New Class: Alchemist
* Base Class and New Spells
* Bombardier Enhancement Tree
* Apothecary Enhancement Tree
* Vile Chemist Enhancement Tree
Revamped "Catacombs" and "Delara's Graveyard" Adventure Packs
* New Epic versions of both Adventure Packs
* Named Loot Pass (Including changes to the Heroic loot, as well as entirely new Epic Loot)
Quality of Life Additions to the Shared Bank
Balance Changes
* Two Handed Fighting Changes
* Ranged Combat Changes
* Knight of the Chalice Enhancement Tree Changes
* Other Balance Changes
Miscellaneous Bugfixes and Changes
U45
Сообщений 1 страница 22 из 22
Поделиться114.01.2020 16:30:52
Поделиться315.01.2020 13:36:41
ТХФ:
я въебал тупо мод силы 2 и убрал глансинги на самом последнем столбике
18 FTR\1 BRB\1 FVS
LD WF NO REAPER
Baz'Morath DEVICE
С ПТХФ дается еще 4мп.
Получилось даже чуть мощнее, чем раньше, по боссу. Теперь только нужно проверить, не почикали ли твитчинг, и можно спать спокойно.
В барбе была пачка допглансингов, так что на нём ситуация стала похуже.
Поделиться415.01.2020 13:54:07
А как там инквизитор поживает, в твоем калькуляторе?
Поделиться515.01.2020 15:29:21
Объективно его там нет, я так и не потестил в своё время его скорость.
Поделиться615.01.2020 16:32:14
Inquisitive nerfs:
* Improved Precise Shot now reduces Ranged Damage by 20% while active.
* Archer's Focus has been redesigned: Offensive Ranged Stance: This stance grants power to those who focus their attacks on a single target. Once per second, attacking a foe with a Ranged weapon will grant you a stack of Archer's Focus: +3 Competence Bonus to Ranged Power that lasts for 6 seconds. This effect can stack up to 15 times by attacking the same target. Attacking a different target with a Ranged Weapon will reset your stacks of this effect.
* Dual Crossbow combat style now only uses 66% of your Doubleshot.
* Inquisitive Law Dice now scale with 150% Ranged Power (was 200%)
* "Improved Law" and "Greater Law" in Inquisitive now grant +1 Law Die (previously +2).
* Ratcatcher now has a critical profile of 18-20/x3 (down from 17-20/x3).
AoE melee nerf:
* Glancing Blows game-wide have been replaced with a new mechanic: Strikethrough. If your Strikethrough Chance is over 100%, you are guaranteed to hit a second target (if in range) on your attacks, with a chance to hit a third. By default, you can only Strikethrough while standing still. 200% Strikethrough means your attacks are guaranteed to hit 3 targets (assuming you have 3 targets in range). 300% isn't reachable, but Strikethrough currently caps at 3 targets.
Tempest nerf:
* Dance of Death's buff now grants you the ability to Strikethrough with melee attacks regardless of Combat Style for the duration of the buff (10 seconds), and grants +0%/100%/200% Strikethrough Chance for the duration of the buff. These replace the previous component that allowed you to hit multiple targets directly.
* Dance of Death's cooldown is now 30 seconds.
Tank nerfs:
Percentage HP
Stalwart and Sacred Defender: remain at 20% Competence
Nature's Protector: remains at 25% Competence
Unyielding Sentinel: remains at 20% Insightful
Aasimar stays typed as Sacred, goes to 5% down from 10%
Bladeforged gains 5% Quality in a new Tier 4 (2 AP) in their Racial Tree.
Paladin 18th core gains 10% Sacred HP (this is also in the above notes for clarity)
Enlightened Spirit level 20 capstone stays at 20% Sacred
Occult Slayer t5 Bond of Destruction gains 10% Quality
Renegade Mastermaker goes to 10% Quality down from 20% racial
Upgraded Zombie in t5 Palemaster goes to 10% Profane
Shintao t5 gains 10% Quality in meditation of war earth stance (up from 3% untyped)
Falconry t3 goes to 5% Quality(already 5% just adds a channel)
Dwarf goes from 4% stacking to 5% Quality
Warpriest core 4 (level 12) gets 10% Quality
Sorcerer nerfs:
* Dragon Breath in Draconic Incarnation now has a 60 second cooldown
* Draconic Fury in Draconic Incarnation now has a 90 second cooldown
Aasimar nerf:
* Aasimar's Healing Hands is now capped at 20 character levels.
Guild nerf:
* Guild Airship Officer Dubgar no longer sells guild airship buffs or transport npcs. He still supplies training dummies, crafting stations and guild chests.
Поделиться715.01.2020 18:20:25
я не понимаю эту тупую политику "инквизиторы сильные, дак давайте порежем фиты заодно, ренгеды и сюрикенщики в жопе, дак пусть поглубже залезут. Главное же инквизиторов понерфить!"
Поделиться815.01.2020 19:07:29
они заметили, что все рангеды бегают с ипс, значит ипс имба. зато теперь с арчер фокусом можно бегать от босса
Поделиться915.01.2020 19:18:45
Я вас всех расстрою (особенно себя) насчёт твитчинга. Потому что он всё.
Поделиться1016.01.2020 10:27:56
Зашел, проверил. Это самый уебанский пиздец, который разрабы когда-либо творили.
Поделиться1116.01.2020 11:15:45
нам нужны кровавые подробности
Поделиться1216.01.2020 22:53:01
Граждане с форума подсказали, что я провожу тесты через жопу. Оказалось страшное: я действительно провожу тесты через жопу и, роняя кал и забившись в истерике, спешу делать выводы. По итогу: для двуручного меча, дубины, посоха и фальшиона анимация не изменилась; двуручный топор и кувалда - скорость анимации на бегу снижена. Скорее всего баг.
Поделиться1316.01.2020 23:57:14
Баг бага. Это любопытно!
Поделиться1422.01.2020 13:50:55
Sunder is now: Tactical Melee Attack: Using this attack, you may reduce the target's Armor Class by 10% and Fortification by 25% for 6 seconds. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + STR Mod + Sunder Bonuses). Cooldown: 10 seconds.
Improved Sunder is now: Tactical Melee Attack: Using this attack, you may reduce the target's Armor Class by 10% and Fortification by 25% for 12 seconds. Some creatures may be immune to the sunder effect. (DC 10 + STR Mod + Sunder Bonuses). Regardless of saving throw result, enemies will suffer the Trauma effect, which is a -3 penalty to Fortitude saving throws. Stacks 5 times. Lasts 24 seconds. Cooldown: 10 seconds. This feat replaces your Sunder feat.
Поделиться1524.01.2020 22:23:52
https://www.ddo.com/forums/showthread.p … ost6287321
A bit of a preview of a couple of changes we're tentatively planning for Lamannia Round 2:
Two Handed:
The Two Handed Fighting feat now raises your Damage bonus from your Ability Score Modifier to 2x that Modifier in addition to its other effects.
The Improved Two Handed Fighting feat now raises your Damage bonus from your Ability Score Modifier to 2.5x that Modifier in addition to its other effects.
The Greater Two Handed Fighting feat now raises your Damage bonus from your Ability Score Modifier to 3x that Modifier in addition to its other effects.
This is a change from the last Lamannia, where Greater Two Handed Fighting was pushing this to 2x. Our goal here is to push single-target Two Handed DPS past what it currently does on Live, to compensate for the loss in single-target damage from Glancing Blows and to push them closer to other styles. Across the several THF builds we've tested with this change, a small number broke even with their Live damage numbers, but most pushed ahead of their Live damage numbers.
Two Handed, Continued:
Most single-target special attacks should allow you to Strikethrough, hitting two to three targets.
Smite Evil has been modified to allow Strikethrough.
Exalted Smite has been modified to allow Strikethrough.
Hamstring has been modified to allow Strikethrough.
Sap has been modified to allow Strikethrough.
Slicing Blow has been modified to allow Strikethrough.
Sunder has been modified to allow Strikethrough.
Improved Sunder has been modified to allow Strikethrough.
Trip has been modified to allow Strikethrough.
Improved Trip has been modified to allow Strikethrough.
Stunning Blow has been modified to allow Strikethrough.
With this change, Strikethrough should work on most attacks that aren't already AOE. (AOE attacks will act as they currently do, which in most cases should be better than overriding that for Strikethrough). One notable exception is Falconry attacks, which will not Strikethrough because multiple clone birds, while hilarious, aren't something we're aiming for. We'll have ears out on Lamannia for any attacks we've missed, as well as how the balance looks in this environment.
Divine Might & Trance Balance:
All instances of Divine Might (Cleric, Fvs, and Paladin) are now: "Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Charisma modifier for 30/60/120 seconds."
War Soul's Divine Will is now: "Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds."
Divine Might, Divine Will, Harper's Know the Angles, and Falconry's Deadly Instinct's Damage components now provide an actual Insight bonus to Damage (as their tooltips claim they do), meaning:
They all provide Damage to both Melee and Ranged attacks
They do not stack with other Insight bonuses to Damage.
The ones that provide Attack do not stack with other Insight bonuses to Attack.
War Soul's Divine Presence is now redundant (doing exactly what the new Divine Might does), so it has been removed.
For most builds using Divine Might, this change comes out to the same Attack and Damage numbers. For Two Handed Weapons, it comes out somewhat lower but should be compensated for in the above Two Handed changes. (If it isn't offsetting that well enough, we can make further changes before U45 goes Live). One concern expressed by players who have already seen the above THF changes was that the existing Divine Might would become nearly mandatory on THF builds, including Barbarians/Fighters/etc, since the bonus to Strength would be amplified considerably further than it used to. We wanted to ensure that this wouldn't cause anyone to lose Attack, so we've added that to Divine Might and Divine Will. This makes those slightly stronger than Know the Angles and Deadly Instincts in those respects, but we are alright with the class-based versions granting Attack while the Universal-tree-based Trances do not. This should be a buff for many characters using alternate to-hit and to-damage stats, as well as to Divines who use skills that scale with Tactical Feats (Sunder, Trip, etc, which now work with Strikethrough as above).
Отредактировано Rydren (24.01.2020 22:28:46)
Поделиться1628.01.2020 23:52:51
превью № 2
https://www.ddo.com/forums/showthread.p … -1-28-1-30
For balance & cosmetic reasons all attack animations for these styles should now execute in the same amount of time. Previously animations at the end of the attack chain took longer than those at the start. This encouraged players to animation break to avoid them, which looks repetitive and choppy.
Отредактировано Rydren (29.01.2020 00:05:48)
Поделиться1729.01.2020 14:23:56
Ear Smash/Knockout's Sleep component no longer works on enemies who should be immune to Sleep.
Ear Smash/Knockout's Sleep effect now ends on damage, as Sleep effects are supposed to.
Ear Smash/Knockout's Stun effect no longer works on enemies who should be immune to Stun.
Поделиться1829.01.2020 15:09:51
превью № 2
https://www.ddo.com/forums/showthread.p … -1-28-1-30For balance & cosmetic reasons all attack animations for these styles should now execute in the same amount of time. Previously animations at the end of the attack chain took longer than those at the start. This encouraged players to animation break to avoid them, which looks repetitive and choppy.
Отредактировано Rydren (Сегодня 00:05:48)
Кто уже потестил? Если я правильно понял это сообщение, обычная анимация должна теперь проходить по скорости твитчинга?
Поделиться1929.01.2020 15:21:04
могли и усреднить
Поделиться2029.01.2020 15:21:49
С ваульта:
RIP twitching. Animations are .. awkward. But standing still now attacks faster than moving, so /shrug. Bastard Swords and Dwarven Axes are garbage.
Archer's Focus now 5 RP/stack and only accumulated while standing still.
xbow recall/fast shrine/doors RIP
Поделиться2129.01.2020 18:39:06
Evgen
Я потестил. Новая анимация визуально в стиле японских слешеров (говно). Твитчить можно, но сложно. Из-за большого кол-ва людей в додзё лаги, поэтому тяжело сказать есть ли смысл в новом твитче, но по ощущениям разницы в скорости нету, а если и есть, то незначительная. Анимация стала быстрее старой, но непонятно насколько.