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Friday Grab Bag - 05/28/2021

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Welcome to this week's Grab Bag!

We really hope you all enjoyed the recent Caledonia event, and look forward to more! :)

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 the questions!


With the Caledonia event, I finally got the chance to play a Hero. I've been putting my points into Determination (level 7) and Avoidance of Magic (level 7) so I can be a better tank, reduce CC and stay alive longer. (I like passive skills as there are enough skill buttons to keep track of anyway.) However, I'm unsure exactly how these skills work. AoM doesn't show on stats, and CC times still feel ungodly long. How high is my actual magic resistance with AoM 9 (with max item resists), and how much CC reduction with Det 9 can I expect. Basically, are these skills worth the cost? Cheers :)

The Avoidance of Magic realm ability increases your character's Secondary resists. Those show on your character’s attribute page here:

 

Secondary resists work as a “backup” to your Primary resists (the “+25%” value on the top row in the above example). Secondary resist values are only used in damage calculations (never crowd control durations) when their values exceed those of Primary resist values.

Your Primary resists can be directly increased by your equipped item stats (to a cap of 26% at level 50) and by other class’ resist buffs (to a cap of 24%) for a total of 50% primary magic resist (not counting any racial resistance bonuses which can go over this cap).

In most situations Primary resist values will exceed Secondary resist values and so the latter is effectively ignored. However, magic resist debuffs ONLY affect a target’s Primary resist values so having high Secondary resists will mean that they takes much less damage than they normally would when magic resist-debuffed.

Heavy tanks in particular benefit from high Secondary resists due to the Memories of War class ability that grants a passive 20% to their secondary resists and stacks with Avoidance of Magic. With AoM9 + Memories of War a heavy tank has +40% in passive secondary resists so at most they could be resist-debuffed by only 10%!

Similarly, heavy tanks also get a passive ability Stoicism that grants +25% crowd control reduction and can stack with the Determination realm ability. At Determination VII (38%) + Stoicism (25%) that’s a total crowd control reduction of 63% or 80% total with Determination IX (55%).

For some additional context on how crowd control durations are determined, please take a look at the March 2019 grab bag answer.

For some hard numbers:
A 60s starting duration mesmerization becomes a 75s starting duration with +25% duration gear on the caster.
75s gets reduced by 50% if the target has +50% to their Primary magic resistances.
The now 37.5s mezz is further reduced by the combined Stoicism/Determination value (let’s use the 63% figure from above with Det VII)
The end result is a ~14 second mez on the tank.
With Determination IX, the mez duration becomes only 7.5 seconds.

You’ll have to make your own decision on whether or not the Avoidance of Magic and Determination realm abilities are worth the cost, but hopefully that helps shine some light on what they can be useful for!


There seems to be a contradiction between two different Grab Bags in regards to Mythical Physical Defense that I am hoping to get some clarification on. In the 06/17/2017 Grab Bag, it states Mythical Physical Defense "does not exceed resist caps" , where as in the 12/04/2020 Grab Bag it states Mythical Physical Defense "grants the resists and resist cap." My inclination is to go with the later Grab Bag, but I'd like to be sure before putting effort into a template.

Yes, the 2020 Grab Bag answer is correct. Mythical Physical Defense grants the bonuses to physical (Slash, Crush, Thrust) resists and increases their resist cap by the same amount.


Can you explain the difference between ABS buffs and base armor ABS in the damage calculation? From what was said in previous grab bags, ABS in armor reduces damage twice. Once by increasing effective AF by the formula ((character level + 1)*(armor absorption% + 1)*10) and a second by being a flat melee damage reduction. ABS buffs seem to only offer the flat melee reduction.

ABS buffs do not doubly count towards your class’ armor type in the calculation for effective AF since we want the class’ armor type to not get completely overshadowed by a large ABS buff. Cloth casters for instance would be as sturdy vs melee as Plate wearers if ABS buffs directly added to the base armor’s absorption%. So yes, ABS buffs do behave a bit differently than a class’ base armor absorption% and provide a flat melee reduction outside of the effective AF calculation.


Does the 15minute realm timer start when you earn rps, or does someone else earning rps off of you start it over as well? for example ill get a kill and earn rps, then 5 minutes later ill die to a grp and log. it seems as if i cant switch realms until 15 minutes after my death, not last time i actually earned rps.

The intention behind the realm switch timer is to prevent swapping realms earlier than 15 minutes after participating in RvR. We do this by tracking whether or not your character (or group) earned realm points. Once your character (or group) has earned realm points, the realm timer gets reset to 15 minutes. If you run around and do not get additional RPs for >15 minutes and log out, you should be able to freely swap realms.

RvR deaths do not trigger the realm timer.

We will look into adding a command or countdown to better illustrate when your character can swap to a new realm.


To what extent does a weapon's Quality affect miss rates, damage, anything at all?? For example, some of the ToA Alacritous weapons have 94% Quality.

Weapon quality does not affect to-hit or miss rates at all.

It does affect melee damage similarly to how condition does where the lower the value, the less average damage dealt. A 94% quality weapon has the same damage potential each melee swing as a 100% quality one of the same DPS and swing speed, but each swing will have a higher chance of being modified down by the lower quality and so the average damage will be reduced.

If you would like to test the actual average damage reduction, the difference between a 100% and 94% quality of 2 otherwise identical weapons would be the same as 2 identical weapons of 100% and 94% condition. This is a fairly negligible damage reduction overall, but with quality the reduction obviously can’t be repaired like it can with condition.




Thanks everyone!

Enjoy the weekend :)

 


Friday Grab Bag - 06/11/2021

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It's Grab Bag time!

Only a few days left to complete our Doppelganger Invasion Event, and enjoy the RvR Bonuses and Merchants - all end Tuesday, June 15th :) 

Saturday, June 19th, at 4PM EST / 10PM CET sees the next player ran 8v8 draft night! We'll be hosting a multi pov stream on our official Twitch channel for the event featuring povs not just from our usual dev pov, but also from many streamers within the groups :) There's still time to sign up, so join the draft discord to finid out more!

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 the questions :)
 

Is the pulse charm just based off your spec +skills, or is master of focus and a focal myth also helping? I’ve been told it does only on the first cast/charm of the pet, but if I have to manually recharm him as he resists, does it help there too or just the very first initial charm?

Mastery of Focus and Focal mythirians help on each pulse and the initial cast of a pulsing charm spell.


Why are Valewalkers not able to spend rp's in Physical Defense?  In comparison to the Heretic: both can spec a weapon, both can spec a defense (parry for VW, shield for Tic), both have an abs buff, both have a shield buff (although the Tic's has a higher value). Yet, the Tic can get Physical Defense.  I know the VW has an instant health buffer for a damage value, but anyone could the same thing with a potion or item, correct? Other cloth wearing classes have Physical Defense available to them. Thanks!!

This comes down to primary class roles in combat as well as general balance concerns. Valewalkers are primarily a melee hybrid focused on offense and are capable of dealing very high melee damage while Heretics are primarily a caster and/or healer hybrid. Yes, Heretics can dish out some very high damage as casters but they do not bring the same threat in melee as Valewalkers do. Additionally, Valewalkers get access to Evade IV and a frontal AoE root style that enables them to escape from multiple melees if needed so granting them even more ways to reduce melee damage is not something we are considering changing at this time.


If an item is listed in the official item search, does that mean it definitely exists in game? I’ve been farming Luso for his Luso’s Claw for weeks now and item DB says it drops from him, so am I just unlucky with the drop rate?

Yes, the item database should only show items that can be obtained in-game. Luso’s Claws have a very rare drop rate. Good luck and happy hunting!


Str and str/con increases the damage done by Fossil Archer. It nearly doubles it. Why is this so and they don’t follow the dex damage like Hunters, etc ?

Buffs provide different benefits for pets and monsters than they do for players:

From the May 5th 2017 Grab Bag:

Strength buffs increase a pet’s melee damage.

Constitution buffs decrease damage done to a pet.

Dexterity buffs reduce a pet’s spell cast timer, decrease damage done to the pet and increase its chance to hit with archery and bolts.

Quickness buffs reduce a pet’s melee attack timer.

No other concentration buffs affect pets.


In this case, fossil archers get the to-hit bonus from the dexterity stat since they are using archery attacks AND the strength stat’s bonus since archery attacks by monsters and pets are treated like a ranged melee attack in terms of damage calculations.


Bountycrafting is now out for a while. Are you still planning to extend the amount of craftable items like dragon items since you can't get scales or buy them for BPs?

Yes, we will be extending the Bountycrafting offerings as the supply of alternative currencies dwindle and perhaps add some loot from other areas such as Summoner’s Hall and Shrouded Isles dungeons too! For now, there are still quite a few alternate currencies sitting out there (which can be converted to scales) and available in housing that can be used to obtain the dragon items.


Hello, could you please tell me if the Bricriu Nemthenga mob still spawns in Cursed Forest in Hibernia main lands or has this mob been moved/disabled?

Yes, Bricriu Nemthenga still spawns. It helps to keep the rotting parthelonian and fleshless parthelonian populations down in the area.




That's all for this week, thanks everyone :)
Enjoy the weekend!

A Ghostly Incursion begins...

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With the Doppelganger Invasion quelled the ghostly champions of the realms make their return!
 
  • The Doppelganger Invasion quest and traveling merchants are no longer available.
  • Any remaining Invader coins will be removed upon login.
  • The Ghost Keep event has begun and will last until July 6th!
  • RvR bonuses will remain through the duration of the Ghost Keep event!

           


Ghost Keep Event


  • Members of each realm should make haste to their ghostly ambassador to strengthen their realm's cause:
    • Albion - See the Ancient Paladin in the Catterick Hamlet relic town
    • Midgard - See the Ancient Thane in the Godrborg relic town
    • Hibernia - See the Ancient Champion in the Crair Treflan relic town
  • Players should ask the 'Ancient' NPCs for a [progress] report to be directed to the current task at hand.
    • These NPCs offer two quests during the 'supply' phase of the event that can only be obtained and completed during that phase.
    • Once a ghost keep has been triggered by a realm, the 'supply' phase ends for all three realms and these NPCs will direct players to defend or attack the appropriate ghostly keep lord!
    • Be sure to visit this NPC at each phase to ensure you pick up any available quests.
  • Earn extra realm and bounty points for completing the tasks throughout each phase of the event!
  • A successfully summoned ghostly keep lord will offer the Ring of the Summoned reward, along with a quest for the Ghostly Medal of Valor!
    • Please note that players who have already completed the Ring of the Summoned quest can obtain another one or exchange their existing one for another at the ghostly keep lord.
    • Players who obtained the Ghostly Medal of Valor last year can obtain one more with this event.
  • The Dynamic Keep Channelers at Caer Berkstead, Nottmoor Faste, and Dun Crimthainn that can teleport players into the inner keep of their respective keeps make their return for the event.
    • The channelers will spawn when their Ghost Keep Lord is active AND the keep is actively under siege (flames on the realmwar map).
  • For more in-depth information, our handy guide explains the phases of this event in detail!
  • The Ghost Keep event will be available until July 6th, 2021.
  • Current RvR bonuses will remain until July 6th, 2021.

 

Friday Grab Bag - 06/25/2021

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TGIF and TGITGB! 

Just a quick note that the answer regarding AOM and resists in May 28th's Grab Bag has been updated for additional clarification.

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!


Can assassin poisons benefit from stat debuff effectiveness bonus from items?

Only the weaponskill and constitution poison benefits from the stat debuff effectiveness bonus as it is the only poison classified as a ‘stat’ debuff. Both the weaponskill and constitution portions of the poison benefit from the stat debuff effectiveness bonus!

No other assassin poisons benefit from the bonus. For those wondering, the strength reduction portion of the disease poison doesn’t benefit from the debuff effectiveness bonus since that is not an actual strength debuff but instead an inherent trait of all disease spells; and disease is not classified as a ‘stat’ debuff. The same goes for the melee damage effectiveness poison which reduces the targets overall melee damage but does so without directly reducing a melee-related “stat” on the target.


How come you can't dye some SI weapons such as Primal Sword of Fire but you can Easmarach's Stinger? In this situation they are both Galladoria weapons that are physical damage type and nature and there is no apparent reason why one should be dyeable and the other not. Any chance of getting this fixed?

This was likely an aesthetic design decision made based on the weapon’s “glow” effect in combination with the default tint of the blade. Looking through the item database there are a number of other blades that use the same sword icon with varying weapon glow effects and default tints that are also not dyable. We can certainly look at adding new ways to acquire this skin and weapon glow effect combination (and others!) with different tint options and/or potentially allowing it to be dyable!


Are there any plans to add more/new skins to the game, and a way to see or preview what a skin would look like first before getting the item (say from CM’s) and spending mith and not liking it and having to redo?

Yes will continue adding new skins to the game! We also will be adding a preview system in eventually, but that is not currently planned for this year.


I’ve seen a lot of mentions about item uses and pots not stacking but co-existing, what does this mean if pots co-exist? Like if I  use a battlefield pot for 25% RP and a buggane over rank8 for 15% I’m told they just co-exist so what do I actually get? If its that I only get the 25% from battlefields would I then not get the other buggane bonuses for bp/coin too?

Coexisting but not stacking in general simply means that the 2 (or more) effects will all remain activated on the character (and show in the buff icon area of the UI) but only 1 of the effects will actually affect the character. Contrast that with non-coexisting effects that overwrite lower level versions of themselves or other similar buffs/debuffs so that they are the only effect showing in the buff icon area of the UI.

In *most* cases of coexisting effects it’s straightforward and the highest value effect will be the one that affects the character.

However, the RP, XP, BP, and coin bonus effect used on the battlefield potion and buggane buff are an exception to this.

Here’s a previous Grab Bag answer that explains how these effects work:

Spell-based realm point, bounty point, experience, and/or coin bonus buffs will NOT stack with the same bonuses on another spell-based buff, but will stack with any different bonuses. Very importantly, in the case that 2 spell-based buffs that have the same bonus are applied only the bonus from the spell that was applied first will affect the character.

This means if a RR8+ character has the Buggane’s Folly buff granting 15% to RPs/BPs/Coin and then /uses the battlefield potion which grants 25% to RP gain, the character will still only have the +15% RP/BP/Coin bonus applied and the 25% RP bonus from battlefield potion will not affect them. If the character were to drop the Buggane’s Folly buff in this example, the battlefield potion’s 25% would then affect them.

However, if a RR2 character has the 25% RP buff from the battlefield potion applied first and then applies Buggane’s Folly +75% RP/BP/Coin buff, the character will now receive the 75% BPs and Coin bonus from Buggane’s Folly but will still only receive the 25% RPs bonus from the battlefield potion. The +75% RP bonus won’t be applied until the battlefield potion’s effect is removed.

“Spell-based” specifically refers to any bonus that is applied from a spell and that shows up in the buff icons at the top of the character’s screen; this includes buffs that are cast by items, monsters, or players. Realm point, Bounty Point, Experience, and Coin bonuses that come from other systems like guilds, item stats, dynamic population, outpost ownership, relic ownership, or from specific zones are separate and do stack with each other and with spell-based bonuses.


In my testing, I realized that the Enchanter curse set "Emberlight" does not affect any of the 30% resist debuffs, however it does affect all of the 50% resist debuffs (Mana spec) was this intended?

Yes, the Cabalist, Runemaster, and Enchanter sets all increase the duration of their 50% magic resist debuffs only, not the lower delve resist debuffs. We’ll make sure to update the item sets’ information delve to explicitly state that.




Thanks everyone :)

Enjoy the weekend!
 

Friday Grab Bag - 07/09/2021

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The Grab Bag is upon us!

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 :)
 

How much does weaponskill impact a fight both offense and defensive wise? Does my weaponskill affect my chances of bypassing their defenses i.e. if I have 2k ws do I have more chance to hit a 1.5k ws person or the reverse, 2k ws defending versus a 1.5k ws . If it has a defensive impact, which one is taken into account (take dual wield classes having a hidden ws number for dw styles, if the base weapon one would be used for the calc or the hidden one)?

Weaponskill values are not directly used in any combat calculations or formulas. However, because your character’s weaponskill is a reflection of the myriad stats and +skills, it’s a good indicator of how a given character would stack up against another. So yes, a 2,000 weaponskill melee character is generally going to land more of their attacks and successfully block, parry, or evade more against a 1,500 weaponskill character; but again – not directly because of the weaponskill values. And since WS not used in calculations directly, the 2nd portion of the question is not applicable.


Is there any plans to adjust the bd/ani 10 minute duration ABS buff to make it group only and/or have a range similar to skald/bard/pally resist buffs? With the addition of ports directly to folley/moy/trelle we are seeing more and more people use "abs bots" for 12.5 minutes and then porting back, getting the buff again, repeat. This really causes an imbalance in the playing field and only benefits "duelers" who port to the "solo spots" and is a huge disadvantage for people who don't use this type of bot because they may not only RvR at those. Wouldn't it make sense to adjust it to group/range requirement like resists?

Yes, we’ll likely be adding a range check and/or limiting these to group-only buffs in the near future.


Does Protect help generate aggro vs Bonedancer subpets which are split assisting, and presumably working off of an aggro table?

Yes, protecting a character will generate aggression from the Bonedancer subpets, just like normal attacks against them or healing your group can generate aggro from them. 
 

What are your thoughts on the mechanics of Throw Weapon (Battlemaster ML6). I'm mostly referring to the fact that you don't get disarmed if you hit a bladeturn or brittle guard and can keep throwing as your swing speed dictates, at times to great continuous interrupting effect if you face players with pbt. Whilst the way the ability works might not be intuitive due to this, it has worked this way since day one. Would you consider the usage of this ability for this purpose to be 'working as intended', or an oversight in its design that you might look into changing?

This is working as intended. There is a similar mechanic to how instant-snare abilities work where if they are resisted they can be immediately used again, which is also working as intended. The cooldowns on these abilities are only meant to fire if the ability lands on its intended target.


What item type(s) is your current focus in terms of additions to the mithril shop? I know I'd personally like to see more unique weapons added to the game, of which the egg shield was a good start. Based on the last Grab Bag answer on weapon and new skins, do you mean entirely new item models, or things like Frozen weapons which are reused models with some alterations?

We mean a little of each! :D



Enjoy the weekend all :)

See you in the frontier!

Friday Grab Bag - 07/23/2021

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Behold! A Grab Bag!

Stay tuned next week for some new keep upgrade system features and changes, reintroduction of the safe teleport on EV, class tweaks, bug fixes, and the midsummer event!

Friday, July 30th, at 8:30PM EST / Saturday July 31st at 2:30AM CET sees the next player ran 8v8 draft night! We'll be hosting a multi pov stream on our official Twitch channel for the event featuring povs not just from our usual dev pov, but also from many streamers within the groups :) There's still time to sign up, so join the draft discord to find out more!

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!


Hey! is there any reason that the Mid Axe style Valkyrie's Shield doesnt have any to hit bonus across all classes? Axe seems the lesser used weapon on mid for alot of classes, so is there any reason for it? And could it be fixed to have a medium bonus to hit? TY!

Valkyrie’s Shield provides a medium defensive bonus. As a general rule (though of course there are exceptions) most styles provide either a to-hit or defensive bonus but not both. That said, we will certainly take a look at this style and Axe in general to see if it warrants any adjustments!


I have a question concerning bow damages type. Thrust damage is dex/strength, the bows are thrust damage, are they capped on dex/str then? Or only dex?

No matter the damage type, all Archery specialization-based skills or basic bow shots (on other classes that may use bows) are solely dexterity-based.

Technically, damage types have no direct connection to any character stats. The damage type is simply the type of magic or physical damage used for calculating against the target’s resistance values. For example, Legendary Weapons use magical damage types but the damage is still treated like a melee swing, using all of the factors, specializations, and stats from the character that determine melee swing damage.

While damage types are simply a type of damage used, specializations can use different stats or combinations of stats to determine damage. For example the Thrust specialization in Albion (or Piercing in Hibernia) uses a combination of a character’s dexterity and strength stats to directly determine their damage (and increase their weaponskill) while the Slash specialization (or Sword in Midgard and Blades in Hibernia) is solely strength-based.


Regarding Dragonslayer cloth robes, according to the item DB there are 2 versions, one with dex/acuity cap and the other one with 4% range/dmg. Is the one with dex/acuity cap still available in game? At the dragonslayer dude with the quest for the armor piece I’m only getting the option with range/dmg (necro), and I also can't wear it with lvl 44 even though it doesn’t say anything about a level requirement.

The version with 4% range and spell damage is the only version that drops on Ywain and Gaheris. The other version is only from the Bossiney cluster which would require a character transferring over with it now since Bossiney is archived.

Note: Characters with the version from Bossiney can swap it at Trishy in Camelot, Brohd in Jordheim, or Elenora in Tir na Nog for the Ywain/Gaheris version but this exchange is not reversible.

There is a level 45+ requirement to equip the gear and we will correct the issue preventing that requirement from displaying.


Is there any reason why the Hallowed Staff has a CL15 requirement, but none of the other Hallowed items do?

This appears to be an oversight and is now corrected. Thanks!


With how tanky you can make templates these days (CL15, 600 hp, 10 conversion being accessible, etc) is it time that heavy tanks had some of their abilities looked at? Mostly thinking of their free AoM9 passive, rather than their free 10% extra HP or their active abilities. At the time of these abilities' introduction it made a lot of sense why heavy tanks needed them to be viable. Nowadays however killing a heavy tank in any playstyle (1v1, 8v8, zerg) feels like the equivalent of killing a raid boss. Although character toughness is higher across the board and tankiness is an emphasized feature of the heavy tank archetype, it feels as if the recent changes to templating has made them a bit too fool-proof.

We are always looking at class performance and do tend to agree that they may be a bit too sturdy currently. Stay tuned!




Thanks everyone! Fun week ahead next week :)
Enjoy the weekend!
 

Live Hot Fix Notes and Midsummer Event

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The Midsummer celebration is upon us!

Midsummer's Spirit of War event will run from today, July 30th, until Tuesday, August 24th, 2021.

Read on for the full event details and live hot fix notes!

 

Live Hot Fix Notes

 

Keep Changes

  • The Protection Obelisk's damage reduction buff has been improved to also provide uninterrupted casting to recipients on the inner keep roof and inside the lord's room.
    • This change is designed to encourage attackers to destroy the obelisk prior to attempting to engage the lord room of a keep as well as provide additional benefit to keep defenders.
    • The cost of the Protection Obelisk upgrade has been increased from 50,000 to 75,000 bounty points.
  • Realms controlling 4 or less relics can now purchase and apply an upgrade that instantly levels their keep to level 5.
    • This costs 115,000 bounty points
  • Realms controlling 2 or less relics can now purchase and apply an upgrade that instantly levels their keep to level 9.
    • This costs 225,000 bounty points.
  • Level 10 inner keeps no longer have climb points up to their oil level. Outer wall climb points remain as is.
Realm vs Realm
 
  • One-way teleports to Ellan Vannin safe areas have been re-enabled.
    • Stand on the portal pad in each realm's strength relic town to teleport to your realm's safe area on Ellan Vannin.
  • Ellan Vannin towers may still not be teleported to but have had their difficulty reduced to that of a level 5 tower.
  • The Ellan Vannin Obelisk remains but has been relocated next to the portal pad.
    • Players must now be at least level 45 to use the Folley Lake, Trellebourg, or Moydrium Castle teleports at the obelisk.
Ruined Areas
 
  • The damage lightning that targets groups of 2 or more in these areas has been changed to a 75% effectiveness debuff with a 30s duration.
    • The timer before this effect is applied when entering the area as a group has been reduced from 60s down to 15s
    • Once activated this effect is still applied every 5 seconds and still interrupts as the lightning did.
Mithril Shop
 
Midsummer calls for some new looks!


 
  • Stone Dragon Cosmetic Wings can now be purchased at the Albion Mithril Shop in Camelot!
  • Wolf Dragon Cosmetic Wings can now be purchased at the Midgard Mithril Shop in Jordheim!
  • Glimmer Dragon Cosmetic Wings can now be purchased at the Hibernia Mithril Shop in Tir na Nog!
Class Changes
  • Heavy tanks have had the following adjustments to their survivability in order to make them a bit more vulnerable to magic and siege damage:
    • Memories of War reduced from 20% to 10% secondary magic resists.
      • NOTE: The delve on this ability will be updated with the next downtime, but the effect is now correctly 10%.
    • Siege Resistance reduced from 50% to 33% siege damage reduction.
      • NOTE: The delve on this ability will be updated with the next downtime, but the effect is now correctly 33%.
    • Fury reduced from 50% chance to resist crowd control effects and 50% magic resistances down to 45%.
  • Necromancers's Chthonic Form no longer provides the 10% secondary resistance buff.
  • Animist, Bonedancer, and Necromancer realm-targeted Absorption Buffs have been changed to group-targeted chants that last 30 seconds and pulse with a 10 second frequency.
Bug Fixes
 
  • Pets should no longer become stuck when attacking milegate doors on Ellan Vannin.


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 offered 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 offered 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 your realm's scaly companion and choose between the Midsummer's Triumphant Wrap or Midsummer Battlefield Potion!
  • 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 - 08/06/2021

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An early morning Grab Bag for you today :)

Today's Grab Bag includes a look at tentative plans for the next Caledonia event coming August 30th!

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 :)
 

Is there anything you can spec in to increase the damage of focus shields, int/mom, etc?

No, focus damage shields (and normal damage shields and damage adds) are simply a calculation of the damage shield’s delve amount, the damage dealt to the target or pet, and then normal spell variance. Damage shields and damage adds are one of the rare abilities where, other than unlocking higher delve versions, increasing ones specialization and +skill stats does not increase their overall damage or reduce damage variance either.


The Chanters Underhill Zealot is supposedly supposed to have "increased range" on its spells. Unless I missed something it's casting at what seems to be 1500 range and has no additional range compared to the level 1 Companion pet. Is there something I missed?

Good catch! The underhill zealot’s range is correctly 1500 and the information delve has been updated. The main benefit of the underhill zealot is that its damage-over-time ability interrupts each tick.


When getting kills in rvr at keep fights, sometimes I get a solo kill, a siege kill, one or the other or sometimes both. i.e. I poured oil and killed three people on a low level keep, I got the deathblows for all three and fairly certain they were all full health as guards had been dead a while and there weren't many defenders. I got one solo kill and one siege kill for the three. Can you define how these types are kills are awarded for the daily/weekly quests?

For the solo daily and weekly quests, only “solo” kills award credit. Solo kills are defined as follows:

-The player earning the solo kill is ungrouped and otherwise receives no help during the kill (heals from other players, etc.)
-The player earning the solo kill does equal to or greater than 80% of the damage to the enemy player who is killed.
-The enemy player who is killed must be worth full realm points.

That’s it! The deathblow is not actually needed so long as the player did equal to or greater than 80% of the damage.

For the siege-oriented daily and weekly quests:

-All kills must be on targets that are within the named regions of each keep.
-The keep must be actively under siege (flames on the /realmwar map)
-You or your group must have dealt 80% of the damage to the enemy player who is killed.
-The enemy player who is killed must be worth full realm points.

From the example given, the only thing that could have prevented both solo and siege credit on 2 of the 3 kills was that those 2 targets were recently killed and not worth full realm points. The 3rd kill properly granted both solo and siege kill credit!


I was told Snatcher does not give you the 6% bonus to all realm points earned and ALSO 7% bonus to all bounty points earned. Is this true ?

After some investigation we were not able to find a scenario where the bonuses were intended to work and weren’t given. Remember, Endless Conquest (Free) accounts don’t receive realm and bounty point bonuses other than those bought at the Mithril shop. There are also some quest rewards that are setup to award a set value of RPs and BPs and ignore all bonuses (including Mithril shop ones). Under normal circumstances and assuming a Veteran (subscribed) account, the Snatcher artifact’s RP and BP bonuses do apply correctly!


Are there any changes planned to Caledonia coming in August or what can we expect?

For the most part, we’ll have a very similar setup to the last event but with a few changes to help make things a bit more streamlined. We are planning on starting out characters at level 10 to help the event ramp up into the higher levels faster. This will also give an extra day to play as level 50!

We are also still looking into more ways to achieve better realm balance in the event and will likely look at offering higher initial character levels to lower populated realms if there is any severe disparity!



Enjoy the weekend all :)


Friday Grab Bag - 08/20/2021

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Time for the Grab Bag!

Stay tuned during the week for our official announcement post on the upcoming Catch Up In Caledonia event starting August 30th :)

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’ve been told in PvE, spell level is irrelevant and all spells no matter the level are brought up to your own toon level – is this true?

No, all spells take their set spell level and check it against the target’s level for resistance rates. The target of a spell could be a monster (PvE) or enemy realm guard, pet, or player (RvR) and its level is used against the spell’s level to determine resistance rates. The same is true for spells on style procs where the level of the style determines the level of the proccing spell.

This is why the Mastery of Focus realm ability can be quite important in both PvE and RvR as it raises the level of your character’s spells so that resistance rates are lower.

Here’s some more context on resistance rates from a previous grab bag (again, spell levels work the same as style levels when discussing style procs):

All spells have a base chance of 10% to be resisted, so a level 50 style proc will still get resisted at around that 10% rate, on average, when attacking a level 50 target. However, a level 12 style proc with no Mastery of Focus will see around a 30-35% resist rate vs a level 50 target and a level 34 style proc without MoF would have a 15-20% resist rate, on average.


Hello.
I have a question on Endless Conquest and Champion stuff. While EC characters can't get champion levels. I was wondering, if I sub play and get the Champion levels and abilities on a character. Then unsub/wait the cooldown to play. Will my character still about to use Champion abilities even though my account is EC again?

Endless Conquest (free) accounts can earn Champion Levels normally. They do not get access to the CL abilities though.

In the above example, the re-activated EC account’s characters would still have their CLs but their CL abilities would be removed. If that account were to subscribe and return to Veteran status, the characters would need to re-train their CL abilities.


Does the Multi-spectral Goblin Bracer still drop?  If so, from who? Herald search shows two entries for "current" mobs that drop it, Spectramancer Gozier and nervous ketos.  However, per patch notes from April 2007, the following statement was made: Ki'atra and the Nervous Ketos (Uilani) have disappeared as the magic holding them to the planes has faded.

If the nervouse ketos is no longer in game it can't drop from it. Gozier is stated to be in either Laby or Briefine and both locations have been searched endlessly, no luck. Any chance you can verify if Spectramancer Gozier is still able to be located and killed in game, and the region it's located in?

Spectramancer Gozier is the Temel minotaur relic guard that spawns on a hill in Breifine. He drops the bracer as a One-Time-Drop to level 45+ characters.

The Multi-spectral Goblin Bracer is also still available via the copper-bound chests (2 platinum) that offer randomized rewards and can be purchased on the classic-world side of each realm’s Borderkeep though!


Is there any way to know through the account center which classes on accounts meet the /played requirement for EC? Or possible to get it added?

We can look at adding this to the account center eventually, among other data. For now the character selection screens are the only area where this information is displayed (via the Play button being accessible).


Is it working as intended that you guys removed AoM from melee necro form but you still can’t use an AoM charge while in melee form? So they basically are only class in game that can’t get it?

Necromancers should be able to use item magic resist charges now. If a magic resist charge item still states that it cannot be /used, please relog and it should work now.



Off to get ready for Caledonia, new toons, new names!

Enjoy the weekend, all :)
 

Catch Up in Caledonia Event

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Have you or your friends been thinking of coming back to Dark Age of Camelot? Or are you a veteran player just looking for a change of pace!?

We're excited to announce our 3rd Catch Up In Caledonia event coming Monday, August 30th at 3 PM EST / 9 PM CET!


Read on for the full details!


What is Catch Up in Caledonia?


It's a way to start fresh and rapidly progress to the end-game with players around your level!

The 7-day long event that will take place entirely in the Realm vs Realm-enabled Caledonia battleground zone.

Players will start at level 1 and rapidly progress to level 50 all while earning gear, master levels, champion levels, and realm ranks along the way!

By event's end participants will be ready to compete in the Frontier!



When does the event start and end?


The event starts precisely at 3 PM EST / 9 PM CET on Monday, August 30th  a nd will end at the same time on Monday, September 6th.



How does the event work?


  • For the first 4 days of the event, newly created level 1 characters will be automatically zoned into the Caledonia battleground where they will vie for control against the enemy realms!
    • This will be the ONLY way to get inside the battleground zone. Once inside, characters can voluntarily leave but CANNOT return!
    • All monsters, center-keep guards, and siege weapons are removed for the event. The only way to progress is by defeating realm enemies in battle and completing the related quests.
    • Charm-pet classes will be able to create a pet to charm at their realm's portal keep.
  • ​At 3 PM EST / 9 PM CET on Friday, September 3rd, character starting locations will reset to their default zones and no new characters will be able to join the event. Everyone still inside Caledonia will be able to continue progressing for the remainder of the event's duration.
  • Experience, bounty, and realm point bonuses will be granted to both free and subscribed accounts in the battleground to help them progress!
  • Earn bounty points for completing quests and defeating enemy realm players and use them to purchase level-appropriate gear as you strive to 50 and then master and champion levels!
  • All characters will begin and remain in the same Caledonia zone for the entirety of the event.
    • The following level caps will be in place for all characters in Caledonia and will increase as follows every 24 hours:
      • Day 1 (Monday): Level 19 maximum
      • Day 2 (Tuesday): Level 29 
      • Day 3 (Wednesday): Level 39 
      • Day 4 (Thursday) : Level 49
      • Days 5-7 (Fri-Mon): Level 50
    • Characters that reach the day's level cap will still be able to earn realm and bounty points.
  • Characters that are 5 levels or more below the day's level cap will receive the Caledonia Boost buff.
    • This buff greatly increases the damage dealt and greatly reduces damage received from characters that do not have the buff (higher level characters)!
    • Characters with the Caledonia Boost buff active will also DOUBLE the XP and BP rewards for themselves and their group!
    • When the level cap reaches 49 the buff will be given out to characters 3 or more levels under the cap.
  • Realm points are drastically reduced for kills where a realm outnumbers the other by 3 to 1 odds or more.
    • This penalty currently only triggers when the attacking realm has 25+ members in the area of the kill.
    • This system is designed to encourage groups to roam around separately more during the event!


What improvements have been made?


  • An extra day at max level has been added to the event by changing the starting level cap on the 1st day from 9 to 19 as well as increasing the starting level from 1 to 10.
    • Level 1 characters first zoning in should visit the Caledonia Event Coordinator NPC to automatically reach level 10.
  • Any realms found to be at an overall population disadvantage by the 5th day of the event will have their starting level adjusted to level 30 and receive extra bonuses for the duration of the event.

How far will I be able to progress?


Players that start at the beginning of the event should be able to reach level 50, Champion level 15, Master level 10, and Realm Rank 5+ with the potential to earn much higher realm ranks! Characters will also be able to earn enough bounty points to not only obtain gear as they progress towards level 50 but also to use for end-game gear via Bountycrafting after reaching level 50!

 

Labor Day Weekend Bonuses

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In celebration of Labor Day in the US the following bonuses are now up and will run until Tuesday, September, 14th.

Please note that these bonuses will not apply within the zone of Caledonia but will remain up for a week following the end of the Catch Up event.


Bonuses


On Ywain:
  • 50% bonus to RPs gained from RvR kills
  • 100% bonus to normal XP gain in all classic zones and dungeons
On Gaheris:
  • 100% bonus to normal XP gain in all classic 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

 

 

Friday Grab Bag - 09/03/2021

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Grab Bag time! Woo!

Hope everyone is enjoying our Caledonia Event! :) Level 50 opens up later today for crazy fun weekend RvR! Don't forget to make your new characters and log them into Caledonia before the cut off time of 3PM EST / 9PM CET TODAY! 

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 for the questions :)
 

Is there a way you can deselect certain spell effects from group mates or make them smaller? The issue I have is when the minstrel does his resist buff and the range buff the purple sphere is so large on my character that I cant see thru it. Effects group or self don’t affect it.

Unfortunately the only command that will eliminate this particular spell effect is ‘/effects none’ as it is both a group-based spell and one that is cast on your character directly. We can, however, look at adjusting these effects to be less obtrusive!


What’s the reasoning behind vampiirs getting wall climb for free while Minstrel have to skill 25 stealth and Savage even 50 in savagery (which makes the H2H build have to sacrifice the 9 second side chain stun style)? Wouldn’t it be justified to have vampiirs sacrifice something as well like 20 points in shadow mastery for example?

There are always balance distinctions among the realms as very few classes are mirrors of each other and even when classes are extremely similar they all have class-defining differences. Climb walls is a powerful and popular ability and one that is not given out lightly.

Minstrels and Vampiirs were both designed from the beginning to have climb walls while it’s been a late addition to Savages. Savages are much less vulnerable to crowd control than either Minstrels or Vampiirs and can deal much more consistent damage than either, even when sacrificing for the climb wall ability. That is why they are required to give up some of their melee prowess when going for climb walls.

That said we are always looking at the classes and will adjust accordingly if deemed necessary!


Are the pre 50 pictish camps ever going to be back? Or mass pve/levelling the way these camps worked? I know Caledonia is a level event but for times outside Caledonia.

The Pictish camps were put in as part of the Pictish Invasion event and were never meant to be a permanent fixture. These camps also had a downside of allowing players to reach level 50 with minimal active play and that is not something we want to encourage. However, there are still several efficient ways to level in PvE only with the New User Journey, Atlantean bounty quests, in the classic dungeons with their bonus experience, as well as various popular monster camps throughout the world.


Are people going to get in trouble for joining random guilds in Caledonia or making them?

In short, no. We will be adjusting things for the next Caledonia event so that this practice is no longer possible or necessary. For this event we’ve also added the RP/XP guild bonuses to the starter guilds for the duration of the event!


Are there any hints on what’s to come for daoc’s 20th birthday you can share?

Lions, Wolves, and Stags – oh my – 20 years!!!!

We will be having a massive celebration for the month of October complete with new Veteran Rewards, a true “Arthurian” questing journey, bonuses, and so much more! That’s all you get for now *wink*.



Off to make the last of my toons and a bunch of realm points!

Enjoy the weekend all :)

Friday Grab Bag - 09/17/2021

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Friday Grab Bag time!

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.

Questions are below! :)


What is the exact distance from a friendly outpost at which enemies will generate a cup/hammer/tree symbol on the war map?

6,000 in-game units from the center of the outpost, which means the exact distance will depend on various keep layouts! 6,000 in-game units is essentially the same distance as the figure clip plane limit and so if a defending player (or guard) standing on a wall is visible to the enemies passing by an outpost, there is a good chance that they’d be too close and would trigger the cup/hammer/tree notifications on the realmwar map.


Does wild healing / master of healing realm abilities affect styles?

Yes, both realm abilities will affect styles with heal procs.

Please note that this only refers to direct healing spells. Neither realm abilities affect heal over times or health regen spells or procs.


Did the NF dragons used to give credit for dragon kill titles? They don’t currently but thought they used. If not, could they be included in the dragon title count?

The three dragons in New Frontiers did not give credit for dragon kill titles. These dragons are much less difficult than the ones in the epic dragon zones of each realm and so if they were to give titles in the future they would need to be different from the traditional dragon-based titles.


Can you explain why after I use Power Lock on Necro my stun immunity goes away and I can be stunned again?

This is because the Power Lock ability stuns the Necromancer in-place for the duration of its ability and it must bypass any existing stun immunity to do so (which clears that immunity). During the Power Lock stun, the Necromancer cannot be attacked in melee and they siphon power at a very fast rate from their target. Allowing this ability to be used and then having it grant an additional stun immunity would be a bit too imbalanced as it would allow Power Lock to be used pre-emptively to prevent the Necromancer from being stunned again and any pre-existing immunities must be cleared for the Power Lock stun to land.


Are there any plans to restrict shearing abilities like Essence Shatter so people cant just spam shear other people's buffs over and over, for instance give it a cooldown of 10 or 15 seconds? Especially in 1v1 scenarios there is not much counterplay to it other than drinking suppremacy potions over and over, which is not fun for anyone.

Thank you for this feedback! We would love to hear more opinions on this as the original intent was for Essence Shatter to be used seldomly due to the high endurance cost but has become easier to use with endurance reduction and endurance reduction potions. Conversely, the existence of Supremacy potions also can be argued to make this sort of ability less useful overall than it used to be. We are open to changing this ability but would love to hear more feedback about it!



That's it for this week!
Enjoy the weekend, everyone :)

 

Friday Grab Bag - 10/01/2021

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Anniversaries are always a time of celebration and this month Dark Age of Camelot celebrates our 20th anniversary! Look for notices throughout the month, and especially around the 10th, for news and details of how we're celebrating this amazing milestone :)

On with 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.

Continue reading for the questions :)
 

Can you elaborate on the benefit of damage add buffs / spells whatever, primarily the melee damage add and the differences between the shaman one, for example, and the champion level versions. some are matter some are spirit etc. I also found an item with an 11.3 damage add buff, I'm assuming this is melee damage add bonus, so why is it not a physical damage versus say for instance what a reaver gets to greatly buff their styles?

Yes, all damage add buffs only affect melee swings, not spell casts and they are simply a way to add a small amount of damage to each melee swing. Damage adds’ damage type can theoretically be either magical or physical but neither type matters in terms of the actual damage dealt to a target.

The overall damage of damage adds is determined by the base, unstyled damage of a melee swing, with typical damage variance (which can cause lower damage melee hits to sometimes have higher damage add damage than some high damage melee hits). The damage adds’ damage is then hard-capped, not affected by resist buffs OR debuffs on the target, and is relatively static even as the damage of the overall melee swing increases. For this reason they are more beneficial to faster swinging classes and especially dual-wield classes.

There are some special damage add types like the Blademaster’s “Triple Wield” that provides a negation from being critically hit (in melee) for its duration in addition to its traditional damage add component as well as the Master Level “Faultfinder” damage add which deals high damage against object-only targets like doors. The other class, item, and champion level damage add abilities work as described above.


Is it intended that a realm can rebuy the protection obelisk even if the keep is under siege and one was already destroyed? Same for using the keep level upgrade tokens and using them if the keep is under siege.

Yes, this is currently intended. We’re open to changing this but once the inner keep’s door is opened it is be possible to kill the Master Stone Mason and prevent any further upgrades. We also don’t want to prevent realms from applying upgrades when a keep siege first begins if we can help it.


I understand that mentioned in 05/05/2017 grab bag, only Str, Con, Dex, and Qui buffs affect pets. Is this for both summoned and charmed pets? How does haste affect either type of pet and does haste work from Ring of Conflicting Forces ( https://tools.camelotherald.com/item/view/41012 ) ?

Yes, all pets whether summoned or charmed are affected in the same way by concentration buffs. Haste buffs do affect the melee swing speed of pets just like they do players; with normal concentration haste buffs, like the one from the Ring of Conflicting Forces and celerity spells both increasing the melee swing speed of pets.


What is the definition of a class ability - can you provide examples? What would the master level battlemaster 10th ability fall under?

In terms of categorization we think of “class” abilities as any non-realm ability a class trains at their trainer or earns for free as they level. So some class ability examples for a heavy tank would be Metal Guard, Fury, or a weapon style.

A Master Level ability, while still usable by a class or classes, is categorized separately since it is earned differently and not precisely part of the class itself. The same goes for realm and champion level abilities. If you need to spend realm skill points (or champion ability points) to acquire the ability, it’s a realm ability (or CL ability), not a class one; regardless of whether or not the ability is class-specific.

This may seem like a finer point, and to a large extent these categories don’t really matter when looking at classes as a whole, but when it comes to balance decisions it’s important to separate abilities into these different categories as each type can be a lever we use for balance.

For example, changing a Master Level ability like Bodyguard might be a class-defining ability for many Paladins or Warriors (among many other classes) but it’s not a “class” ability since those classes could choose a completely different Master Level path and, more importantly, because changing the Bodyguard ability to “balance” Paladins would affect so many other classes. So instead we treat something like Bodyguard as its own separate Master Level ability that is part of the Battlemaster ML path and if we wanted to hypothetically change it, we would need to ensure that its change would be balanced across not only the other ML paths but all of the classes it can be used by (including ones that can but don’t typically specialize in the Battlemaster path).

If instead, continuing the example, we wanted to adjust a Paladin’s armor factor chant, we would start the balance discussion at the ability and extend it to the class as a whole. We may look at other classes too and how they interact with the AF chant, but the discussion largely centers around a class (or at least 1 class archetype typically) and its impact on balance instead of around an entire ML or CL path and their impact on balance.

And sometimes the line blurs, like with the free RR5 realm abilities, which are class-specific realm abilities. FYI - we categorize these as class abilities too due to their uniqueness and because they do not directly cost realm skill points to earn.

Hope that helps!


Why can MTX mask patterns only be used for class specific armor types? For example, a lot of savages use the curative sunburst leather helmet since there is no available studded version therefore we are handicapped in customizing our character.

Armor patterns are clamped to a class’ highest equippable armor type in order to try and preserve class-silhouetting in RvR. Yes, a Savage could wear an actual cloth robe and equip a caster staff to try and fool enemies but their effectiveness would be very diminished too if they did. We don’t want to open the door for players to do this in look-only while actually still wearing their best equipment. Yes, sometimes this will overlap with and prevent patterning “usable” items but we feel that there’s still a great amount of room for customization within the patterning rules as they exist!



Thanks everyone, enjoy the weekend! :)

20th Anniversary Month Bonuses

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We have loads of content, news, updates, rewards, and more coming later this month in celebration of Dark Age of Camelot's 20th anniversary and we'd like to kick off the celebration with some fabulous RvR bonuses!

Anniversary bonuses will last from today until November 2nd, 2021.

Bonuses


On Ywain:
  • 100% bonus to RPs gained from RvR kills
  • 100% bonus to normal XP gain in all classic zones and dungeons
On Gaheris:
  • 100% bonus to normal XP gain in all classic zones and dungeons
  • 100% 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


20th Anniversary Traveling Merchants

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We're happy to announce that the Traveling Merchants have made their return for the 20th Anniversary!

Look forward to more Anniversary rewards and content next week as part of our 1.127E update!

  • The traveling merchants have returned for the 20th Anniversary festivities!
    • Wares and prices have been updated.
    • They will remain until November 2nd, 2021.

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


Live Server Downtime - 20th Anniversary and 1.127E Update

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Update: Ywain and Gaheris are once again open to all players!

All live servers will be coming down tomorrow, Tuesday 10/12/21, at 5:45AM EDT / 11:45AM CET for our 20th Anniversary celebration and Patch 1.127E!

Happy Birthday Dark Age of Camelot!

20 years is a milestone that is both hard to believe and one that seems to have flown by.

The memories of water beetles being crunched under foot and by the swings of a 
shillelagh melds with that first trek across the river-bridge and up to Camelot's gates and with the sound (and imaginary stench) of a troll in combat... and everyone remembers their first time out RvRing in the Frontier and the rush of adrenaline as those first realm enemies came into clip range.

With 20 years we have a lot to celebrate and we hope you enjoy this update as much as we did putting it together.

So raise your cup, stein, and mug with me to the 20 years of battles, laughter, tears, friendship, and community that this game has brought us.

To 20+ more!


John Thornhill
Producer
Dark Age of Camelot


Read on for the full Patch 1.127E notes!


 
 

Highlights


  • Take a trip down 20 years' worth of memory lane and earn your realm-specific Great-Lion, Great-Wolf, or Great-Elk mount!
  • Bask in the brand new character selection screen sceneries!
  • Earn your 20 year Veteran Rewards!
  • Huge monitor owners, rejoice! You can now scale your UI to your heart's content!
  • Several new Mithril Shop additions!
  • A few class changes to Battlemasters, Heretics, Savages, and Heavy Tanks as well as several bug fixes!

Halloween Event 2021

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It's time for the Pumpkin moon to rise again! Haunted cities, candy and costumes, pumpkin patches in the Frontiers, and the return of the Mournful King instance await you! 

Festivities begin today, October 14th and will conclude on Tuesday, November 2nd.


 

Pumpkin Patch rewards

  • Defeat the hallowed ghost, mummy, night bat, walking dead, or gooey slime at the pumpkin patches for a rare chance to get Trick or Treat or Keep-Chest potions!
    • These rewards drop without needing to be on any quest!
    • Trick or Treat potions can be used on your realm-mates to give them randomized costumes!
      • These potions will be usable in RvR for the three days surrounding and including Halloween!
Haunt or Be Haunted

  • John Tobin in Cotswold, Foa Muldisson in Mularn, and Nera in Mag Mell have studies to conduct.
    • Be rewarded handsomely with gold, realm points, and the Wings of Haunting cosmetic effect! What lengths will you go to get your hands on a free pair of the wings!?
      • NOTE: This quest can be completed again this year but characters who already have the wings will not get another pair.
  • Completed [Halloween] Haunt or Be Haunted quests that are not turned in by November 2nd will be forcibly removed!
Event Shop

  • Pumpkin Head pre-set patterns, new spooky Consignment Merchant costumes, and the Wings of Haunting cosmetic spell effect are now for sale for mithril at your realm's capital city's Event Shop!
    • Visit the Event Shop soon because it disappears on November 2nd!

A Ghostly Harvest quest

  • The Ghostly Harvest Quest offers players level 45 and up a dangerous adventure in the frontiers. Speak with John Tobin on the Cotswold Bridge, Foa Muldisson outside the Jordheim North Gates, or Nera by the road in Mag Mell to begin the quest. (Note: Players who completed this quest last year will now be offered it again.)
  • Treat sellers have been spotted selling sugary confections inside Meath, Erikstaad, and Caerwent.
  • The consignment merchants would like to show you their Halloween spirit! Pick up the merchant and place it back down on your house porch and he will change into a Halloween outfit for you!
  • Be aware adventurers! Ghosts haunt the streets of your capital cities as the pumpkin moon rises! Ghosts have also been spotted in Mag Mell, Aegirhamn, and Campacorentin Station.
  • The horses you once rode have joined the spirit realm. (This affects stable and merchant horses only - not player controlled horses.)
  • Something strange has happened to all of the puppies.
  • The pumpkins have been carved into jack o' lanterns!
  • A trio of crazy old women have been spotted selling costume potions inside Camelot, Jordheim, and Tir na Nog.
    • The costume potions last 15 minutes each and come in a variety of flavors.
    • The costume potions work best if you remove your helm and armor.
    • You cannot digest another costume potion if you are transformed into any of the monster forms.
    • The costume potions' magics are short-lived and the potions will be useless after the festivities end so don't horde them.
    • Some of the costume potions allow you to take the form of the enemy, so don't be scared if you see some in your capital city or housing zones, it's just your realm mates playing dress up!
    • The costumes and potions only work while you are in the capital cities or housing zones. You cannot use them outside of these zones and if you leave the zone while in costume, you will lose the effect.
    • As always, the days before, during, and after Halloween these potions can be used in RvR (With exception to pixies and ghosts potions, which are not usable in the frontiers ever)
  • NOTE: Players will need to logout and re-run the patcher in order to see the pumpkin moon, loot bags, and pumpkin patches

A Hallowed Lost quest

  • Level 50 players should visit the ghostly queen, Lenore, in each realm's capital city to receive the quest 'A Hallowed Lost' so long as they haven't already completed it.
    • Visit the pumpkin patches in the frontier to find the buttertoe candy pieces Lenore needs.
      • Only the pumpkin patches in Ellan Vannin, Pennine Mountains, Jamtland Mountains, and Breifine drop the five buttertoe candy pieces she needs.
        • You'll want to get this year's Ghostly Harvest quest to help guide you to the pumpkin patches!
        • Defeat the hallowed ghost, mummy, night bat, walking dead, or gooey slime at the pumpkin patches to get the candy pieces.
          • Buttertoe candy pieces no longer drop unless the player has the 'A Hallowed Lost' quest and hasn't completed it yet.
        • Different patches have different candy pieces available.
    • Earn a new friend for your efforts!
    • Please note that this quest is only able to be completed once per character, including characters that completed it in previous years.

Mournful King Event

  • The instance dungeon, the Castle of the Mournful King, awaits those willing to brave its powerful ruler's fury!
    • Level 50 players should speak with Lenore to teleport to the instance.
    • This instance is meant to be extremely challenging and is therefore entirely optional and not required to complete the new quest.
    • Rewards include:
      • Re-skinned hallowed weapons and armor
      • Nevermore's Broken Bone
      • Hallowed Effusion of Comprehension potion
      • Otherworldly helms
      • Doppelganger and other rare mythirians
      • Supremacy, celerity, omni-healing, or omni-regen potions
      • A Scroll of Recall
  • The Castle of the Mournful King instance now uses the Loot Chest system:
    • The Mournful King and Nevermore monsters no longer drop rewards directly other than the king's remains.
    • The Mournful King now spawns the Mournful King's Loot Chest in the center of the Hallowed Ruins when defeated.
      • This chest will despawn after 20 seconds, so be sure to grab your loot quickly!
    • Characters can interact with the chest and receive 1 guaranteed reward per day but can still participate in the instance as many times as desired.
      • There is a greater than 50% chance to receive a re-skinned hallowed armor or weapon each day!
  • Lenore can be found in the following locations within the capital cities:
    • Camelot: The Church of Albion
    • Jordheim: The Temple of the Aesir
    • Tir na Nog: Alainn Cuir's courtyard
 


 
 

Friday Grab Bag - 10/15/2021

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It's time for another Grab Bag!

Lots of info out this week as we celebrate Dark Age of Camelot's 20th anniversary! Bonuses, merchants, new quests, new mounts, new cosmetics, and more! Our Halloween event also started yesterday and with everything ending November 2nd, make sure you don't miss out on anything :)

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!
 

Is it intended that assassin (60%) snare poison stack with side snare (40%)?

Currrently, yes it is intended. These have always stacked with each other, even prior to the Envenom changes. We of course would love to hear feedback on if you think these shouldn’t stack or if the snare poison’s snare% should be reduced or if it should be kept as is!


Using my bard heal proc buff had me wondering if heal procs, class abilities not uses, apply to/on pets? Either charmed or class pets.

Yes, most group-based abilities apply to members of the group and their pets and the Bard’s group heal proc is no exception. Both charmed and summoned pets receive the Bard’s heal proc buff and melee attacks against those pets from monsters or players will have a chance to trigger a heal.


Hey there

I'm trying to build a Scout template, and saw that the studded
Otherworldly Mighty eyes (helmet):
1. Ain't BP craftable.
2. Ain't at the Travelling Merchants.
3. There's 3 at the Housing zone merchant - But it says "Midgard races only".
4. Patch notes 1.122b (i think), mention that the helmet is now also a Albion drop.

Is it just missing or am I missing a further update on this?

Thanks for this report, the studded version of the Mighty Eyes do indeed drop in Albion.

The delve for this item has been updated and it has been added to both the traveling merchant stores and the Bountycraft menu (make sure to run your in-game patcher to get this update)!


4 – I am curious if there are any plans to update some of the more underutilized/undertuned Realm Rank 5 abilities--specifically, the Warlock R5, Burning Cauldron, and the Bainshee R5, Sonic Barrier. The Warlock Rank 5 does very low damage on a ten minute cooldown after a delay. As for the Bainshee R5, it appears to have no effect on you or your caster groupmates. It seems out of place that most Caster Rank 5 abilities are designed to be defensive and these are not.

In short – yes!

Improving some of the underutilized class Realm Rank 5 abilities is on our list. We’d love to hear some ideas about how you would improve them!


One Teammate mentioned, that Thanes direct damage spells would benefit from adding points into dexterity. Others mentioned that adding piety would increase damage while dex only increase casting speed but not damage per one single cast. Which is correct?

For casting classes, there is one stat (in the case of Thanes it is Piety) that increases the damage of each cast and then they all use the Dexterity stat to increase the speed of their casts.

So from a per-cast perspective, Dexterity does not increase the damage of a single casted spell. However, more Dexterity means more spell casts so it will increase the damage per second of a spell caster.



That's it for this week! Hope everyone is enjoying all the activity so far :)
See you in the frontiers!


 

Friday Grab Bag - 10/29/21

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Halloween is upon us and we look forward to seeing your costumes in RvR over the weekend (starting today!) and don't forget that the Halloween event and 20th Anniversary bonuses, merchants, and quests end this coming Tuesday, November 2nd! 

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!
 

Is there a reason why you cant just make ToA scrolls sell for even zero coin ? Its seems like a small issue but it really is pain to have to constantly drag and drop them on the floor or even constantly destroying them. 

We'll see about adding this to our list! In the meantime, we'd suggest setting up a keyboard shortcut for destroying items, as this can be done just as quickly as selling them.


Has there been any consideration to increase offense keep bonus realm point ticks to be 100% (instead of 50%) to match that of defensive ticks? There can be a lack of incentive to attack keeps if there are several defenders. The time spent may end in an unsuccessful attempt with little realm point reward.

We can certainly consider this but under the current system we do want to favor incentives for defense whenever possible since they are usually the outnumbered force. However, perhaps a better long-term solution would be to base this bonus multiplier on the population of attackers vs defenders instead of hard-set values. We'll be looking into this!
 

When will the DF imp stores be available again? I thought these were going to be converted to BP's at some point, per the patch notes where DF was changed to a BP system...

and

When will the Dragonscale merchant's items be added to the bp crafting list?

This conversion will occur when the existing alternate currencies are mostly used up. Even though it's been a while, there is still quite a few atlantean glass, dragon scales, aurulite, and blood seals out there. Additionally, all of these can be converted to and from each other at the Currency Exchange NPC in each realm's capital city and used at their respective stores.
 

What are the exact conditions that consider a kill (or a series of kills) as RP farming? What is the precise definition of RP farming? What actions must a player take to avoid being in a position of RP farming? What actions would lead to a RP reset or a ban?

While we're happy to provide some general context, RP farming can come in many forms and is always handled on a case by case basis. It also falls under our "spirit of the game" (#16) clause in the Rules of Conduct.

In general, realm point farming could include any actions where characters are acquiring realm points without participating in normal or intended Realm vs Realm (or Realm vs Environment on Gaheris) gameplay. What this typically looks like is one or more characters repetively killing one or more other characters who make no attempt to fight back but that is by no means the only definition or criteria.

A good rule of thumb if you're considering any action that could potentially be a violation is to err on the side of caution: if you have to ask, it's probably not a good idea!


Can we see the level of a keep on the /realmwar map?

We'd love to hear feedback on this but our instinct is to keep this data hidden. It would become too easy to identify which keeps or towers to go after if players could see their levels from the /realmwar map even if it may also help defending realms to monitor their own.



Hope everyone has a safe, fun, and happy Halloween! See you in the frontiers!


 

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