O
old.Gromnir
Guest
The Geershas Campaign : Technical debriefing.
[2003-18-09]
Last year we announced a quite apocalyptical ending, and by the look of how things were last night (and still today on some servers), it was. We encountered very few technical bugs with this massive event, despite all the scripts involving IA, factions, "surprise" triggers (with more than 200.000 variables to check). So far, only Prydwen & Excalibur were successful in clearing the threat coming for Heimaey but we are already keeping a very close watch on all the feedback we can get from the event.
Many enjoyed and rejoiced over the event but some also worried about the future repercussions of the campaign ending. Here is a quick technical debriefing on the campaign, with a more "roleplay" conclusion coming soon after the conclusion of the event on all servers.
Now, some clarifications about the unique and very rare items found as loot on the main "bosses" during the event, especially regarding the armours and their "buffing" abilities.
First, let's go over some basics regarding magical resistance. Each player will have, against a given spell :
his natural racial resistance (up to 5%)
the resistance from the items he is currently wearing (up to 26% at level 50)
the resistance from the spells (also up to 26%)
the resistance added from the realm abilities you may have.
These four resistance types are cumulative unless stated otherwise and do respect the limitations based on their resistance types (26% from items for example).
Let's see about the magical armours dropped during the event and their 50% group resistance buffs. First, the information displayed on the spell description (shift - I) was not correct as the users of these armours found out. The buff only works on the armour carrier, not the group. We are going to change the display in order to avoid any further confusion. The other point is that these armours have "reactive procs", which means that you need to be hit on this part of your armour in order to have a chance to actually trigger the buff. Technically you have around 40% to be hit in the torso for example and, if hit in the torso, you have a bit less than 10% of chances to have the buff actually trigger. Do the math and you will see that basing your RvR survivability on this item only will not help you much. Finally, since the "buff" is actually considered as a spell, it will follow the "spell resistance bonus" limitations explained above. For example if you already have some resistance buffing spells on you, this will only "overwrite them" and give you the maximum of +26%.
Why marking the spell as giving 50% in a resistance while you only get 26% you might ask ? Simply to be sure that this buff will overwrite all the spells since this one is giving the best possible.
Now, let us proceed onto the topic of the weapons with "de-buffing" abilities.
While these weapons only have a low chance to "proc" with each attack, their effects are nonetheless very unique. The weapons were mainly designed to help during the event fighting, especially against the dreaded "counter spells" on the main island and their high resistance to melee damage. These weapons were designed to give a serious advantage during the fights against the Black Queen and her minions. The main threats being cleared and as these weapons are now being brought back into the realms and their powerful magical abilities will start to fade as they are removed from the island of Heimaey. Technically, they will lose some of their effectiveness.
Overall, all the effects are already in the game in one way or another and nothing "overpowered" was introduced as some may read here and there. The story team based the items on already existing spells and items and added a bit of "modifications" in them.
Now we are left with the "why are these items unique". This is not the first time unique items are introduced into the game by GOA. Quests and events already allowed many to have access to items sometimes purely fun, sometimes handy. For this "grand final" of the Geershas campaign, very powerful enemies were to be challenged, epic fights against some unique AI were to be fought and all this in a very "heated" battleground, involving all three realms and it is normal that some powerful and unique items were introduced. The amount of items found is overall very small and nothing guarantee that these items will keep their "power" long after the death of their creators…
Another point now on the "platinium" pieces. We did find out that a couple of main bosses were giving more money than planned upon death. This was swiftly fixed last night. It was of course a little bug and the amount of money is overall pretty small (a few platinium pieces) since the monsters dropping them were not re-spawning once killed.
Finally, regarding the technical access limitations to the zone itself. As announced yesterday, and sadly there are no magical solution to this, you cannot have a whole server (talking about 2000-3500 players here) in the same zone simultaneously. In order to prevent any zone crash, we had to limit the players in the zone and this limit, depending on the servers, raised up to 600 players or so in the zone, fighting together or against each other. Also note that we tried to keep realm balance, and that the limitations were realm based and not server based. (for 600 players max, we tried to keep a 200-200-200 balance as much as possible).
This technical debriefing is now done, good luck to the ones of you still fighting in the island Heimaey, enjoy !
[2003-18-09]
Last year we announced a quite apocalyptical ending, and by the look of how things were last night (and still today on some servers), it was. We encountered very few technical bugs with this massive event, despite all the scripts involving IA, factions, "surprise" triggers (with more than 200.000 variables to check). So far, only Prydwen & Excalibur were successful in clearing the threat coming for Heimaey but we are already keeping a very close watch on all the feedback we can get from the event.
Many enjoyed and rejoiced over the event but some also worried about the future repercussions of the campaign ending. Here is a quick technical debriefing on the campaign, with a more "roleplay" conclusion coming soon after the conclusion of the event on all servers.
Now, some clarifications about the unique and very rare items found as loot on the main "bosses" during the event, especially regarding the armours and their "buffing" abilities.
First, let's go over some basics regarding magical resistance. Each player will have, against a given spell :
his natural racial resistance (up to 5%)
the resistance from the items he is currently wearing (up to 26% at level 50)
the resistance from the spells (also up to 26%)
the resistance added from the realm abilities you may have.
These four resistance types are cumulative unless stated otherwise and do respect the limitations based on their resistance types (26% from items for example).
Let's see about the magical armours dropped during the event and their 50% group resistance buffs. First, the information displayed on the spell description (shift - I) was not correct as the users of these armours found out. The buff only works on the armour carrier, not the group. We are going to change the display in order to avoid any further confusion. The other point is that these armours have "reactive procs", which means that you need to be hit on this part of your armour in order to have a chance to actually trigger the buff. Technically you have around 40% to be hit in the torso for example and, if hit in the torso, you have a bit less than 10% of chances to have the buff actually trigger. Do the math and you will see that basing your RvR survivability on this item only will not help you much. Finally, since the "buff" is actually considered as a spell, it will follow the "spell resistance bonus" limitations explained above. For example if you already have some resistance buffing spells on you, this will only "overwrite them" and give you the maximum of +26%.
Why marking the spell as giving 50% in a resistance while you only get 26% you might ask ? Simply to be sure that this buff will overwrite all the spells since this one is giving the best possible.
Now, let us proceed onto the topic of the weapons with "de-buffing" abilities.
While these weapons only have a low chance to "proc" with each attack, their effects are nonetheless very unique. The weapons were mainly designed to help during the event fighting, especially against the dreaded "counter spells" on the main island and their high resistance to melee damage. These weapons were designed to give a serious advantage during the fights against the Black Queen and her minions. The main threats being cleared and as these weapons are now being brought back into the realms and their powerful magical abilities will start to fade as they are removed from the island of Heimaey. Technically, they will lose some of their effectiveness.
Overall, all the effects are already in the game in one way or another and nothing "overpowered" was introduced as some may read here and there. The story team based the items on already existing spells and items and added a bit of "modifications" in them.
Now we are left with the "why are these items unique". This is not the first time unique items are introduced into the game by GOA. Quests and events already allowed many to have access to items sometimes purely fun, sometimes handy. For this "grand final" of the Geershas campaign, very powerful enemies were to be challenged, epic fights against some unique AI were to be fought and all this in a very "heated" battleground, involving all three realms and it is normal that some powerful and unique items were introduced. The amount of items found is overall very small and nothing guarantee that these items will keep their "power" long after the death of their creators…
Another point now on the "platinium" pieces. We did find out that a couple of main bosses were giving more money than planned upon death. This was swiftly fixed last night. It was of course a little bug and the amount of money is overall pretty small (a few platinium pieces) since the monsters dropping them were not re-spawning once killed.
Finally, regarding the technical access limitations to the zone itself. As announced yesterday, and sadly there are no magical solution to this, you cannot have a whole server (talking about 2000-3500 players here) in the same zone simultaneously. In order to prevent any zone crash, we had to limit the players in the zone and this limit, depending on the servers, raised up to 600 players or so in the zone, fighting together or against each other. Also note that we tried to keep realm balance, and that the limitations were realm based and not server based. (for 600 players max, we tried to keep a 200-200-200 balance as much as possible).
This technical debriefing is now done, good luck to the ones of you still fighting in the island Heimaey, enjoy !