1.84g

DocWolfe

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Dark Age of Camelot
Test Version 1.84g Release Notes
New Battleground and Class Updates
June 13, 2006

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NEW THINGS AND BUG FIXES

- Bolts have been changed so that they will no longer fail to hit a target in combat unless the target is being melee attacked by an enemy who is within a range of 200 units. In such cases, there is a 20% chance of failure for each attacker within a range of 200 units.

For example, there are three players - Player A, Player B and Player C. Player B is melee attacking Player A, and is within a range of 200 units. Player C is the bolt caster who is casting a bolt at Player A. Since Player A is being attacked by Player B, and Player B is within a range of 200 units, the bolt from Player C has an 80% chance of landing on Player A (not withstanding normal built-in hit/miss rates). However, if Player A has other attackers begin melee attacking at a range of less than 200 units, the chance of Player C's bolt hitting Player A will be reduced by 20% for each attacker. Therefore, if Player A is being attacked by two enemies within a range of 200 units, Player C's bolt only has a 60% chance of hitting; if Player A is being attacked by three enemies, then Player C's bolt has only a 40% chance of hitting; all the way up to five or more attackers, in which case Player C's bolt will completely fail to hit Player A.

This change is an improvement for bolt casters over how it currently functions in the game. Right now, if a bolt caster attempts to hit a player who is in combat with one enemy - regardless of that enemy's range - the bolt will fail 20% of the time. This new change does not penalize the bolt caster when his or her target is being attacked by enemies who are more than 200 units away in distance.

- Specialty titles have been implemented for NPCs providing special services. Examples of such NPCs are Realm Point Removers, Trifecta Dealers and Dread Seal Merchants.

- The <Epic> title has been added to monsters whose abilities and tricks make their con deceptive. A yellow-con <Epic> monster may require a full group to defeat, despite its equal level. Throughout the next several patches, the <Epic> tag will be added to additional monsters as appropriate.



CLASS CHANGES AND FIXES


Valewalker

- The Damage type on Conflagration has been set to Heat.

- Conflagration should properly delve as a level 50 style.


Valkyrie

- The resurrection spell from Odin's Will (Call from Valhalla) no longer overwrites the Baseline Mending Resurrection spell (Arrival from Valhalla).

- Redeem from Valhalla no longer shares a recast timer with Call of a Thousand Storms.



NEW FRONTIERS NOTES


Cathal Valley Battleground - General

- (Pendragon only) Adjusted the gatekeepers and guards at the Hibernian portal keep to match the new graphics/layout.

- The Ancient Hermit in Cathal Valley has been itemized.



TRIALS OF ATLANTIS WORLD NOTES


Quest Notes - Oceanus

- The Melos Alliance, 30-39: The faction reward for this quest was increased. Players only need to complete the quest once to receive the required faction amount.

- The Melos Alliance, 40-50: The faction reward for this quest was increased. Players only need to complete the quest once to receive the required faction amount.

- The Mau of Sekhmet: The faction reward for this quest was increased. Players only need to complete the quest once to receive the required faction amount.

- The Mau of Bastet: The faction reward for this quest was increased. Players only need to complete the quest once to receive the required faction amount.



CATACOMBS WORLD NOTES


Quest Notes - Albion

- Hounds of Arawn: Group members who are not on the quest, nor at the teleportation steps, will now teleport to the correct locations.



COOPERATIVE SERVER NOTES

- (Pendragon Only) Thanks to the efforts of several groups of excellent testers on Pendragon this weekend, we have made numerous tweaks, fixes, and additions to the new Relic Keep Encounters that were added earlier in the patch cycle. (Dev Note: Thanks to all those that participated and we hope everyone enjoys the changes when they go live.)

- Patrols have been added to keeps. The number of patrols increase with the difficulty rating of the keep. One group keeps have one patrol, two group keeps have two patrols and three group keeps have three patrols. These patrols consist of the same monsters occupying the keeps.

- Seal rewards have been slightly increased for the one group keeps.

- The difficulty of the 3 group keeps has been increased.

- The difficulty of the 2 group keeps has been slightly increased.

- ROG has been added to the Keep Lords.

- ROG has been added to Lord Agramon.

- Epic encounters in the relic temples have been itemized.
 

DocWolfe

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Not much really but I'm sure all you bolt casters will be happy
 

old.Whoodoo

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More pap, this is a grim patch of poo. Job justification4tehwin!
 

Appendix

Fledgling Freddie
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Jan 2, 2004
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I still don't see why bolts need to have a chance to fail if the target is in combat in the first place. What is Mythic's reasoning behind this?

The miss rate is already very high considering it's a spell on a 20s recast timer. Combined with the fact they are affected both by the targets AF as well as magic resists, bolts are more or less useless against anything else than unbuffed or newly ressed casters.
 

Corran

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Appendix said:
I still don't see why bolts need to have a chance to fail if the target is in combat in the first place. What is Mythic's reasoning behind this?

The miss rate is already very high considering it's a spell on a 20s recast timer. Combined with the fact they are affected both by the targets AF as well as magic resists, bolts are more or less useless against anything else than unbuffed or newly ressed casters.

Well my fully buffed theurg gets hit for about 600-800dmg before crits when bolted by runies. This is with spec AF, hate to be a mid on the end of 2-3bolts from a wizard.

Would hate there to be no timer on bolts. Would become rediculous as a warlock when it comes to loaded damage. 2Bolts fired, single nuke fired off before the bolts land meaning your looking at around 1600dmg landing on a caster(low estimate compared to what can happen, especially if you a fire wiz- 600main bolt, 400second bolt, 600nuke) all landing within a second of each other. More then enough to kill most casters that is for sure. And if DI not up you got little chance of healing it in time. So wouldnt say bolts are useless
 

Appendix

Fledgling Freddie
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Messages
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It's nothing wrong with bolt damage really, it's the limited usability of bolts compared to the fact they are on a timer. More often than not, using nuke is a better choice. Against studded armor or better bolts often hit for less than a nuke (as a classic-wizard). Against a solo unbuffed caster bolts are extremely powerful but as soon as there's a DI-pool, bainshee-ablative or red resist buffs they won't kill anything.

Bolts suffer an undeserved penalty by having a recast timer, high miss rate as well as only being usable against soft targets. The damage they do doesn't really justify this in my opinion.
 

Corran

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Appendix said:
It's nothing wrong with bolt damage really, it's the limited usability of bolts compared to the fact they are on a timer. More often than not, using nuke is a better choice. Against studded armor or better bolts often hit for less than a nuke (as a classic-wizard). Against a solo unbuffed caster bolts are extremely powerful but as soon as there's a DI-pool, bainshee-ablative or red resist buffs they won't kill anything.

Bolts suffer an undeserved penalty by having a recast timer, high miss rate as well as only being usable against soft targets. The damage they do doesn't really justify this in my opinion.

The miss rate is being fixed though, that is the whole point. With that fixed a bolt caster can backload a whole lot of damage and easily take down an opposing caster.

If there was no recast timer and this fix came in it would just go - Bolt, Bolt, nuke, nuke hits, bolt hits, bolt hits, enemy caster dead. Rinse and repeat for next attack. You will see a hell of a lot more bolts flying around soon as is, most will throw a bolt out whenever their target is a caster and the timer is up. Gonna be tough healing, be good to see this come in but really cant push it much more then this. Maybe lower the timer to 15seconds but that about all i would say it needs.
 

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