11/04/2009 test patch notes [Archive] - Necrotalk.com

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Xislaben
11-04-2009, 07:11 PM
http://forums.station.sony.com/eq/posts/list.m?topic_id=157488

*** Misc ***

* A large number of UI optimizations have been put in place that should noticeably increase frame rates under certain circumstances.
* Pets are no longer removed if you've been logged out for more then 30 minutes.
* Fixed an issue causing Touch of the Cursed AA to proc Wrath of the Wild.
* Changed the way corpses are handled internally. Be on the looking for any problems with player corpses.
* Removed the 65 point mana regen cap for players above level 70.

*** Twincast for DoTs ***

* Twincast now functions for DoT spells. If twincast goes off for a DoT spell, all damage/heal amounts will be doubled on each tick.
* Fixed a problem preventing NPCs from summoning their pets.

*** Race Changes ***

* When changing race to a gnome, tickering skill is now properly set at 50 as if you rolled a new gnome.
* You can now select your heritage if you change races into a Drakkin.
* Changing race will no longer remove certain ranger abilities.

*** Mercenaries ***

* Added a new selectable assist mode for mercenaries:
* There are two new buttons in the mercenary manage window, "Auto Assist" and "Call Assist".
* When "Auto Assist" I engaged, mercenaries should behave exactly as before with respect to what targets they use for attacking/healing.
* With a tank mercenary with "Auto Assist" disabled, the merc will wait for the "Call Assist" button to be pressed before engaging any targets. When the "Call Assist" button is pressed, all targets currently on the group enemy list (that are in his awareness range) will be added as valid targets and he will begin attacking using the normal AI for determining targets.
* With a healer mercenary with "Auto Assist" disabled, the merc will behave normally except you can press the "Call Assist" button to override normal rules for not healing pullers. If a puller is in the awareness range of the healer merc when "Call Assist" is pressed, it will have a 3 second window where it can drop a heal on them.
* /mercassist on -- Turns on mercenary auto-assist mode.
* /mercassist off -- Turns off mercenary auto-assist mode.
* /mercassist -- Calls for assist when your mercenary is not in auto-assist mode.
* Also fixed an issue where players could cause their tank merc to attack other players' pets.
* The scarecrow tank mercenary now has endurance.

*** Items ***

* AC values on food and drink will now be properly added to your character.
* Changed the way the Vibrating Gauntlets of Infuse and Vibrating Hammer of infuse function in order to avoid the linkdeath issues that were possible before.
* The bard wind instrument focus on Icy Greaves has been increased to match the focus on other items in that armor set.
* Corrected a polarity issue with the Countersprung Enhancificator. It should now behave as intended when it comes in contact with water.

*** Quests & Events ***

* Corrected the description on The Frightening Writ. It now properly mentions that it grants access to a scarecrow mercenary rather than the title "the Haunted." It will now grant access to the new title "the Gravedigger." This title is retroactive - if you have already used your Writ, you will now have access to your Gravedigger title.

* Mercenaries will no longer count towards the minimum player requirements for missions they can not enter.

* The Broodmother in Bloodmoon Keep is no longer rootable.


*** AA ***

* The chance for Mortal Coil to proc the blocking Mortal Residue has been reduced from 100% to 5%. In addition, the duration of Mortal Residue has been reduced to equal Mortal Coil's duration.

* Reduced the reuse time for the Berserker Savage Spirit AA to 60 minutes.

Maeryn
11-04-2009, 07:29 PM
* Twincast now functions for DoT spells. If twincast goes off for a DoT spell, all damage/heal amounts will be doubled on each tick.

http://4.bp.blogspot.com/_tPiP9ylsvHs/R7X4tqgK8LI/AAAAAAAAASA/-HYbcc9RGMg/s320/i-love-u.gif

takhizis
11-04-2009, 07:41 PM
Well said Maeryn.

Maeryn
11-04-2009, 08:17 PM
do we have any more infos on the new mechanic? will it double focus and crit dmg?

takhizis
11-04-2009, 08:24 PM
Not yet, and Test is still down so I cannot get in to play with it.

Maeryn
11-04-2009, 08:27 PM
i know xis has insider infos he's just dying to share!

takhizis
11-04-2009, 10:15 PM
Twincast now functions for DoT spells. If twincast goes off for a DoT spell, all damage/heal amounts will be doubled on each tick. NOTE: Current spells are restricted to not be affected, but the code is there to do so now. Some new DoT/HoT spells will likely allow twincast to work. And design will be reviewing to see if any current DoT/HoT spells should be allowed to work with twincast.

Let us hope they deem our older spells worthwhile...

Maeryn
11-04-2009, 10:24 PM
they better or i'm taking my love back.

scrat
11-05-2009, 03:02 AM
Wow, huge.

So now that twincast works for DoTs code-wise, it's merely a matter of developer choice if we get that feature turned on, at which point we'd be wanting the spell version of Twincast.

takhizis
11-05-2009, 03:23 AM
Maeryn already asked for it.

Zeli
11-05-2009, 01:04 PM
Twincast now functions for DoT spells. If twincast goes off for a DoT spell, all damage/heal amounts will be doubled on each tick. NOTE: Current spells are restricted to not be affected, but the code is there to do so now. Some new DoT/HoT spells will likely allow twincast to work. And design will be reviewing to see if any current DoT/HoT spells should be allowed to work with twincast.

Let us hope they deem our older spells worthwhile...

Ugh, let's hope this is a step in the right direction however.

TwoBuckChuck
11-05-2009, 04:16 PM
Not going to amount to much of anything for necros. Type 3 fix along with tribute spell haste PLEASE!!

Vanlor
11-05-2009, 08:12 PM
Not going to amount to much of anything for necros. Type 3 fix along with tribute spell haste PLEASE!!

Agreed, at least for the most part. All we get is that whopping 3% chance from aas. If we got the actual spell twincast, it would make a HUGE difference. I'm hoping that the enchanter twincast aura will also work on dots now (enable dots or w/e that is). That would bump it to 13?% while we have an enc and make it somewhat substantial.

Zeli
11-06-2009, 12:17 PM
Agreed, at least for the most part. All we get is that whopping 3% chance from aas.

Sure, it's not the greatest thing ever...but imho it's something we should have had all along. I'd like to see it even if for nothing else than the "cool factor".

TwoBuckChuck
11-06-2009, 12:42 PM
Its not going to work on our current spells though...again its not going to amount to much at all.

I am not aware of a massive amount of spells inc with the new expansion either...dot wise at least. Those would be considered new spells correct?

Maeryn
11-06-2009, 01:17 PM
not to burst your pessimistic bubble, but no one has any idea at the moment whether or not it's GOING to work on our current spells, or what our final spell line-up will look like for the new expansion.

Current spells are restricted to not be affected, but the code is there to do so now. Some new DoT/HoT spells will likely allow twincast to work. And design will be reviewing to see if any current DoT/HoT spells should be allowed to work with twincast.he said reviewing it, give them a chance to review it. i'm glad they at least figured out how to make the mechanic work at all. the next step is to a) get them to give necros the spell version of twincast b) see what they decide re: our current spells. i don't see them doing that before underfoot launches, but hopefully it's a high priority for early next year.

they seem pretty positive about the changes they're making, personally, i'm just glad they're doing ANYTHING. they're at least trying to get these mechanics to work with dots--a month ago we got zero benefit at all, and didn't expect any.

TwoBuckChuck
11-06-2009, 01:48 PM
Well the other flip side to this, and you know this raiding at the level you do...we are already out DPS'ing a major portion of the EQ populace...what baby are they going to kill if they fully implement this into our already powerful DPS line up? Believe me, id love this...

Twin cast is weak in its current form but I had close to 50k with one cast of blood nuke twin casting the other night in Tosk...still 3% chance of it happening, and then it actually criticalled with glyph, bard, and rogue disc running on me...it was whoppie when it happened but then again I like dots over being a wizard.

Zeli
11-06-2009, 01:55 PM
Let us hope they deem our older spells worthwhile...

Which is why I said this...

let's hope this is a step in the right direction



To me it looks like the devs are basically showing us that they *can* do this. It's a matter of if they decide to apply it to our current spells. Much like where Scrat said this...

So now that twincast works for DoTs code-wise, it's merely a matter of developer choice if we get that feature turned on



You're right, it wouldn't be the greatest thing in the world. But it would be nice to see them toss us some of the things like this...things that (at least to me) are intuitive for us to have. Every little bit helps, I can think of plenty of situations where this would be quite helpful. Nothing to rely on of course, but when twincast fired it would definately help.

Your argument that it won't amount to much at all is actually MORE of a reason for them to let us have it.

Maeryn
11-06-2009, 02:41 PM
Well the other flip side to this, and you know this raiding at the level you do...we are already out DPS'ing a major portion of the EQ populace...what baby are they going to kill if they fully implement this into our already powerful DPS line up? Believe me, id love this...

Twin cast is weak in its current form but I had close to 50k with one cast of blood nuke twin casting the other night in Tosk...still 3% chance of it happening, and then it actually criticalled with glyph, bard, and rogue disc running on me...it was whoppie when it happened but then again I like dots over being a wizard.i think it all depends on how underfoot goes for melee. right now they are WAY undertuned, everyone knows this. however, if they get a huge boost in dps, then yes, i think it is very possible it will be considered for, if not all, then at least some dots.

i don't see this as a RIGHT NOW omg i'm going to be tossing out 25k parses from now til december, i see it as a step towards un-breaking necros and making already instituted game mechanics actually available to us. twincast, spell damage, type 3 augs and proc buffs--these things NEEDED to be able to work for dots going forward, period.

TwoBuckChuck
11-06-2009, 03:19 PM
I agree! It is a great step in the right direction making things work as intended.

Maeryn
11-06-2009, 03:56 PM
=)

also, patch related:

http://forums.station.sony.com/eq/posts/list.m?start=15&topic_id=156976#2333556

Dev-Ngreth (http://forums.station.sony.com/eq/user/profile.m?user_id=111105)


EQ Designer

Joined: Aug 5, 2005
Messages: 5429
Online
We found what this issue is (with tribute), and it should be working in the next patch, which is next week.

Vanlor
11-06-2009, 04:33 PM
http://forums.station.sony.com/eq/posts/list.m?start=45&topic_id=157488

Dev-Ngreth wrote:

Also.



The Twinge of pain issue will be fixed in the next patch. Tribute items are all none/none... which due to a recent change for the race change stuff, made it say you did not match the item races, so you cannot use the item :/

I made all tribute items (tribute effects are hidden items) all/all to fix this.

Being an item, it needs a full server down patch.

Glory

Hallelujah

Jubilee

edit: mae is faster and has more insider infoz /cry
edit2: meaning I only looked at test server and he didn't specify which patch there

Antibane
11-06-2009, 06:15 PM
I hate not being able to read EQLive forums at work. Any word on Type3s being fixed, along with the Twinge of Pain fix?

Zeli
11-06-2009, 06:37 PM
Type 3, not yet.

Tribute, read the last 2 posts.

Antibane
11-06-2009, 06:38 PM
Type 3, not yet.

Tribute, read the last 2 posts.

Yeah, I saw the posts on Tribute. That's why I asked about Type3s.

Zeli
11-06-2009, 06:50 PM
Ah, I read it as 2 questions. Sorry...answer is there nonetheless. :D

Vanlor
11-06-2009, 09:04 PM
Well, this is what was said about them:

http://forums.station.sony.com/eq/posts/list.m?start=45&topic_id=157488

Dev-Ngreth wrote:

I mostly needed an example to run a test. We need to confirm if the "add Damage" adds to the instnat damage part that some dots have as well as to the continuing damage part, as it will go into the math.

For example... if we meant to add 120/tick for 7 ticks... we intended to add 840 damage... if the spell has an instant part, and the that also get the add damage... then simply making it 840 would double the effectiveness of the type 3, which we do not want. So I needed to find some test cases SMILEY

Thanks for the lists I see in this post and have gotten in PM.

This was in response to me asking about the type 3s and posting some examples for him to test.

So... it looks like they are working on them and making sure that they fix them correctly which is probably a good thing. I don't know an eta on it, however.


Well... moments before I just now posted to ask (aka while I was posting) Ngreth answered my question:

Vanlor wrote:

Dev-Ngreth wrote:

Also.



The Twinge of pain issue will be fixed in the next patch. Tribute items are all none/none... which due to a recent change for the race change stuff, made it say you did not match the item races, so you cannot use the item :/

I made all tribute items (tribute effects are hidden items) all/all to fix this.

Being an item, it needs a full server down patch.



Next patch meaning December or the one taking place soon (in November)?



Either way this makes me very very very happy!


the tribute thing in November (next week)

the Type 3... I hope the patch after that... The data you guys gave me let me see what is happening with instantHP and HP on the same spell... and Prathun now has data on how it works to re-do the numbers. We just can't make any more live changes before the patch next week.

So, it looks like not this patch for type 3s but possibly next patch :(