Patch 50

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GROUP TP SHARING

A bug allowed players in a group who did not damage a monster at all to receive 100% of the mob’s TP when it was killed by another group member. This bug has been fixed, but people seemed to like it. It’s now a test feature.

For any group member kill from which you also gain XP, you will gain bonus TP equal to one third the kill’s value. Minimum 1 point. This doesn’t subtract from the killer’s share.

This also applies to a monster being attacked by more than one person. Even if you aren’t ‘grouped’ with a green halo, and even if you did almost none of the damage, you’ll get 1/3rd TP minimum from a monster you helped damage.

In fact, 1/3rd is now the minimum across the board. If ten people group up to kill a boss worth 6000 TP, everyone will get 2000 minimum, even though that sums to way more than 6000.

If you’re an all star and you do more than a third of the damage to a boss yourself, you will still get your share. For example, if a boss gives 6,000 TP, and if you do 90% of the damage yourself and ten other people only hit the boss once, you will get 5,400 TP. They will all get 2,000.

There is some potential for shenanigans here, which we’ll be watching for balance purposes, but the real constraint is that it would take a ton of time and effort to try to kill some major boss solo but bring in a dozen alts to hit it once without them dying. Behavior like that is probably not a real concern at this time.

In some quest flag cases, like Prism bosses, if you are looking for quest credit (such as the permanent resist bonuses) you will still need to at least damage the boss once in the last 5 minutes.

GROUPING / HEALING

  • As a test feature, if you cast minor heal, hospice, or major heal on a player in a builder group, you will join that builder group.

There’s potential for shenanigans here, mainly standing on the sidelines healing while gaining ‘free’ XP / TP from a builder, but:

1: You ARE actually doing something if you’re healing someone who is fighting.

2: This is in line with the Shal’ille subtheme of helping others to help yourself. Heal spells already raise your karma if you heal a higher karma player.

3: With the removal of safespots, ‘heal muling’ is actually pretty annoying to pull off.

We’ll be watching this.

Other changes to heals and grouping:

  • Major Heal, for some reason, didn’t boost your karma like Hospice and Minor Heal do. It now does so, with a bigger karma impact than Hospice, which itself has a bigger karma impact than Minor Heal. As a reminder, these spells can only help your karma (raise it), never lower it.

MONSTERS & HEALING

  • Monsters can now react in various ways to you healing a player. This is because one, it makes sense lore wise, and two, it’ll be harder to ‘heal mule’.

Some monsters will react more harshly than others. For example, Iwodach nomad mages will hex you with Black Mantle if you are their target and someone heals you. If you’re Black Mantled, those heals will suddenly deal you holy damage instead of raising your health…

KNIGHTCRAFT TWEAKS

After seeing a few of these abilities in action, tweaks were needed.

  • Battle Shout had its imp rate greatly increased. It was grossly too difficult for a level 2 spell.
  • Battle Shout’s mana cost is now 0. However, it now has a base vigor cost of 10. Vigor reducing skills and faction powers can lower this.
  • Valiant Charge also had its mana cost set to 0. Base vigor cost remains 20.
  • Shield Bash had its mana cost set to 0, but its base vigor cost is now 5.
  • Bravery had its imp rate greatly increased, since it’s so strange to work. You must hit a monster that is attacking or chasing someone else.
  • Counterattack had its imp rate greatly increased.
  • Zealous Fervor’s triggered heal is now half as large, going from Stam/2 + %/2 to Stam/4 + %/4. Instead of gaining 75ish health, you’ll now probably get somewhere around 37. The initial settings were a bit too strong. We’ll still be watching this skill for further tweaks.

BLOOD MAGIC, MISC

  • A new setting prevents use of Blood Magic for specific spells. Currently, all prism spells are now excluded. Lorewise, their reagent costs are so high, the necessary blood sacrifice would kill you.
  • If you’re bleeding, Blood Magic won’t cost you health, since you’ve already got freely flowing blood to burn in place of reagents.
  • Zealous Fervor won’t knockback guildmates anymore, only enemies. This will prevent unfortunate deaths in jumping puzzles.
  • Low HP characters won’t be booted from guilds. This is a setting that can be turned back on if TOF mules become a problem again someday. For now, you won’t lose your guild if you reincarnate and die at a low HP.

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July 16, 2018 at 9:34 am

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