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Friday Grab Bag - 03/13/2020

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It's a Friday the 13th Grab Bag!

Things are rather crazy across the globe at the moment so please stay safe, follow the recommended guidelines on personal hygiene and limit any unnecessary social contact as much as possible! 

Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form :)



Read on for this week's questions :)


I know tanks get more base dmg and style after full realm rank, but why don’t get druid/wardens heals get some points more when they reach a realm rank ?

Heals are simply balanced a bit differently than melee and spell damage. Damage can only critical hit up to 50% of their base damage while heals can critical up to 100% of their base heal.

Additionally, players can obtain 25% healing bonus (contrasted to only 10% for melee and spell damage) via item bonuses and can utilize several class abilities that can increase healing effectiveness on their targets even further. If heals were setup exactly like spell damage then we could look at having realm rank increase the effectiveness of them but we are quite happy with how heals are balanced at the moment.


How is the chance for critical heals calculated? What is the cap? Can all heal spells crit? (single heal, group heal, spread heal)

First, spreadheals, single-target, and instant heals can all critical hit. Health regens and HoTs (unless they print out the amount healed in the combat log) cannot critical hit.

Second, there is no base chance to critical hit on heals. All classes with heals must train in the Wild Healing realm ability to have a chance to critical hit on their heals. The chance from the Wild Healing RA (depends on its trained level) is effectively the critical hit chance on a character's heals as no other critical buff affects heals.

Lastly, unlike damage abilities, heals can critical up to 100% of the heal’s base value (meaning, the heal’s value before any healing bonus is applied). So if a greater heal is healing for 500 on a single target (with 0% healing bonus stats equipped), it can critical hit for up to 500 additional healing (1,000 total).

Continuing this example, this can get confusing when a target only needs to be healed, say, 250 hp and the combat log shows a critical hit for >250 while the amount healed is only 250. This is because the critical heal amount is based on the heal potential of the spell (500 in this example) and not on the actual amount healed.

If in this example the healer did have +25% healing bonus their same heal would now heal for 625 (500 * 1.25 = 600) but their heal’s critical cap would still be 500 (for a total heal of up to 1,125).


Does the dread guardian spirit debuff stack with any other spirit debuff? Does +healing help pets heal more or does it help you receive more healing?

No, magic resist debuffs from pets do not stack with player-casted magic resist debuffs (or other pet-based ones). The highest value magic resist debuff is the one that takes effect.

% Healing Bonus stats on a character do not affect how much a pet can heal for. However, if a healing effectiveness buff (from a Shaman or was cast onto a pet, that would increase the pet’s healing.


I was wondering if the Armsman R5 would put the blocking rate in RvR past the 50% limit?

Example, if I have 25% base block chance (from items and RAs), will using my
R5 bring me to 75% block chance?

Yes, the realm rank 5 ability will take players over the 50% block AND 50% parry limits.


I have 2 Bonedancers (Supp & BA).  When I use the healer pet it doesn't seem to want to heal.  When in pve it has allowed me to go down to around 60% health range.  It also allowed my main pet to get to a health of around 60% (haven't tested lower health).  I have waited after battle to see if then, it will heal but it never does.  I will then dismiss this healer, summon another one and this one WILL heal.  I have tried them both in passive and defensive mode and same results. The last time I focus played a bd, the pet(s) would wait until around 85% and then start healing.  What should I be expecting from this pet?

Thanks for this report. After looking into it, there was a bug preventing some of the Bonedancer sub-pets from restarting their cast-attempts after they were interrupted. This has been fixed on live as of this posting.

The fossil healer sub-pet should attempt to heal the commander, its sub-pets, or the bonedancer at any values less than 75% health and this seems to be working correctly. The Dread Guardian commander's heal threshold is 90% health.




Remember, stay safe, and wash those hands! 
 


Happy Saint Patrick's Day, everyone :) 




Live Hot Fix, Doppelganger & Springtime Events, and RvR Bonuses

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We have quite a lot coming your way this Spring. Patch 1.127 is currently on track to be released within the next month or so and we have a brand new, long-term Doppelganger Invasion event launching today as well as the familiar preparations for Springtime to tide you over until and beyond the Patch's release.

We also have some juicy RvR bonuses and a much-requested hot fix note. Happy hunting and we'll see you in the frontiers!

Read on for the full details!
 



Live Hot Fix Notes


  • Elixir and Draughts of Conquest have had their cost reduced by 1/3 on the Mithril Shop!
  • Doppelganger standard Realm Point and Bounty Point rewards are now affected by RP/BP bonuses.

Doppelganger Invasion Event


While each realm has been pre-occupied with attacking and defending each other, their attention has been away from other things, things more dark and sinister.

Taking advantage of the realms distraction, Doppelgangers have begun increasing their numbers, and their territory. Expeditions across the frontiers today report far more Doppelgangers throughout the mazes, while Breifine, Pennine Mountains, and Jamtland seem almost infested with them. One such expedition captured one of the Doppelgangers, perhaps a little too easily, did he give himself up? Not all Doppelgangers want to see the light of day.


 
Alerted to the danger large Doppelganger numbers present to their realms, the kings of the realms have placed a bounty on Doppelgangers in order to dispel these forces, before it's too late. 

  • A new daily group credit quest has been added to both Ywain and Gaheris servers requiring players to hunt down and cull the Doppelganger numbers for a reward of 10 Invader Seals.
    • Doppelgangers have a small chance to drop additional Invader Seals regardless of the quest being active or not.
    • Each character can only benefit from a max of 300 seals.
    • Doppelganger spawn rates have been increased at their existing locations and more locations have been added at each realm's maze and throughout Breifine, Pennine Mountains, and Jamtland Mountains.
      • Doppelgangers now spawn on Gaheris for the duration of the event and will award the identical RP and BP amounts as they do on Ywain.
  • Rewards can be claimed at the Doppelganger Traitor at the strength relic town or in capital cities, and are unlocked at the following thresholds:
    • 10 seals = 1 Elixir of Conquest
    • 25 seals = 2 Elixirs of Conquest
    • 75 seals = 1 25% Realm Point Bonus potion (3 charges)
    • 125 seals = 1 Draught of Conquest
    • 175 seals = 1 50% Realm Point Bonus potion (3 charges)
    • 225 seals = 2 Draughts of Conquest
    • 300 seals = 1 50% Realm Point Bonus potion (30 charges)
Players should speak with the Doppelganger Traitor at relic towns or in their capital cities to start this quest.
  • All rewards and invader seals are no-trade, no-drop, no-destroy, and no-sell.
  • Any invader seals on a character will be removed at the end of the event and cannot be transfered to other characters.
As part of this event, the Doppelganger Traitor NPC found in the capital cities (only this one!) is also offering a way to expedite the event at a significant discount to the normal price of the event's mithril rewards!


RvR Bonuses


The following bonuses are active for the duration of the event as well!

  • On Ywain:
    • 50% bonus to RPs from kills
    • 50% bonus to normal XP gain in all classic and shrouded isle zones and dungeons.
  • On Gaheris:
    • 50% bonus to normal XP gain in all classic and shrouded isle zones and dungeons.
    • 50% bonus to normal RP gain in the capital cities.
  • In each Capital City:
    • 40% Bonus to Crafting Speed
    • 20% Bonus to Crafting Skill Gain
  • In all Housing Zones:
    • 20% Bonus to Crafting Speed
    • 10% Bonus to Crafting Skill Gain

Doppelganger event and bonuses will run until May 5th, 2020.


Springtime Preparations



The Festival Steward is getting an early start in her preparations for the Spring Festival!

  • Level 50s should visit the Festival Steward in each realm's relic town to obtain the repeatable quest '[Spring] Preparations'
    • Earn bounty points for each completion!
    • This quest is now active on Gaheris as well as Ywain!
  • Preparations for the Spring Festival will last until April 9th, 2020!


Enjoy!

Friday Grab Bag - 03272020

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Welcome to this week's Grab Bag!

Our March newsletter is due out any time now, so make sure you've signed up to get the newsletter in your inbox as soon as it's out :)

Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form :)



On to the questions :)



I wanted to respec ra’s on my 39 cleric, but someone said I couldn’t respect ra’s until I was 40, is this accurate?

Veteran accounts can still respec, but the messaging in-game for respecs is a bit outdated. The game will tell you that you must wait until level 40 to perform your 2nd free respec, which is not completely false in that you WILL get another free respec at level 40, but you can always /use a respec stone and initiate another respec at your trainer.


I know DF is not a full time RVR zone and Macro groups are allowed in area to pve. But when you are in there and a macro group is actively hunting you does that fall under the guidelines of Macro groups not to engage in RVR action.

Macro groups/multiboxing are not permitted in the Frontiers and Battlegrounds. There is no guideline against them RvRing in Darkness Falls or other RvR areas aside from the Frontier/Battlegrounds.

That said, free EC accounts are not allowed to be use macro groups/multibox anywhere in the game and will be actioned accordingly.

For more information on what’s allowed, please check out our previous Producer’s Letter on the subject!


I’ve been using ichor of the deep and noticed that it doesn’t seem to have a radius, at least at rank 1 but delves as having a 500 radius. Also tried ichor rank 2 and didn’t seem to have a radius either. Is there a radius or just delve error?

Thanks for the report! This is fixed now and it should properly snare at 500 radius.


Why are my battlefield, 50%rp bonus pot, and others counting down for around 2hrs after I log? It says remains after log out.

These potions remain on logout (or disconnect) in so far that the buff does not completely drop (like many others do by default) when you exit the game (or zone to another area). However, all buffs and /uses have their durations elapse when logged in AND out of the game.


I have a few accounts’ houses that are scheduled to be repossessed in 1.127. They all have the timer for demolition in-game.   I have three houses, two Alb and one Hib that have been locked to 23 days until demolition.   It has been that way for a very long time. Now that my 3 accounts are subscribed, will my mansions be torn down, even though I have active accounts, and have been active for some time?

No, your houses will not be demolished if you have a subscription active.

Since the repossession process is currently disabled any house that WAS scheduled for demolition will still display as such in-game, even if that account is now active. However, when we re-enable the process, it will check each house for its account’s subscription status and refresh any currently subscribed accounts accordingly and remove the demolition timer.

House repossession will only trigger on houses whose accounts are still inactive. If an account has been inactive for >120 days, the house will immediately be demolished with the launch of patch 1.127 and if an account has been subscribed <120 days ago, but is currently inactive, the process will set the appropriate demolition timer.

And to be clear: we are only enabling house repossession due to account inactivity in 1.127. House rent will remain disabled and no houses will be removed for lack of rent payment.



That's it for this week! Stay safe out there, all, and please be careful!

See you in the frontiers :)

Community Poll

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As we make our way through the finishing touches on Patch 1.127 and look towards an alt server, we will be gathering a ton of feedback from the whole DAoC community covering various topics for both that server and Ywain/Gaheris. To start the ball rolling on this, our first Ywain/Gaheris poll: Increasing the maximum character level beyond level 50!

We will be adding new PvE zones on Ywain to aid in reaching the new character level, with even more great PvE campaigns! These campaigns will be run simultaneously, reducing the wait time between chapters on each campaign. Up to 4 campaigns will run at once, released weekly, and are full of new items with interesting new item uses!

So check out the poll below and vote for the new maximum character level!


 



The Rites of Spring Event

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  • The Spring Preparations quest has been extended until April 14th!
  • The killer bunny makes his annual return!
  • Collect and choose your Gem of the Harbinger reward!
    • Remember, the gem no longer drops as a One-Time-Drop and instead is a loot-choice on the Rites of Spring quest.
    • Killing the Harbinger of Spring mob (battlegroup-credit) still grants the quest automatically.
    • There will be no item exchange service for the Gem of the Harbinger or any of its variants, choose carefully!
    • Players who defeat the Harbinger this year should be careful, or they'll find themselves forever reminded of the battle!
  • Continue to enjoy Spring with the currently active RvR bonuses and Doppelganger Invasion event!
Read on for the full details!

The Rites of Spring event will remain until Tuesday, May 5th.
 

Rites of Spring Event


Visit the following to receive the Rites of Spring quest:

Albion: Sir Yvain in Castle Sauvage or in the Catterick Hamlet relic town
Midgard: Sinfjotli Sigmundarson in Svasud Faste or in the Godrborg relic town
Hibernia: Fionn mac Cumhaill in Druim LIgen or in the Crair Treflan relic town


Remember, the quest is battlegroup credit and also automatically given upon defeating the Harbinger of Spring so don't worry if you forgot to grab it!

Note: All characters will be able to obtain the Gem of the Harbinger (or one of its variants) and Bracelet of Springtime Folly, even if they got one last year! 

Battleground players, don't forget to speak with Lady Mirabelle in Castle Sauvage, Svasud Faste, or Druim Ligen in order to obtain the Egg Hunt quests (unlimited completions now!)!


Don't forget to do the Spring Egg Trophy quest! Simply complete any of the Egg Hunt battleground quests or the Rites of Spring quest to be eligible for and offered it.

The Garden Nest and Flower Box trophies will spruce up any home's garden!


 

Friday Grab Bag - 04/10/2020

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This week's Grab Bag is upon us!

Don't forget we have many many events going on ingame right now, so don't miss out! RvR Bonuses, Spring Flowers & Doppelganger Invasion, along with the Rites of Spring event! :)

Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

Continue reading for the questions :)



Why isn’t the shift key available as modifier in /keyboard?

The Shift key is enabled as a modifier by default. It’s not on the /keyboard menu because disabling it would cause some issues with other client functions and keyboard shortcuts.


How big is the falloff/reduction in duration from AoE crowd control spells, like mezz? For example, if someone is at the "far edge" of an AoE mezz, is the mezz potentially only a single second?

The falloff rate from the center point of an AoE is different for the duration of spells versus their damage.

Durations are reduced to half of what the center of the area of effect would be. In other words, a player that is the center of an AoE mesmerize might see a 60s duration mez but if that same character was at the max radius away to still get mesmerized by the same spell they would see a 30s duration mesmerize.

Conversely, for damage-base spells, the effectiveness is reduced all the way down to 0. So a PBAoE that hits for 800 at its center will hit for 0 at max radius away from center.

Falloff for damage over times is unique in that AoE DoTs do not have a reduced damage or duration no matter how far from the center-point of the AoE the target is.


I noticed some gear has an enchantment bonus. Is this considered separate from a buff bonus or do they stack for an enchantment chanter and the other realms mirrors.

The +Enchantment skill bonus generally improves abilities in the Enchantment specialization of Enchanters only. However, this skill is a bit less common these days as most equipment uses the +All Magic skills instead (which would affect all 3 of the Enchanter’s magic skill lines instead of just the Enchantments line).

There is also a “stat enhancement spell effectiveness”  bonus which is a buff% bonus that pertains to any stat-based buffs (strength, constitution, acuity, etc). Meaning if you have 25% of this bonus in your character’s gear, a strength buff that delves on the spell for +40 will grant an additional 25% strength. This stat bonus doesn’t really have much to do with Enchantment Enchanters directly, but it would help Enchanters when casting their self-Armor Factor buff and any Champion Level based stat-buffs they might have.


Before I had my cyclop shield as small so I turned it in for medium and now I want it back to small again since I can use more fun skin for small, can I turn it in and change it? I have done the quest long time ago, and I’m pretty sure when you change and have done the encounter you get it insta lvl10.

If you did the original encounter you can turn it in to change it and receive a level 10 version instantly. If you instead bought the artifact, then leveled it to 10, and then change it for a new small shield version, you’ll need to level it again.


How does the game add multipliers (like duration and range) to spells?  For example, is a 9 second stun with 23% duration 10 or 11 seconds? Is there any rounding or is the decimal always ignored/truncated.

The short answer is that the decimal is always truncated/ignored.

The long answer is that ability duration is mainly determined by these factors: the base duration of the spell, the duration% bonus of the caster, and any magical resists or +crowd control reduction bonuses (realm ability or item-based) on the target. Spell piercing can also play a role indirectly by affecting a target’s magical resists, but that can be extrapolated from the following scenarios:

Scenario 1:
Spell: 9 second duration stun that uses heat magic damage
Caster: 25% spell duration
Target: 50% heat magic resist, 0% cc reduction

Actual stun duration will be 9s * 1.25 for spell duration = 11s (decimal is truncated here), then multiply that by 0.5 due to the magic resist = 5.5s with the decimal truncated again, leaving a 5s duration in-game.

When viewing this exact scenario in-game the tooltip will display “4s” remaining since the tooltip duration counts down to 0 and not to 1. So even though it shows 4s remaining, it’s actually a 5s duration in total.


Scenario 2:
Spell: 9 second duration stun that uses heat magic damage
Caster: 25% spell duration
Target: 50% heat magic resist and 55% cc reduction from determination realm ability.

Actual stun duration will be ((9s * 1.25) * .5) * 0.45 = 2s (again, the decimals are truncated at each step)


Scenario 3:
Spell: 9 second duration stun that uses heat magic damage
Caster: 25% spell duration
Target: 50% heat magic resist and 80% cc reduction from determination realm ability + stoicism.

Actual stun duration will be ((9s * 1.25) * .5) * 0.2 = 1s



Stay safe and sane everyone! :)

 

Traveling Merchants and Shipwreck Salvage

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  • The traveling merchants have returned for the Spring festivities!
    • They will remain until the festivities end on May 5th, 2020.
  • A new, permanent gather quest, Shipwreck Salvage, has been added that will be enabled whenever seasonal gather quests are inactive.
    • Players can obtain the quest at their Commander NPC in their realm's strength relic town:
      • Albion: Commander Wentworth in Catterick Hamlet
      • Midgard: Commander Hrurdin in Godrborg
      • Hibernia: Commander Locke Crair Treflan
    • This quest can be obtained on both the Ywain and Gaheris servers.

The Merchants have set up shop in their usual areas, so be sure to pay them a visit and stock up before they take their leave!

In Albion: Just outside of gates of Castle Sauvage in Camelot Hills
In Midgard: Just outside of Svasud Faste in the Vale of Mularn
In Hibernia: Just outside of Druim Ligen in Connacht

Friday Grab Bag - 04/24/2020

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TGIF! Time for the Grab Bag!

It's also coming to the end of the month which means the April newsletter is not far away! Make sure you've signed up to get the newsletter right to your inbox as soon as it's out :)

Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

Patch 1.127's development is ongoing as we iron out the last few remaining issues and internally test the version. 1.127 includes a major market explorer search revamp, brand new housing models and textures (and they look FANTASTIC!), class changes based on your ongoing feedback, many, many much-requested bug fixes, and much more! We hope to have the version available for testing on Pendragon within the next few weeks!

Read on for the questions :)



I have a freezing conqueror Mth. It lists pow regen 10, end regen3, dps 3, CC decrease 5, Cold 5% resist cold cap 2%.
Clearly this is a myth for a caster or caster hybrid. However when I test the dummy with the myth on and off my dps damage doesn't scale up. Is this working as intended?

The DPS stat improves melee damage, not spell damage. The DPS stat, crowd control decrease, and endurance regen are all melee-oriented stats while the power regen is useful to casters and hybrids.


Does the onslaught mythirian stack with Warlord?  Does it stack with the siege buff of the Champ, Minstrel and Skald ?

Yes and yes! A general rule of thumb is that bonuses from items will stack with bonuses from spell-buffs but generally multiple spell-buffs that do the same thing will not stack with each other. Another general rule is that all “Myth:” item bonuses stack with other similar bonuses. In this example, the item-based Onslaught Mythirian’s siege speed bonus stacks with the passive Warlord ability and both of those stack with the active siege buff from Champions, Minstrels and Skalds. 


Some storms will break mezz or cause the Stormlord to lose speed when the storm is hit.  Is there a list that tells which storms cause damage and which do not?  For example, does the power drain storm break mezz?

Any enemy inside a storm (all types) will be placed into combat and have their mesmerisation and speed spells broken by any pulse of that storm. However, only the Energy Tempest storm that deals damage to an enemy’s health will cause the caster of the storm to enter combat and break their speed.


The Bone Revenants in the Darkness line seem not to do anything. I’ve watched them go to enemy players and they do no damage. I’ve watched them go to NPCs and training dummies and still no damage. How do they work?

In our testing the spell is working as described in its delve. Bone Revenants is a chant that will periodically spawn fossil phantoms who automatically seek out nearby enemy players and explode for damage when they reach their chosen target. The phantoms are set to only target enemy players and not NPCs,  monsters, or pets. That last part is set to be changed in patch 1.127 when the phantoms will hit enemy players and enemy player pets.


Do all weapons have the same proc rate? which weapons are slower/faster? (i.e. pet proccing or not) how much higher is the proc rate for a 2hander than a 1hander?

Proc rates are set individually on each item and so this can depend. Typically weapon (and armor) proc rates are between 7 and 12%. Some two-handed weapon procs do have a 3-5% higher proc rate but most two-handed weapons have identical proc rates to their one-handed versions.




That's all for this week!
Stay safe out there, everyone :)


Live Server Maintenance - Ywain (AWS)

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The Ywain server will be coming down tomorrow, April 28th (5:45 AM EST / 10:45 AM GMT) to perform Amazon server hosting maintenance.

We appreciate your patience and understanding!

Billing and Technical Support Email Notice

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We are currently experiencing issues sending and receiving certain emails to player accounts that use @Hotmail, @Microsoft, @MSN, and @Outlook email addresses.

Users that have contacted support@darkageofcamelot.com from one of the affected email services and not received a response after 72 hours from sending should try to re-contact support from a different email service than the affected ones or change their existing EA account to use a different email address service (via Origin) and re-contact support.

Please try to include all relevant account information in your request such as any applicable game account names, their associated email address (especially if emailing from a different email than the game accounts'), account secret word (if applicable), and any other account verifying information that will help our support team assist you as quickly as possible.

We sincerely apologize for the inconvenience this has caused and appreciate your patience and understanding as we work to get this resolved as soon as possible.

Bonuses, Merchants, and Doppelganger Event extension

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The Rites of Sprint event has come to an end but we are happy to announce that the existing bonuses, traveling merchants, and Doppelganger Invasion event are being extended until Tuesday June 2nd, 2020!

Additionally, any Doppelganger spawn points that were found in Folley Lake, the Trellebourg, and Moydruim Castle have been moved to other locations in Hadrian's Wall, Odin's Gate, and Emain Macha.
 

Friday Grab Bag - 05/08/2020

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The Grab Bag

If you missed our April newsletter last month, then you haven't caught a glimpse of our new housing models and textures coming in Patch 1.127! Not to worry though, you can check out the housing preview and full newsletter here  :) Has anyone figured out the math puzzle yet!?!

Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

On to the questions!



I built a new template for my theurgist with Curse set (17 abs melee) and I also use the Otherworldly Agile Gloves that have a 40 abs proc. I do a little test with my pally. I hit my theurgist about 100 times but never proc the gloves… is correct gloves don't proc if I have abs buff?

We did a test of our own to ensure that the gloves still proc properly and were able to confirm that they do, even when using the Theurgist’s Curse armor set with the increased ABS buff. 

The reason you did not see a proc in your tests is simply that gloves have the smallest chance to be hit out of all the armor slots (tied with boots) and so a 100-swing test is not guaranteed to hit the gloves enough times for them to proc, which is also chance-based.


Can you help me understand what the curse 3 piece set even benefits for a champ? It talks about even the odds and level the odds range extended to 1500 where is this buff that it talks about?

Even the Odds and Level the Odds are magic resist buffs that are attached to the Champion’s level 37 and 47 dexterity/quickness instant debuff spells.

The level 37 ability Level the Odds increases only the Champion’s magic resistances by 6% while the level 47 Even the Odds increases the Champion’s group’s magic resistance by 10% at a range of 1000.

The Champion’s Curse set increases the effectiveness of these magic resist increases by 50% for both versions and makes them both 1500 range group-buffs.


For the Bard mez, does having +skill in music affect the chance of the mezz being resisted in any way?

No, the spell resist rate is only affected by the level of the spell in comparison to the level of the target.

A level 50 spell cast against a level 50 target should see resist rates around 10%.

A level 35 spell cast against a level 50 target will see a higher than normal resist rate (around 15-20%), regardless of how many +skills are in the caster’s gear.

Spell piercing does also provide a small bonus to resist rates but other than that, only the Mastery of Focus realm ability (and/or a Focal Mythirian) will improve resist rates when casting offensive spells since it increases the level of your casted spells (up to a maximum of level 50).


What determines resist rates on pulse charms and does the Mastery of Focus realm ability affect them?

Unlike other spells, resist rates of the charm pulses after their initial cast are only affected by the level of the character and their composite Instrument or Light specialization values. Having a maximum composite specialization level allows for fewer resistances and allows Minstrels and Mentalists the ability to charm higher level mobs. Charsima and Intelligence have no effect on the pulse charms’ resistance rates.

The Mastery of Focus realm ability also does not affect the resist rates on the subsequent pulses of the charms but does affect the initial cast on the mob that starts the charm song.


With the graphical changes coming to housing, which look awesome by the way, are there anymore graphical improvements coming down the road also? Such as world graphical updates, NPC texture updates, etc.

We’ll be focusing in on some more character cosmetic and customization options in the nearer future but do have long-term plans for texture updates to other areas of the game like pets, Shrouded Isles lands and monsters, and more!




Have a great weekend, all!

See you in the frontier :)

Friday Grab Bag - 05/22/2020

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'Tis a windy Grab Bag today!

Just a note to remind people about our official DAoC Twitch stream on Saturday nights! Join us for a bird's eye view of the frontiers, good chat, and of course our giveaways :) This Saturday's stream is a special giveaway stream as we'll be giving away the following (in no particular order):

  • 30 Charge 50% RP Bonus Potion
  • Name Respec
  • 3 Month Game Timecode
  • Race Respec
  • Max Character Boost
  • Dragon Mount

Do not miss this!! Prizes are limited to one win per person. The stream starts approx 9:45PM GMT / 4:45PM EST with the first giveaway starting at 10PM GMT/ 5PM EST! 

Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

Onward for the questions!



Hello, I have a question about Archery. Why is the dex related damage from Archery capped at around 400? Every other damaging stat to my knowledge has some return even if diminishing. At this point there is no way other than Falcon's Eye to increase archery damage, as the required dex cap is far too easy to reach.

While it is true that archery damage per hit does not increase over a certain amount of dexterity, there are still benefits of increasing the dexterity stat beyond that cap such as increased cast speed, defense penetration, and to-hit chance all of which do increase the overall damage dealt by an archer. The lower valued damage cap also means that archers can more easily have additional dexterity over the cap and have their damage protected from any stat debuffs.


Hello, my guild is wanting to create a guild house in the same housing region as all of our personal houses however it seems our guild is based on another Ywain server. Is there any way to have the guild transferred to another Ywain server so we can place our guild house at the desired location?

Not at this time.

From our Guild Housing guide:

Once a house has been made into a guild hall, it remains a guild hall and the property of the guild. The house cannot be returned to private home status, nor can it be sold to another player or guild. Guilds that wish to move their guild hall must wait until their old hall is repossessed before they can establish a new one.

The only way for guild halls to be repossessed currently is by not paying rent, and rent is currently disabled. We do not plan on re-enabling rent with 1.127 but are investigating other solutions for personal house and guild hall transfers.


I have a question on absorb. Does 100 AF = 1% absorb? If so, if I have 900 AF for 9% absorb, with 27% abs from chest/boots/etc does that mean I have 27 +9 for 36% absorb? Or how does that work?

Both Absorb% (ABS) and Armor Factor (AF) are calculated entirely separately and are not combined into a single value. An AF debuff would not reduce your ABS and an ABS buff would not increase your AF. Though increasing your ABS would decrease the overall melee damage taken just as increasing your AF does, giving an equivalent value for each is not really possible since ABS from armor is calculated in the damage taken formula differently than ABS from a buff/debuff.

There are many factors involved in the damage taken formula such as armor condition/quality, the effective AF on the armor piece hit, that armor’s ABS value, a character’s AF buffs and stats, then any character buffs to ABS, and the character’s resistance to the damage type. And that does not even include the many variables on the attacker’s side of the equation that are combined with damage variance to determine how much damage is actually dealt.


I have noticed that the ml ability and the reaver scare pet abilities do not work on bonedancer pets. The caster type in particular. Why is that?

From our September 13th, 2019 grab bag:

Bonedancer pets are a bit unique when it comes to pet scares. Because the pets /assist each other by default, if the Cowering Bellow effect does not hit ALL of the pets at once, the remaining pets will not be scared and cause the commander pet to re-aggro immediately due to the sub-pet(s) that are still attacking.

Pet-scaring all of a BD’s pets at once can admittedly be hard to accomplish when they are spread out, but this is an intended benefit of the Bonedancer class.


How are the RPs from killing one player split amongst group members? I've noticed that if a specific person at a specific RR is worth about 4k solo, then if I killed that same 1 person with 7 other members in group I will get around 800-900 RPs. 900x8=7200 RPs. It does not seem to split evenly in groups in fact it looks like RPs are buffed for groups which only seems to encourage grouping and killing smaller numbers.

There is an inherent XP and RP bonus for being in a group and the more players in the group the better the bonus. This is done to encourage players to group up in both PvE and RvR to accomplish tasks and defeat their realm foes.

We do agree that in some cases this can incentivize the behavior described but in many other cases it allows groups to progress as fast in XP while levelling or through realm ranks in RvR as experienced “solo” or “small-group” players. If the grouping bonus was removed there is potential for the most efficient path to progress in the game to be as a solo player and that would not be aligned with the team/group/realm-oriented gameplay that makes Dark Age of Camelot so special!

However, we are always looking for ways to make all playstyles engaging and rewarding. If you have feedback about this or suggestions on how to improve this dynamic for smaller groups and solo players, while still maintaining a strong benefit for grouping, we would love to hear your thoughts!



Have a wonderful weekend all, and hope to see you on our official Twitch channel on Saturday night! :)
 

Doppelganger Invasion Event and RvR Bonus Update

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The traveling merchants have departed and the Doppelganger Invasion event has come to an end.

  • The event's Doppelganger spawn rates, locations, and RP rewards will permanently remain.
  • Doppelgangers will no longer drop Invader Seals.
  • Players will have any Invader Seals removed upon logging into the game.
  • Players can no longer obtain or turn-in the [Daily] Doppelganger Invasion quest.

RvR bonuses will continue at their existing values until July 7th:

  • On Ywain:
    • 50% bonus to RPs from kills
    • 50% bonus to normal XP gain in all classic and shrouded isle zones and dungeons.
  • On Gaheris:
    • 50% bonus to normal XP gain in all classic and shrouded isle zones and dungeons.
    • 50% bonus to normal RP gain in the capital cities.
  • In each capital city:
    • 40% Bonus to Crafting Speed
    • 20% Bonus to Crafting Skill Gain
  • In each housing zone:
    • 20% Bonus to Crafting Speed
    • 10% Bonus to Crafting Skill Gain

Friday Grab Bag - 06/05/2020

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Time for another Grab Bag!

Work and testing on patch 1.127 continues with some exciting market explorer search improvements, new housing models and textures, Endless Conquest tweaks, tons of bug fixes, and more coming soon! We also want to remind folks that House Repossession for account inactivity will be re-enabled with 1.127 (not house rent!). Anyone with a currently condemned house and an active account needn't worry though, their house will be fixed to show the correct, active state when the patch comes out and we'll give an additional 3-day grace period for any houses that are meant to be repossessed. More details to come with the test server notes in the coming weeks!

Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

Continue reading for the questions :)



Does the Merchants Cloak of Winters ability, stun block, negate melee stuns as well?

No, all Stun Feedback abilities only prevent casted stuns. 


Can a toon have more than 10 percent melee resists? i.e. melee resist ring plus ow/belt/staff etc

There are some melee resist bonus abilities that grant more than 10% to those resistances such as the Pictslayer Runic Mace (20%, though a shorter duration) as well as class abilities like Impervious Skin in the Dementia specialization for Vampiirs (22%).

If the question is more about whether or not these various abilities from items or classes will stack together, then the answer is no. The highest item-based melee resist bonus will overwrite any lower versions when using two or more item-based melee resist buff abilities simultaneously and when using an item-based and class-based melee resist buff at the same time they will co-exist but not stack, with only the highest delve version applying.


What are the details behind the forest eldritch /use on the Animist loyalty cloak? What is the range of its bolt? How many attackers can it attack at once? What is the damage type of its bolt?

The Forest Eldritch pet’s bolt is 1875 range, can only hit 1 target at a time (though the pet can switch targets), and uses Matter damage.


Is 1% celerity, 1 point in quickness or unrelated? If you’ve the 37% celerity from warden do you still need to cap quickness?

Quickness stats/buffs, TOA melee haste% stats, haste% buffs, celerity and the weapon’s speed are all factors in determining overall swing speed. The slower the weapon speed, the more of all of the stats and buffs you will need to reach the 1.5s swing speed cap.

For classes like the Warden that use 1-handed weapons, which are generally much faster than 2-handed, it can be possible to obtain the 1.5s swing speed cap without capping quickness, yes. We aren’t going to give out the exact formula here but there are several 3rd party tools that will give a great approximation of how much of each stat you need to reach the swing speed cap!



In the past it was said that raising base con and hitpoints would transfer to a necro pet (spirit aegis). Lately i was doing some testing and i have found that the necro pet has a 3000 hitpoint cap. Increasing base con, hitpoints, buffed or unbuffed before pet creation, 25% buff bonus, or increasing con/hitpoints with items in temps. Nothing seems to increase the HP of a pet. Why is this and when did it change? Also what does transfer to the pet. Does melee dmg and speed in a temp affect the pet? Does RA Toughness still work on the pet as well?

The Necromancer class was revamped in Patch 1.122B to no longer be totally reliant on their pets. This means that the design of the class changed as well as many of their abilities and functions. Pets cast by Necromancers do not receive any benefit from the Necromancer’s stats now. However, like all other class pets, buffs cast on the pet will increase the Necromancer pet’s melee absorption, causing it to take much less damage.

From the 1.122B notes:

The Necromancer revamp brings forth a new and exciting direction to a class that has been at its best, difficult to manage, balance, and play; and at its worst, broken. Still, the decision to embark on this new direction did not come easily and is not without risk but it’s one that we feel strongly in as the best to take the class. The seeds of this idea were planted many years ago, back within the halls of Mythic Entertainment, and we’re happy to finally see them blossom.

Before getting into the specific changes in the notes below, we wanted to outline some of the big-picture mechanical changes to the class:

 

  • Generally-speaking, there are 3 “classes” in one here, based on specialization: a pure caster, a melee/caster hybrid, and a pet-based, utility caster. These 3 variations of the class should cover much of what the original necromancer class could do but in a way that makes their impact on the battlefield more dynamic, direct, and approachable to more players.
  • The current mechanic involving the invulnerable Necromancer shade controlling and exclusively acting through their pet is no longer part of the class. The class will still be a unique, largely pet-based class but the aforementioned pet-dynamic will no longer exist and instead the Necromancer itself will use powerful new forms and abilities to act out its will directly on the battlefield.
  • These three forms or shapeshifts are augmented by their respective spec-line and also augment the abilities within their spec-line. We’ve tried to make them work seamlessly across all three specializations, and where appropriate, limited certain abilities (pets) to certain forms.
  • The melee-oriented form clearly brings some new itemization questions into play. If specializing in the melee-oriented line, players will want to gain melee-related stats like quickness, constitution, hits, armor factor, melee damage, melee haste, and style damage as well as the casting stats they already desire. To make things easier on players, intelligence (and not strength) will be used as the main melee damage and weaponskill stat. Some of the abilities in the spec-line address this itemization need directly already and we’ll be introducing new items that accommodate this going forward.




Enjoy the weekend, and see you in the frontiers! :)


Friday Grab Bag - 06/19/2020

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Welcome to this week's Grab Bag!

Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

Continue on to the questions! :)



Grapple clears stun immunity from the grappler. I understand the intent is to stun the grappler, regardless of if they have immunity, but shouldn’t I retain the remaining duration of my immunity after grapple stun ends? For example, if I have 45 second melee stun immunity and get grappled, shouldn't I retain the immunity and come out of the 10 second grapple stun with 35 seconds of immunity?

It may seem somewhat counter-intuitive but this is working correctly as described. Using grapple while stun immune has the downside of clearing your own stun immunity, as intended.


How big is the area of the theurgist and animist pet cap? The cap message is that "you have too many pets in the area". For example: if I cast 8 mushrooms, how many locs must I run to cast a 9th shroom? If I have 12 pets active, how far must I be to cast a 13th pet?

There are two limitations to the number of pets that can be cast by a Theurgist and Animist.

The first limitation is area-based and caster specific. The limit is 8 FnF pets for Animists and 12 for Theurgists. This means that each Animist cannot cast more than 8 FnF mushroom pets (this doesn’t count against their main controlled pet or their pet-based nukes). Additionally, if the Animist or Theurgist moves 6,500 or more in-game units away from where their pets are currently up, they will be able to cast up to their limit again.

The second limitation is area-based and prevents any Animist or Theurgist (or any other class that tries to summon a Fire and Forget pet) from casting additional pets if too many are already in an area. That limitation is 30 total FnF pets in a 1500 unit radius, across all realms.


What is the cap for arcane siphon?

25%.


I have a question about legendary weapons. How do Absorb (ABS) and the Armor factor (AF) work when using Heat legendary weapon ? Do the ABS and AF still work ? Or is my Heat resistance the only thing that matters?

Legendary weapons are defined as a melee weapon, just one with a magic damage type and so they take their target’s ABS and AF into account just like physical weapons do.


Why does Mid maze have no name, like Alb and Hib maze? At least in the death spam reports it just reports as killed in Jamtland Mountains.

Mid’s maze does have a region name:  Hvedrungr Hill

We’ve taken a look at the region and increased its size a bit to more fully encompass the maze’s area. This change will go live with patch 1.127.


I’ve been having an issue with some of my item-based buffs (like my RP bonus potion) no longer showing on my character after zoning! Are you going to fix this!?

We’re aware of this issue and are currently investigating but have had trouble reliably reproducing it. However, when it does happen, it appears to only be a display issue. The buff icons do indeed disappear from your screen but /using another item (like an endurance regen potion) will cause the missing icons to reappear. This means the missing effects were still affecting your character, they just weren’t showing up in your active buff icon area after zoning.

If you run into this and think your abilities have prematurely dropped, please try this workaround until we can track down a permanent fix.



Have a wonderful weekend everyone! :)

 

Midsummer Spirit of War Event

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The Midsummer celebration event is upon us!

Midsummer's Spirit of War event will run from today, June 30th, until August 4th, 2020.

Read on for the full event details!

 


Midsummer Event


The Midsummer Event is now live!

Find and speak with the following NPCs to participate:
  • Guy in Albion's strength relic town (Catterick Hamlet)
  • Garmr in Midgard's strength relic town (Godrborg)
  • Salle in Hibernia's strength relic town (Criar Treflan)

The event is made up of 2 stages:

  • During Stage 1 of the event, level 50 characters will be offerred the [Midsummer] Dragon Eggs quest from Guy, Garmr, or Salle.
    • Each completion of this quest grants 1,000 realm points!
  • The first realm to complete 150 of the [Midsummer] Dragon Eggs quests wins the first stage!
    • When one realm wins, the other 2 realms' progress is not lost and they can pick up where they left off after stage 2 is complete and the event has reset.
    • After a realm wins, no realms will be able to turn in the [Midsummer] Dragon Eggs quest again until the next stage is completed and the event has reset.
    • Players can speak with Guy, Garmr, or Salle in their relic towns to check the event's current [status].
When a realm completes Stage 1, Stage 2 begins.

  • During Stage 2 of the event, level 50 characters will be offerred the [Midsummer] Spirit of War quest from Guy, Garmr, or Salle. A Dark Dragon will spawn and CAPTURE one of the following enemy realm keeps:
    • Albion is victorious: Nottmoor Faste, Blendrake Faste, Hlidskialf Faste, Dun Crimthainn, Dun Bolg, or Dun da Behnn
    • Midgard is victorious: Caer Berkstead, Caer Erasleigh, Caer Sursbrooke, Dun Crimthainn, Dun Bolg, or Dun da Behnn
    • Hibernia victorious: Caer Berkstead, Caer Erasleigh, Caer Sursbrooke, Nottmoor Faste, Blendrake Faste, or Hlidskialf Faste
    • The captured keep is chosen randomly.
      • However, a keep can only be captured if the winning realm does not already own it.
    • Note: Siege towers are disabled for the duration of the event on ALL keeps.
  • Dark Dragons repeatedly destroy the outer walls of any keep they are flying over.
    • For the duration of this event, keep walls on all keeps will not provide realm points when repaired. Keep doors still provide realm points when repaired.
  • Once a keep has been captured by the Dark Dragon, any realm can take it and defend it.
    • Once a realm has taken the keep, the keep behaves as normal and the Dark Dragon will not ever re-capture it; however the outer keep walls will still be repeatedly destroyed as long as the Dark Dragon is alive.
  • The Spirit of War will spawn to battle the Dark Dragon at the keep.
    • Players that fight within the same zone that the Spirit of War is currently in will receive the "Spirit of War's Mark" - a 75% realm point buff that lasts 30 seconds and refreshes instantly so long as you remain in the same zone.
      • This buff does not stack with or overwrite Buggane Draught buffs; however if that buff is currently active it will need to be dropped for the Spirit of War's Mark buff to affect the character.
  • Once a Dark Dragon has spawned and captured a keep, the [Midsummer] Spirit of War quest will become available from Guy, Garmr, and Salle.
    • This quest asks players to earn 25 enemy realm kills while they have the Spirit of War's Mark buff active.
      • Players can also receive the quest by heading to the keep that the Spirit of War is flying above (8,000 units). 
    • To receive quest kill credit, players will need to fight in the same zone that the Spirit of War is currently in.
    • Complete this quest to earn the Midsummer's Triumphant Wrap as well as a new scaly companion!
  • After the Dark Dragon and Spirit of the War have battled over a keep for 45 minutes, the Spirit of War will summon Dragon Ballista siege weapons that can be used to kill the Dark Dragon.
    • These Dragon Ballista will do negligible damage to everything except the Dark Dragon - but beware, the Dark Dragon doesn't like their attention!
    • Killing the Dark Dragon will cause the inner keep to be destroyed and it's door to be opened!
    • Once the Dark Dragon is killed, the Spirit of War will only remain so long as there is still a battle being waged at the keep.
  • If, after roughly 3 and a half hours, the Dark Dragon has not been killed, it will retreat from the battlefield.
    • Once the Dark Dragon has retreated, the Spirit of War will only remain so long as there is still a battle being waged at the keep.
    • If the Dark Dragon retreats, the inner keep and its door are not destroyed.
  • Once the Spirit of War leaves a keep, the event resets and the [Midsummer] Dragon Eggs quest can be obtained and completed again.
Let the siege battles begin!

Friday Grab Bag - 07/03/2020

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Time for the Grab Bag!

Just a note to remind everyone that you can keep up to date on reported game bugs and track their progress on our official DAoC Bug Tracker! Should you know of a bug/issue not listed, please report it via the bug-reports channel in our official Discord, or using our official forums!

Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

Onward to the questions! 


Does savage h2h and mauler fist wraps reduce shield like other dual wield lines?

From our August 2018 grab bag:

Yes, both Hand to Hand and Fist Wraps have the same penetration bonus as Celtic Dual, Dual Wield, and Left Axe as they are also considered “dual-wielding” specializations. Block and evade chances are reduced by 25% vs dual-wielders.

In testing this, the Savage and Mauler will still likely show more blocks and evades over the same number of tested styles than one of the Light Tanks would but this is because of their comparatively lower weaponskill and not due to a difference in their penetration bonus.


Does the bonus level on weapon(s) affect the chance to proc? Ex. Drakulv axe has a bonus level of 50 vs. Hollowed cleaver bonus level 46?

No, the bonus level does not affect an item’s proc rate chance. Only a given weapon’s (or armor’s) proc rate chance value controls this.

Proc rates are set individually on each item and so this can depend. Typically weapon (and armor) proc rates are between 7 and 12%. Some two-handed weapon procs do have a 3-5% higher proc rate but most two-handed weapons have identical proc rates to their one-handed versions.


Could you explain why Theurgist pets don't die when the theurgist does?

The technical reason is because Theurgist pets (and Animist fire and forget turrets) are non-controlled pets that receive their instructions when summoned. This means that once summoned they have their own AI and are disconnected from their owner and so are unaffected if their original caster dies.

Conversely, controlled pets on classes are directly under control of their caster. This means the pet follows the caster, the caster can direct if the pet is in aggressive, defensive, or passive mode and can direct where it moves and who it attacks at all times, but does nothing on its own without those real-time instructions. Without a controller, this sort of pet has no one to direct it and so is set to be de-summoned whenever its controller dies.

In terms of balance, there are many limitations Theurgist pets have specifically:

  • Can only attack 1 target for their entire duration
  • Low hitpoints
  • Only survive for their duration contrasted to controlled pets which last indefinitely
  • Limited to how many can be summoned at once


Animist FnF pets have similar limitations as well:

  • Can switch targets but cannot move
  • Ground-targeted
  • Low hitpoints
  • Only survive for their duration contrasted to controlled pets which last indefinitely
  • Limited to how many can be summoned at once


The above limitations are just inherent to the pets themselves but there are also many counters such as interrupting their casters before they can get the pets out, killing the pets directly with 1-2 casts or melee swings, and the myriad AoE and single-target pet-clearing abilities available.

Both are iconic classes and provide a unique strategy and playstyle to their respective realm. These differences are part of what makes DAoC so great! Changing this fundamental aspect of these pets living beyond their caster is not something we think warrants changing. That said, if you have constructive feedback regarding these, or any classes, we would love to hear from you!


On the DAOC website 'search tool' I can search for "Howling Wraith Bracer", select the "Midgard" realm, and it displays several results.
The top option, Howling Wraith Bracer shows it drops on ALL 3 REALMS and that it drops from "Kertom". However, after spending roughly 50 orbs (1 orb = 5 tries. Each try yields 3 random items. So a total of 750 random items) not once did a Howling Wraith Bracer drop.

Additionally time was spent farming KERTOM directly (30+ kills, no bracer). So the question is, is the database faulty (displaying an item for a realm that doesn't exist on that realm) or is there an issue with the drop rate? Does this item even drop on Mid? A 3rd-party website shows this as a "Hib only" drop. A second item with this issue was also found, Grymvag Mithril-capped Fang. Says it drops on ALL 3 realms, looks like a "Mid only" drop though.

The Howling Wraith Bracer has +Shadow Mastery skill on it, which is for Vampiirs. It is therefore a Hibernia-only drop. Similarly, Midgard only gets the Howling Soothsayer Bracer to drop from Kertom.

The “realms” flag on the item search is looking at the item itself to see if it is flagged for a specific realm. Since accessories can work across realms (unlike armor which has different resistances depending on the realm or weapons that have realm-specific skills), most of it is flagged as usable by all realms even if it only drops in or has stats that apply to a single realm.

For now, the database simply returns which monster or quest the item comes from but does not differentiate which realm’s monster drops it if there are multiple versions. This is something on our list to improve with the search!


Previously there was a push to get DAOC on Steam.  It was Greenlit by Steam but never progressed because of the EA - Origin - Steam dynamic at the time. It appears that EA is now again allowing their games on Steam.   Any chance that DAOC will be allowed on Steam?   Are there any discussions with EA to do so?

Yes, this is still under discussion. We are still working towards getting Dark Age of Camelot onto Steam as soon as possible!



Have a great weekend, everyone!
And to our US players, Happy 4th of July! :)

Weekend Battleground Event: Caledonia

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The Caledonia battleground is open to all players starting today, Thursday July 16th until Tuesday July 21st!

Conquer the enemy realms and capture Caer Caledon back from the Picts to earn the Pictslayer loot!

The Caledonia battleground has the following zone bonuses:
  • 25% bonus to realm point gain
  • 25% bonus to bounty point gain
  • 50% bonus to experience gain

Visit the Battleground Event Channelers to venture to Caledonia:

Albion: Master Truji in Castle Sauvage
Midgard: Stor Gothi Acheren in Svasud Faste
Hibernia: Channeler Inarea in Drium Ligen

 

Friday Grab Bag - 07/17/2020

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Time for another edition of the Grab Bag!

Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

Let's dive on into the questions! 


Does ranger melee ASR from lvl 50 pierce or any ASR for that matter stack with Ranger RR5?

No, the Ranger’s RR5 attack speed reduction works just like all other casted haste debuffs or melee style ASRs and does not stack with them. The higher version ASR will overwrite the lower version. In the case where both ASRs have the same debuff value, the newest debuff will overwrite the oldest.


Does wild minion also give you crit heals on your BD healing pets ? Or will WP do that since they are a spell-ish ?

Wild minion only causes critical hits from pets when they perform melee attacks, not on heals or spell casts. There is no ability that allows pets to critical hit on heals (or spell casts).


How does mastery of magery and wild power affect Heretic focus spells? Also how do basic stats like Dex, Acuity, and Piety affect the focus spells?

In general, each pulse of a Heretic’s Focus DD independently calculates the Heretic’s bonuses to magic damage (from Realm Abilities like Mastery of Magery or stats like Piety), critical hit chance, as well as the target’s resistance to the damage type. This means if mid-pulse your target were to get a debuff to their Heat magic resistance, you would see an increase in damage on your next pulse.

The dexterity stat (or other cast speed bonuses) only affects the cast speed of the initial cast of the Focus DD. Subsequent pulses have a hard-set interval that are not affected by dexterity or cast speed bonuses.

The Mastery of Magery realm ability will increase damage done by your spell casts, including the Focus DDs. That damage increase gets baked into the base damage of a pulsing Focus DD. This means that with Mastery of Magery Heretics will hit harder on their initial cast and the pulsing DD’s inherent increase will use that higher starting point to determine the subsequent pulses’ damages.

The Wild Power realm ability affects the pulsing Focus DDs a bit differently than more traditional Damage-over-Time spells. Unlike DoTs where a critical hit on application will cause each successive tick of the DoT to hit at that critical damage level, each pulse of a Heretic’s Focus DD independently calculates its chance to critical hit while only referencing the previous pulse’s base damage (sans critical damage) to determine the damage increase on the next pulse.

In other words, if you critical hit on the first pulse of a Heretic Focus DD for 100 damage + 25 critical damage, the next pulse will only reference the 100 damage and not the critical damage in determining how much it should hit for. However, if you don’t critical hit on the initial cast of a Focus DD, fret not because each pulse has its own chance to critical hit still!


Hello, what is the critical hit damage (spell) based on? Sometimes I hit for 50 another for 200... thank for your support

It is random. When attacking players, each critical hit (melee or spell) can hit anywhere from 10% to 50% of the original damage dealt. 50% of the original damage is the maximum for any critical hit except for Berserkers who can critical hit for up to 100% of their original damage when actively using their Berserk ability.

When attacking monsters, the critical hit damage cap is 100% of original damage for all classes.


One thing I've been really wondering is how snares and ASRs interact with speed buffs. For example, if a target running at 170% speed gets hit with a 40% snare, is it now running at 102% (170 - 40%) or 130% (170 - 40)?

Snares debuff the run speed by percentage, so using the example provided a player moving at 170% in-combat speed gets reduced by 40% down to 102% speed.



That's it for this week. Have a great weekend! :)

See you in the frontiers, or maybe even Caledonia!
 

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