Patch Notes - August 31st, 2020

Status
Not open for further replies.
HEADLINES
  • Charm Credits are now global world drops.
  • Fomelo updated to include support for the new AAs.
  • New potions added to the Alchemy tradeskill.
  • Provenance AA added to all classes at level 1.
  • Re-worked class buffs set to 10 minute duration.
  • Boogeyman (level 60 adept) is now in game.
  • The find functionality [Ctrl+F] now works in major cities.
ALTERNATE ADVANCEMENT
  • Combat Agility, Combat Ferocity, Combat Fury, Crippling Strike, Holy Constitution, Fury of the Ages, and Shared Mind AAs have had their descriptions corrected.
  • Last patch, the Hidden Strength AA was removed from the game, with it's bonuses being rolled into the Mythic stat lines. This was to allow the client and server to properly synchronize character stats between them.
  • To address overcap stats beyond the Mythic line, the following AAs have been added to the game, available at level 65:
    • Unparalleled Might - overcap strength boosts final attack value
    • Unrivaled Vigor - overcap stamina increases mitigation
    • Unmatched Evasion - overcap agility increases avoidance
    • Boundless Precision - overcap dexterity increases accuracy
    • Unfailing Reverence - overcap charisma lowers enemy resists
CLASSES
  • MONK
    • Monk hand to hand ratio scales with STR and DEX to 525 / 525 once again. (Hidden Cap)
ITEMS
  • The following two-handed weapons no longer list Secondary slot:
    • 2H Slashing
      • Axe of Minotaur Might
        Chosen's Axe of Elael
        Heron Marked Sword
        Ok`tar Mining Pick
        Ren`Talii, Festering Blade
        Sword of Midnight
    • 2H Blunt
      • Baldakan Crafted Divination Staff
        Druidic Staff
        Ghan Grey Striker
        Great Staff
        The Herald of War
        Ju`bor Goblin Crusher
        Sap
        Staff of Entropy
        Tar`loc Storm Staff
        Tar`loc Wolf Standard
        War Worn Skull Crusher
  • Lesser and Greater Charm Credits will now globally drop from all enemies greater than level 54.
  • Razadian Inscriptions have had their non-elemental focus effects lowered in power. Inscription of efficiency remains the same.
  • Harvest of Soul Spikes no longer drops.
  • Soul Spike damage has been lowered.
  • Quiver of Electromagnetic Arrows can no longer be purchased.
  • Electromagnetic Arrow damage has been lowered.
  • Scornwood Quivers are now made using fletching. Speak with Researcher Keeland.
  • Scornwood Arrow damage has been lowered.
  • Ephemeral Two Handed Blade has had its damage lowered.
NPCs
  • AE-YP Exactr is no longer repurposed.
  • The roaming guards in South Newport no longer feel the need compulsively open the door to the bank.
SPELLS
  • Bane Enhancement IX now has a spell description.
  • Spell descriptions for the Adalis line of potion effects now list the correct mana regen values.
ZONES
  • All of the double doors in Erimal and First Ruins now open together instead of individually.
  • Custodian of Enthann at the entrance to valorb will now recognize when you have the key on your keyring and the amulet can be destroyed once keyringed.
  • The Shadow Dwarves of Thurgadin Exchange have decided to invest in a trash barrel.
MISCELLANEOUS
  • Increases and decreases to character stats now works correctly for alcohol.
  • Intoxication effects now persists through zones.
  • Dwarf racial critical bonus while drunk no works correctly.
  • /cmd autofire now displays the user's range item instead of primary/secondary items.
  • In case you missed: Fomelo has been updated to include support for the new AAs and some stat calculations have been overhauled to be accurate to the client/server. As of right now, the stats (STR/AGI/etc) and resists all match both the client and the server, and other numbers will be updated in the future.
BUFF RE-BALANCE

SUMMARY
Development has been working behind the scenes making many improvements to the game and preparing for future content. The old buff system had repeatedly come up in discussions, frustrating progress. A decision was made to implement a system that was the best scenario for the following conditions:​
  • Future development
  • Game enjoyment
  • Workload
  • Functional risk
  • Technical debt / core interactions
  • Current and future class balance
It was decided that an aura-type system satisfied a majority of the above conditions. Under this system, buffs will quickly expire when the correct class in no longer in your group or raid. In addition, primary class buff lines no longer tick downward when grouped with the buff's class; rather, they tick upward to maximum duration of 10 minutes. Existing spells that specific classes have had for years, but never cast, now are functionally useful. The thematic elements that buffs bring to their classes become more apparent and useful. This new system removes cross-class power creep and allows for easier identification of individual class weaknesses. This allows us to now more easily identify and buff/fix class power disparities moving forward. Lastly, it creates an opportunity to make Alchemy relevant by increasing its usefulness and function.​
We thank everyone for their continued patience and will be available to make changes as needed moving forward.​
RECAP OF CHANGES
  • Primary buff lines have been distributed to other classes to reduce monopolies of buff power and increase availability in group situations. Listed in order of class buff power:
    • Haste - Enchanter, Shaman, Bard, Beastlord, and Alchemy
    • Flowing Thought - Enchanter, Bard, Necromancer, Alchemy, Shaman
    • Heroism - Cleric, Druid, Paladin, Shaman, Ranger
    • HP Symbol - Cleric, Paladin, Druid
    • Armor Class - Cleric, Paladin, Shaman, Beastlord
    • HP Shielding - Shaman, Druid, Beastlord, Ranger
    • HP Type 2 - Paladin, Beastlord
    • Damage Shield - Druid, Mage, Wizard, Ranger, Alchemy
  • Adjust primary class buff lines:
    • Reduce cast time to instant.
    • Reduce mana cost to ten mana.
    • Lower the refresh time.
    • No longer account for worn increased duration.
  • Make the most critical alchemy potions (Haste/Flowing Thought/Damage Shield) available for purchase at vendors for ease of access. Prices are set to be outside the competitive market for alchemists, but still reasonable.
ALCHEMY
  • Alkaloid and Amine type-one damage shield potions have been added to the game.
  • Damage shield, haste, and flowing thought potions have been added to alchemy vendors at increased prices.
  • Stamina Reduction has been added to the Essence of Fungi alchemy line.
SPELLS
SQL:
/*DMF*/
457

/*Blades*/
2101, 1849, 1836, 1837 ,1838, 1847, 1848

/*Regen*/
144, 145, 1568, 1569, 137, 138

/*Stm*/
161, 1580, 158, 149, 279, 1595, 161

/*Agi*/
269, 154, 1594, 160, 148, 3322, 1579, 3324, 1819

/*Str*/
1428, 1581, 3323, 2521, 40, 159, 3321, 147, 151, 1593, 153, 2474, 1557, 430, 268, 429

/*Dex*/
157, 1592, 349, 152, 146, 1583, 266, 1077

/*Resists*/
224, 225, 226, 227, 60, 61, 62, 63

/*Resists - Circles*/
1551, 1552, 2519, 3285

/*Talismans*/
2529, 1570, 1571, 3326

/*HP 2*/
2630,3456,2178

/*Bliss*/
2176,2177,2177,2177

/*Paladin*/
2584,3578,1288,1456,2590,3432

/*Ranger*/
2598,1464

/*Enchanter*/
/*Gift of Magic*/
1408,1410

/*CHA*/
646,489,647,1701

/*Wis/Int*/
175,33,1688

/*MR*/
228, 64, 72, 2787

/*Regen Spells*/
2461, 2886, 3134 , 3135, 3136, 3137, 3138, 3139

/*Beast HP 2 Spells*/
3456, 2630, 2178

/*Paladin HP 2 Spells*/
3432, 2590, 1456, 1288, 3578, 2584

/*Shaman Focus Spells*/
2632, 3333, 1432, 2530, 1585, 2525, 168, 167

/*Shaman FT Spells*/
150, 155, 156, 1582, 1597

/*Shaman Haste Spell*/
2112

/*Shaman AC Spells*/
1584, 389, 431, 649, 283, 274

/*Shaman AC Spells*/
1584, 389, 431, 649, 283, 274

/*Shaman Hero Spells*/
6601, 6600, 6599, 6598, 6597, 267

/*Mage DS Spells*/
1084, 1669, 1667, 1668, 412, 680, 479, 411, 332

/*Druid DS Spells*/
2125, 3293, 3268, 1561, 1560, 1727, 356, 432, 129, 273, 256

/*Druid WoN Spells*/
2188, 1442, 2123, 6589

/*Druid Symbol Spells*/
6590, 6591, 6592, 6593

/*Druid Hero Spells*/
26, 3553, 1559, 423, 2515, 2514, 422, 2513, 2512, 263, 2511, 26

/*Enchanter FT Spells*/
2570, 1695, 1693, 174, 697, 1694, 2479

/*Enchanter Haste Spells*/
1708, 1709, 1710, 3241, 1170, 10, 1729, 172, 39, 171, 170

/*Necro FT Spells (Recourse)*/
6583, 6582, 6582, 6581, 6580, 6579

/*Cleric Spells*/
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
ITEMS
PALADIN
  • Paladins can now learn Group Invigoration at level 59.
  • Paladins can now memorize the new self-target haste spell, Bravery of Enthann, at level 60.
RANGER
  • Rangers can now memorize the new cold-based damage shield spell, Northern Frost, at level 65.
SHAMAN
  • Ancient: Gift of Celerity has been increased to 65% haste.
WIZARD
  • Wizard can now memorize the new cold-based damage shield line of spells at these levels:
    • Frostnip at level 8
    • Frostbite at level 19
    • Shiverskin at level 29
    • Deep Freeze at level 39
    • Frostbound at level 49
    • Hoarfrost at level 59
    • Permafrost at level 65
LOW-LEVEL RE-BALANCE CONT.
GENERAL
  • The alternate advancement Provenance has been added to the game, available at level 1. Upon using this ability, you will be transported back to your starting city.
ADEPTS
  • Caveman's Longbow has had its level scaling reduced.
RANGER
  • Rangers will now receive the Longbow of the Learner and a Quiver of Learner's Arrows from The First in The Dream. The quiver can be refilled at the Ranger Guildmasters in Surefall and Kelethin while at or below level 25. Rangers who have left The Dream can receive this bow and quiver from the Ranger Guildmaster in either Kelethin or Surefall.
  • Ranger spell levels between 9 and 49 have been spread to allow learning a minimum of 1 spell per level. Example:
    • Tangling Weeds at Level 1
    • Lull Animal at Level 2
    • Flame Lick at Level 3, and so on.
  • A new healing spell for Rangers has been added at level 1 - Sustain.
  • Greater Healing memorization level has been lowered to level 44 (from 57).
BEASTLORD
  • Similarly, Beastlord spell levels between 9 and 49 have been spread to allow learning a minimum of 1 spell per level.
  • Beastlords can also learn the new spell Sustain at level 1.
  • Greater Healing memorization level has been lowered to level 44 (from 57).
PALADIN
  • Similarly, Paladin spell levels between 9 and 49 have been spread to allow learning a minimum of 1 spell per level.
  • Paladins can also learn the new spell Sustain at level 1.
SHADOWKNIGHT
  • Similarly, Shadowknight spell levels between 9 and 49 have been spread to allow learning a minimum of 1 spell per level.
  • Shadowknights can learn the new spell Spike of Disease at level 1.
  • Shadowknights can learn the new spell Spike of Agony at level 20.
  • The following lifetap spells have been adjusted:
    • Lifetap - Learnable at level 6. Max damage scaling increased to 11.
    • Lifespike - Learnable at level 14. Maximum damage scaling increased to 20. Mana cost increased to 20.
    • Lifedraw - Learnable at level 23. Maximum damage scaling increased to 55. Cast time decreased to 2.0s.
    • Siphon Life - Learnable at level 31. Maximum damage scaling increased to 87. Cast time decreased to 3.0s.
    • Spirit Tap - Learnable at level 41. Mana cost decreased to 118. Cast time decreased to 3.0s.
    • Drain Spirit - Learnable at level 51. Maximum damage scaling increased to 246. Cast time decreased to 5.0s.
    • Drain Soul - Learnable at level 56. Cast time decreased to 6.0s.
    • Deflux - Learnable at level 63.
QUEST/DUNGEON ITEMS
  • The following dungeons/maps have had their loot buffed:
    • South Kaladim
    • Warpedstone Caverns
    • Lair of the Paw
    • Heartland Undercaverns
    • Keep of Mielech
    • Crystal Caverns
    • Simple (20-29) Treasure Map (Event)
    • Simple (30-39) Treasure Map (Event)
    • Simple (40-49) Treasure Map (Event)
    • Simple (50-59) Treasure Map (Event)
    • Level 11-20 Low-Level Quests
  • The following fletching bows have been buffed:
    • Learning Bow
    • Starter Bow
    • Intermediate Bow
    • Post-Intermediate Bow
 
Last edited:
Paladin + Druid combo looks at all other duos from their high horse.

With the pally self haste, that covers everything except mana regen.

My warrior and cleric combo....not so much
 
Last edited:
Old overcap stat bonus mechanics were rolled into Mythic stats. New AAs are a completely new and separate thing.

Okay just to confirm that i'm not crazy.

Here's what the old tome of knowledge post says about what overcap stats did. Now granted this is from 2006. So knowledge may be out of date.

STR over the cap increase your damage.
STA over the cap increase your mitigation.
DEX over the cap increase your chance to hit.
AGI over the cap increase your chance to avoid.
CHA over the cap increase your chance of landing spells.

The new aa's say:
Unparalleled Might: boosts your attack value as your strength increases beyond your cap
Unrivaled Vigor: This ability slightly boosts your mitigation as your stamina increases beyond your stat cap.
Boundless precisions: This ability slightly boosts your accuracy as your dexterity increases beyond your stat cap.
Unmatched Evasion: This ability slightly boosts your avoidance as your agility increases beyond your stat cap.
Unfailing Reverence: This ability slightly lowers enemy resists against your spells as your charisma increases beyond your stat cap.

These all look to do basically the same thing. Is the old post just incorrect, or is there some nuance here im missing?
 
So like why would you bring a bard to a group now? their whole thing is aura based buffs. It seems like they are getting royally screwed here. Like their whole thing is less powerful buffs that can stack with the primary class. now stacking is way less of a thing. Why bring a bard over an enc for that last slot? or over a shamen, or basically any buff heavy class? Is anyone going to choose bard buffs over enc or cleric or druid or sham? compare them to any class without their buffs and they come out behind on utility also. Bards need to be able to spin more songs now or have better buffs or something.
 
Last edited by a moderator:
So like why would you bring a bard to a group now? their whole thing is aura based buffs. It seems like they are getting royally screwed here. Like their whole thing is less powerful buffs that can stack with the primary class. now stacking is way less of a thing. Why bring a bard over an enc for that last slot? or over a shamen, or basically any buff heavy class? Is anyone going to choose bard buffs over enc or cleric or druid or sham? compare them to any class without their buffs and they come out behind on utility also. Bards need to be able to spin more songs now or have better buffs or something. But props on the doors in Erimal.
Bards have the best haste in the game if you run both blademaster and fiery, you cant just replace mots, im pretty sure they still have overcap mana regen, im sure im missing some stuff but bards are still going to be strong classes
 
Bards have the best haste in the game if you run both blademaster and fiery, you cant just replace mots, im pretty sure they still have overcap mana regen, im sure im missing some stuff but bards are still going to be strong classes
You are making my point for me. If you have to pick between a bard that is running fiery and blademaster or an enc that is "running" Goe + JB + more dps + way better mez/charm crowd control utility? This is on top of the fact that basically buff classes are required in groups now for everyone to not be taking a huge hit. Unless bards all of the sudden get to run 4 beneficial songs at once then I don't see how they compare here. Every other "buff class" now has longer lasting buffs with no range requirement and they can "run" more buffs at once. And generally they are better or at least as good. Mots is awesome, but would you replace Raego with it? I am not sure how they balanced 6 man encountered around everyone having half the buffs the are used to but I am sure a lot of thought went into it and they didn't arbitrarily just make everything 2 tiers harder.
 
As a melee if I had to pick one buffer, I would pick bard. Haste, overcap stats, largest single attack bonus, increased proc damage with blademaster + tarhyls. For Debuffs they do quite a big AC debuff on pretty much every target they are attacking for more then 10 seconds. I know an enchanger can do more attack and over haste with boon, but rarely are they spamming that for an exp group. Their mez and charm may be worse, but they also bring other utility such as 100% death save song, poison cures, and huge resists.
 
As a melee if I had to pick one buffer, I would pick bard. Haste, overcap stats, largest single attack bonus, increased proc damage with blademaster + tarhyls. For Debuffs they do quite a big AC debuff on pretty much every target they are attacking for more then 10 seconds. I know an enchanger can do more attack and over haste with boon, but rarely are they spamming that for an exp group. Their mez and charm may be worse, but they also bring other utility such as 100% death save song, poison cures, and huge resists.
A top end bard also does more dps than an enchanter unless you stack the group for the enchanter. I mean yeah if you take an optimized group with a bunch of wizards/druids enchanter is obviously better. but in your average rag tag group thats not really optimized at all, bards personal dps will out weight an enchanters contribution unless you just randomly happen to have all wizards/druids
 
Came back during quarantine thinking I would catch up with some old friends and relive the golden ages. I can't say I speak for everyone but changing a basic formula of the game such as how much hp/ac/resists are available to me greatly discourages me from playing the game. I feel like I am using someone else's characters or something because I had no issues killing in the old zones as long as 10 years ago but now I have had to drastically alter my play-style just to make my efforts feel even close to how it used to.

None of this makes me want to play with "new people" or make a retarded amount of consumables, it just makes me want to stop logging in on raid days now too.

Maybe if people quit disappearing every patch like Endgames and everybody wasn't desperate for numbers already.
 
Last edited:
it would really go a long way to at least give the remaining 5 people who play this game the basic roadmap. so they can see whether these changes are actually leading to something more meaningful or just an attempt to shut this game down to free up server space for some other new endeavor.

personal thoughts are that mega nerfs across the board, in a way that's more crippling than any other nerf we've ever had, are not the way to go about "fixing" the server if the replacement mechanics take an unncessarily long amount of time to implement. the track record for this game's development is that reworks generally take 6+ months, and most end up never being implemented. the end result is that you get lots of nerfs with promised fixes, and then the dev either gives up working that fix or quits entirely and no one takes up the mantle.
 
What might be cool is have the buffs be truly aura. You don't have to cast them, you just get the stats just like how shared mind works.
 
Also something else to look at, maybe give more ranks to the companion bound tome line so pets don't scale so poorly? It makes me sad when I see my pet get killed by like 8 seconds of melee damage when I can tank the mob for like 30+
 
shouldn't all xp mobs be nerfed considering they were made with the idea that players would be raid buffed in mind
 
shouldn't all xp mobs be nerfed considering they were made with the idea that players would be raid buffed in mind
They were not... I mean, when I played (2003) I would farm Siren's Grotto and rotate between like 3 or 4 walruses in a 30 minute respawn window. It is just now people are used to getting more than 1AA every 6 hours. I can now take those 4 walruses with a ringer (no buffs) in about a minute. It is just what has been going on for so long everyone is used to it. It honestly isn't THAT bad when you look at it with another perspective...

BUT! I agree, changing core mechanics 15 years later is going to piss a lot of people off... especially when players can't kill as fast.
 
Upper-tier 6-man content could use some rebalancing since those definitely are designed around a full group with raid buffs. XP mobs, meh. Not so much.
 
Pet classes have taken a pretty big hit on pet htpt and ac. perhaps pet weapons and armor need those stats bumped up to balance them upto what they had or the ability to reach it. Is the plan to use BBR potions as htpt substitute for missing htpt buff loss when not grouped etc with those classes ? If so I think alchemy needs a lesser easier to obtain version of it like 200-250 htpt version and/or increase drop rate and zone that drop mystic ash.
 
Pet classes have taken a pretty big hit on pet htpt and ac. perhaps pet weapons and armor need those stats bumped up to balance them upto what they had or the ability to reach it. Is the plan to use BBR potions as htpt substitute for missing htpt buff loss when not grouped etc with those classes ? If so I think alchemy needs a lesser easier to obtain version of it like 200-250 htpt version and/or increase drop rate and zone that drop mystic ash.

They did add the mielD which is 2k hp which is super nice. If they added an ac component to that, that could do the make up and it would be quested so progression based.
 
Status
Not open for further replies.
Back
Top Bottom