nzokag`s Head
      • Yiv Chieftain Oplek`s Head
      • Yiv Chieftain Rhinst`s Head
      • Yiv High Chieftain Glizik`s Head
    • The following NPC names have been revised:
      • a Bone Dragon -> a bone dragon
      • a Dragon Shade -> a dragon shade
      • a Grey Assassin -> a Grey assassin
        • All other a Grey _____ NPCs now follow this pattern.
      • a lesser Dragon Shade -> a lesser dragon shade
      • a miner overseer -> Mine Overseer Grupl
        • This change better reflects the lore in the Instrument of Vengeance questline.
      • a Necromecha Clockwork -> a necromecha clockwork
      • Dark Boned Dragon -> a dark boned dragon
      • Faded Dragon Shade -> a faded dragon shade
      • Remains of a Hatchling -> remains of a hatchling
    • The following quest names have been revised:
      • Cillans Courier Service -> Cillan's Courier Service
      • An Iksars Tale -> An Iksar's Tale
      • Listha's Bracelet -> Lishta's Bracelet
      • Mareks Missions -> Marek's Missions
      • Roses of Judgement -> Roses of Judgment
      • Note that pre-existing journal entries pertaining to these quests will retain the old spellings.
    • The following spells (and their accompanying scrolls) have been renamed after figures in SoD lore:
      • Cleric (and Paladin)
        • Marzin's Mark -> Milhad's Mark
        • Symbol of Marzin -> Symbol of Milhad
        • Symbol of Naltron -> Symbol of Chaunella
        • Symbol of Pinzarn -> Symbol of Zarysha
        • Symbol of Ryltan -> Symbol of Drilma
        • Symbol of Transal -> Symbol of Talain
      • Wizard
        • (AA) Call of Xuzl -> Call of Tarhyl
        • Draft of Jiva -> Draft of Tergon
        • Elnerick's Electrical Rending -> Tergon's Electrical Rending
        • Elnerick's Entombment of Ice -> Tergon's Entombment of Ice
        • Fire Spiral of Al'Kabor -> Fire Spiral of Hanar
        • Flaming Sword of Xuzl -> Flaming Sword of Tarhyl
        • Force Spiral of Al'Kabor -> Force Spiral of Hanar
        • Frost Spiral of Al'Kabor -> Frost Spiral of Hanar
        • Ice Spear of Solist -> Ice Spear of Tergon
        • Jyll's Statis Pulse -> Benli's Static Pulse
        • Jyll's Wave of Heat -> Benli's Wave of Heat
        • Jyll's Zephyr of Ice -> Benli's Zephyr of Ice
        • Retribution of Al'Kabor -> Retribution of Hanar
        • Vengeance of Al'Kabor -> Vengeance of Hanar
        • Wrath of Al'Kabor -> Wrath of Hanar
    • The following spells now have a space between the target's name and the spell's landing message:
      • Arcane Aura
      • Maul
    • Instances of the misspelling "admantine" have been corrected to "adamantine."
    • Instances of the misspelling "beastial" have been corrected to "bestial."
    • Instances of the Swedish word "najad" have been changed to the English spelling "naiad."
    • Instances of the word "judgement" have been conformed to "judgment."
    • Instances of the word "saviour" have been conformed to "savior."
    • The item After The Divide is now After the Divide.
    • Lore references to "Tizmak" have been changed to "harthuk."
    • Most tome descriptions have been given a minor revision.
      • This change mainly includes fixes for hundreds of capitalization errors and the removal of extraneous spaces.
      • Additionally, nearly all instances of "codex" have been changed to "tome" (except when referencing the Codex of Power line).
    • Reconstitution's spell scroll is now named Spell: Reconstitution instead of Spell: Reconstitute.
    • References to "Blunt/Agility Specialization" have been conformed to "Blunt/Avoidance Specialization."
    • Relic: Cupola of Incineration no longer contains the typo "cupoula" in its landing message.
    • "Sadri" is now capitalized in NPC names.
    • Unnamed clockworks in and around Underhill now have lower-case names.
    [*][*][*][*][*][*][*][*]
BUFF RE-BALANCE CONT.

GENERAL
Buff lines that have been re-worked have had the following changes made:​
  • Have instant cast time, ten mana cost, and no refresh time.
  • Buffs no longer tick downward when grouped with the buff's class; rather, they tick upward to maximum duration.
  • Reworked buffs no longer account for worn increased duration.
  • HP Buffs have had their healing portion removed.
  • Later, durations of all reworked buffs will be set to 10 minutes. We will continue to rework additional spell lines.

SHAMAN
  • Added a new spell at level 64: Shroud of the Ancients.
LOW-LEVEL RE-BALANCE CONT.

GENERAL
Flat elemental damage on gear will now be applied to spells at all player levels following these two rules:​
  • No elemental damage is added to spell levels lower than 15 levels below the player's level.
  • The cap for worn elemental damage at any given level is equal to the player's level from levels 1 to 64.
NECROMANCER
Necromancers have been given the following spells at early levels to smooth out leveling and to fill in some gaps in existing DoT spell lines:​
  • Level 8:
    • Fever (Disease DoT)
    • Shock of Acid (Poison DD)
  • Level 16:
    • Acid Bolt (Poison DoT)
  • Level 20:
    • Searing Blood (Fire DoT)
  • Level 24:
    • Virulence (Disease DoT)
    • Venom of the Spider (Poison DoT)
  • Level 34:
    • Inflame Blood (Fire DoT)
  • Level 44:
    • Venom of the Scorpion (Poison DoT)
ADEPT ITEMS
  • (12) Shzoc, Gruesome Doppelganger
    • Burning Lack of Remorse now has a clicky instead of a proc.
  • (14) Slor, the Roaster
    • Bright Orange Ashes is no longer equippable in the Ammo slot and no longer has a proc.
  • (15) The Junkbeast
    • All woozles have had their bane damage toned down.
  • (26) Vakkaros the Frozen
    • Sickening Guilt has been changed to Unmelting Heart of Ice.
  • (36) Harahon, the Rotten One
    • Gorilla Milk now has a clicky instead of a proc.
  • (52) Lord Commander Ragarati
    • Ring of Supreme Vengeance now caps out at 8 bane damage instead of 12.
QUEST/DUNGEON ITEMS
  • Most quests listed in the Level 1 - 5 and 6 - 10 range of the wiki's quest timeline article have had their rewards buffed. If the quest progresses to higher levels, the rewards through the entire questline have been buffed, often ending with a stronger [EXPABLE] final item.
  • Loot in the following zones has been buffed:
    • Hidden Temple of Yaralith
    • The Runnyeye Citadel
    • Shrouded Island
 
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My pal dies when getting healed now

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I also want to mention this patch looks really good. I like it. Once the minor issue(s) get fixed of course.
 
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The buff changes are interesting in terms of what they imply. The move towards 10 minute durations feels like the right direction. Will duration AA still apply to that?

Not sure if I like it, but I definitely know I don't hate it. That's improvement! Ticking buffs up while in group is a creative fix, and that's a good sign.

Some questions:

1) If you have an enchanter cast JB on you and then leave the group, but you pick up an enchanter who doesn't have that spell, does it still tick the buff up? (or any other class / quested spell combo)

2) If there was a way to convert some of these to AAs we could just macro, that would be a huge QoL improvement. Since the Heals from HP buffs are gone (Which I definitely see fixes a lot of design limitations, and I like a lot) it would be super nice for some of the classes who spend a bunch of time clicking through spell gems. For example AA flappy isn't as good as relic flappy, but he's significantly less of a hassle to cast. I get that this is by no means a core problem in the buffing system, but little QoL improvements will help with making the process of buffing even less painful.

3)Is it the eventual intention that the low-level rebalance leads to gear changes throughout the game that sort of "fix" the problems of being unbuffed in the current gear environment pre-raid tier 6, if you don't have that class present? Since that still allows buffs to stack onto that without breaking the game?

4) My fingers thank you for the tradeskill change to the recipe window. Might I suggest adding a quest that allows access to the window for trivial recipes earlier, so that say, mineral dust from rocks isn't a waste of people's time?
 
AA conversion of tomes question: Are the mythic AA's supposed to replace hidden strength? Hidden strength gave +30 cap per rank (max 180), vs these give only +5 cap per rank (max 30).

Is that intentional? A typo in either the original hidden strength or the new mythic aa? Or is this just a scaling back of stats?
 
So when you combined Heroic Power and Hidden Strength AA's, the softcap for stats was 485 and then 525 after opuses done.

Now that Hidden Strength is the Mythic AA line, it's showing 5 pt for each of 6 ranks. This is a huge change from the 30pt for each of 6 ranks that was granted from Hidden Strength.

This would mean that the new softcap for stats (excluding wis/int) is... 335. Also not seeing replacement AA's for the stat tomes. Is this a fair account so far? Is this intended or an oversight?

EDIT: Looks like Quelian beat me to it as I was mathing it out.
 
AA conversion of tomes question: Are the mythic AA's supposed to replace hidden strength? Hidden strength gave +30 cap per rank (max 180), vs these give only +5 cap per rank (max 30).

Is that intentional? A typo in either the original hidden strength or the new mythic aa? Or is this just a scaling back of stats?
this is a nerf to monk barefist ratios :)
 
  • Hidden Strength has been replaced with the Mythic AA lines.
  • Player characters will have existing tome experience refunded to equivalent unspent alternate advancement points.

I have two characters affected by these changes:
Cleric:
  • Pre-patch
    • 0 banked AA points
    • No completed tomes
    • 2/6 Hidden Strength (6 AA points)
    • 62.32% progress into Tome of Exceptional Healing I
  • Post-patch
    • 0 banked AA points
    • Hidden Strength is gone
    • Main exp bar is 0%
Shadowknight:
  • Pre-patch
    • 1 banked AA point
    • No completed tomes
    • 6/6 Hidden Strength (18 AA points)
    • No partial tome progress
  • Post-patch
    • 1 banked AA point
    • Hidden Strength is gone
It appears all experience for partial tomes and Hidden Strength is gone. Is this intended?

Based on the quoted section above, I think my cleric should have ~18 (6 from HS and ~12 from the partial tome), and my shadowknight should have 19 (1 banked + 18 for HS).
 
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we had a weird bug of a short duration chanter buff lasting literally forever.

note that i like the idea of casting a buff on a dude and it staying on him as long as i'm in the party, but it doesn't seem intentional.

i couldn't replicate it. it only happened on one person, didn't happen on anyone else.
 
1) If you have an enchanter cast JB on you and then leave the group, but you pick up an enchanter who doesn't have that spell, does it still tick the buff up? (or any other class / quested spell combo)

Yes to this. It would be an obnoxious task to go to that level of detail to prevent that.

3)Is it the eventual intention that the low-level rebalance leads to gear changes throughout the game that sort of "fix" the problems of being unbuffed in the current gear environment pre-raid tier 6, if you don't have that class present? Since that still allows buffs to stack onto that without breaking the game?

Gear changes are not intended to fix being unbuffed. Tweaks to different avenues of buffs/alchemy/individual class skills will be used to balance this.

AA conversion of tomes question: Are the mythic AA's supposed to replace hidden strength? Hidden strength gave +30 cap per rank (max 180), vs these give only +5 cap per rank (max 30).

The absolute power you get for Hidden Strength and Mythic Strength are very similar. There will be additional thought given to provide bonuses to players who go beyond these caps similar to exalted and ruinous mind. To address Tev on monk ratios, the absolute power monk bare-fisted h2h ratio would get in both systems should be similar. I will say it was rounded down. So you will see a slight decrease.

Can we get a list of the currently "reworked" buffs?

Cleric Symbol/AC/Heroism Spell IDs ->
202, 11, 219, 485, 89, 486, 244, 368, 89, 19, 312, 487, 18, 1539, 1535, 1533, 1536, 20, 488, 314, 2122, 2893, 2510, 1447, 1540

Necro FT Spells (Recourse)
Spell IDs ->
6583, 6582, 6582, 6581, 6580, 6579

Enchanter Haste Spells IDs->
1708, 1709, 1710, 3241, 1170, 10, 1729, 172, 39, 171, 170

Druid Hero Spell IDs ->
26, 3553, 1559, 423, 2515, 2514, 422, 2513, 2512, 263, 2511

Druid Symbol Spell IDs ->
6590, 6591, 6592, 6593

Druid Ward Spell IDs ->
2188, 1442, 2123, 6589

(I misspoke, these DS buffs had not been reworked yet but were affected)
Druid DS Spells ->
2125, 3293, 3268, 1561, 1560, 1727, 356, 432, 129, 273, 256

Mage DS Spells ->
1084, 1669, 1667, 1668, 412, 680, 479, 411, 332

Shaman Hero Spells ->
6601, 6600, 6599, 6598, 6597, 267

Shaman AC Spells ->
1584, 389, 431, 649, 283, 274

Shaman Haste Spell -> 2112

Shaman FT Spells ->
150, 155, 156, 1582, 1597

Shaman Focus Spells ->
2632, 3333, 1432, 2530, 1585, 2525, 168, 16

Paladin +HP v2 Spells ->
3432, 2590, 1456, 1288, 3578, 2584

Beast +HP v2 Spells ->
3456, 2630, 2178
 
How about just fully implementing the tradeskill window for all combines? Please? We're all too old for the millions of clicks it currently takes. Think of the orthopedic surgeon fees that could be saved for us aspiring new alchemists!

For realsies though - it won't unbalance the game and it will make people happy.
 
I've written a quick script to cross reference the identifiers posted by Dev-Cole.
Here is a list of the the names of the spells that will be affected by the duration change to ten minutes.

Note that Call of the Predator and Relic: Blades of war don't seem to be present.
Cunnning of the Beast, Savagery aren't there either, but their duration was already really low, so that makes sense.

Adrecia's Quickening
Aegis
Aegis of Tarhyl
Aegolism
Alacrity

Allure of Death Recourse
Allure of the Basilisk
Allure of the Frilakh
Allure of the Kaleidoskink
Allure of the Serpent
Allure of the Snake
Ancient: Gift of Celerity
Arch Lich Recourse
Armor of Faith
Astral Fire
Astral Force
Astral Strength
Augment
Augmentation

Barrier of Combustion
Blessing of Aegolism
Boon of Immolation
Bravery
Cadeau of Flame
Call of Bones Recourse
Celerity
Center
Courage
Daring
Divine Glory
Divine Strength
Divine Vigor
Empower
Focus of Soul
Focus of Spirit
Fortitude
Glory of Enthann
Guard
Guardian
Harnessing of Spirit
Heart of the Sapling
Heart of the Seed
Heart of the Sprout
Heart of the Tree
Heroic Bond
Heroism
Holy Armor
Inferno Shield
Inner Fire
Inner Force
Inner Strength
Khura's Focusing
Legacy of Spike
Legacy of Spine
Legacy of Thorn

Lich Recourse
Master of Death Recourse
Milhad's Mark
Nature's Preservation
Natureskin
Protect
Protection of Diamond
Protection of Nature
Protection of Rock
Protection of Steel
Protection of Wood
Protection of the Cabbage
Protection of the Glades
Protection of the Leaf
Quickness
Relic: Ancestral Focus
Relic: Cupola of Incineration
Relic: Gift of Aegolism
Relic: Legacy of Blades
Relic: Ward of Nature

Resolution
Scale Skin
Shield of Barbs
Shield of Blades
Shield of Brambles
Shield of Fire
Shield of Flame
Shield of Lava
Shield of Spikes
Shield of Spines
Shield of Thistles
Shield of Thorns
Shield of Words
Shifting Shield
Shroud of the Spirits
Sihala's Mountainous Barrier
Sihala's Stalwart Shield
Sihala's Steadfast Aegis
Skin like Diamond
Skin like Nature
Skin like Rock
Skin like Wood
Smite
Spirit Armor
Spiritual Brawn
Spiritual Strength
Spiritual Vigor
Swift like the Wind

Symbol of Chaunella
Symbol of Drilma
Symbol of Milhad
Symbol of Talain
Symbol of Zarysha
Talisman of Altuna
Talisman of Kragg
Turtle Skin
Valor
Visions of Grandeur

There's a lot that I could say about this, but I'll just say that I'm not in support of this pending change; and I will stop playing, when it's implemented. I would welcome further discussion regarding the future usefulness of pure melee, balance of 6 man content, 2-box farming, and questing in another thread, if anyone is so inclined.

I hope that this list satisfies the curiosity of others, as it did mine.
 
  • Have instant cast time, ten mana cost, and no refresh time. - cool
  • Buffs no longer tick downward when grouped with the buff's class; rather, they tick upward to maximum duration. - cool
  • Reworked buffs no longer account for worn increased duration. - weird
  • HP Buffs have had their healing portion removed. - makes sense since they're free now
  • Later, durations of all reworked buffs will be set to 10 minutes. We will continue to rework additional spell lines. - You can just say 2 box farming is illegal instead of getting weird about it.
 
The absolute power you get for Hidden Strength and Mythic Strength are very similar. There will be additional thought given to provide bonuses to players who go beyond these caps similar to exalted and ruinous mind. To address Tev on monk ratios, the absolute power monk bare-fisted h2h ratio would get in both systems should be similar. I will say it was rounded down. So you will see a slight decrease.
It's no big deal either way from the sound of it so how about make it into a slight increase.
 
To address Tev on monk ratios, the absolute power monk bare-fisted h2h ratio would get in both systems should be similar. I will say it was rounded down. So you will see a slight decrease.

Can you explain this further? Was the formula changed? Based on the information I have gathered over the years (and am happy to post numbers), our base ratio at max stats of 525/525 was 1.02; currently at 335/335 it would be 0.89 with the slaar system. This would take max ratio with +8 ele gloves from 1.42 to 1.29, about a 10% decrease in melee damage. I did a 10 minute parse on Grimpstump and compared it with an identical parse in May 2020. Punch DPS in May was 785.1 and Punch DPS today was 696.8, about a 12% loss. Of course there is variance with parsing, but monks hit a lot and tend to parse consistently. I have 4 other parses from 2019 with same setup (my gear hasn't changed in over a year, maybe two) with punch dps from 775.7 to 789.1.

I can repeat my parse from today if you like, atleast until buffs fade and then I will have to build a new set of buffless parses to compare gear.
 
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