General:
- Amnesia will not put the target player in combat (and thus break speed) if he is in a group with less players than the player who casted amnesia.
- Cure disease/poison range increased to 2000.
- Nearsight spell effect duration reduced from 120s to 55-75s (+5s increments).
- Greater Heal cast speed improved.
- Spec Group Heal cast speed improved (to 2.8, 2.6, 2.4, 2.2s).
- Bolts hit more reliably at long range. [+1% flat hit chance every 25 above 1375. Doesn’t affect block / guard.]
- Damage shield spells no longer break roots and snares.
- All melee snares have their value reduced from 60% to 50%.
- Single target damage spells with secondary effects have been lowered from 3.0s cast time to 2.8s cast time increase their appeal.
- Albion baseline lifetap spells have their cast time increased to 2.6s.
- Class specific Stat Attribute scaling adjusted to make more sense across the board.
- Poisoned weapons are no longer tradable to classes without the Envenom specialization.
- Pets no longer follow and unstealth players who stealthed after they are send to be attacked by the pet. Hunter are an exception to this change.
- Minimum melee stun immunity is 30 seconds. 6, 7, 8, 9 and 10s stun immunities have 6x adaptive scaling. ⇒ 6s stun = 36s 7s stun = 42s immunity 8s stun = 48s immunity 9s stun = 54s immunity 10s stun = 60s immunity
- Lowered the level of all demezz spells by 10 (Thidranki balance).
- Pets no longer clear status effects when released from charm.
- Added a 3s delay on the Minstrel charm, starting after cancellation of the pulse.
- All classes who gain access to Parry will now do so at level 5.
- Level 34 anytimer styles endurance cost reduced from 15 to 12.
- The natural fumble chance has been removed. You can still fumble from effects, melee strafing in RvR, etc.
- Front and back arcs (for melee positionals): 76 degrees (up from 60 on Live).
- Side Arcs are 104 degrees.
- Endurance: We are aiming to make endurance matter, while providing more QoL than the classic DAoC experience:
- Each rank of Tireless adds 1 endurance regen and stacks with other sources (to a max, see below).
- All classes get Tireless 1 at level 5, and Tireless 2 at level 36.
- Classes without styles do not benefit from Tireless when in combat.
- Endurance regen (Tireless + Buffs) is capped at 5.
- Endurance regen potions (invigoration) provide the following:
- Tier 1 (Level 10): Endurance 1
- Tier 2 (Level 20): Endurance 1 + Long Wind 1 (stacks with your own LW ranks).
- Tier 3 (Level 30): Endurance 2
- Tier 4 (Level 40): Endurance 2 + Long Wind 1
- Poisons: The classic assassin experience involved manually swapping weapons, carrying multiple bags of weapons, and a very big skill gap. Due to the prevalence of things like AHK, we have made the following changes to find a good middle ground that improves the QoL without stripping assassins of the ability to reapply poisons in combat:
- DoT poisons do damage on application (classic accurate).
- Assassins can apply poisons in combat, but at the cost of endurance:
- Currently it costs 10 endurance to apply a poison in combat. It does not matter how you do it (drag/drop poison or hotbar click).
- In combat, equipping a weapon from your inventory with a poison on it, will remove the poison.
- Majestic Will lowers poison resist chance.
Defense Rates / Penetration:
All defense caps are applied last, after any other defensive penetration occurs.
Conventional Parry/Block/Evade formulas do not reflect what is observed when testing on Live and there are no Live patch notes to give us any hint on whether these have ever changed. It seems unlikely something as core as basic (before defense penetration) defense formulas would have been changed without some note or community comment. If you can provide us with some proof that the base rates for these have changed, please direct us to that proof.
Defense penetration by class, skill and stats are being thoroughly tested but have NOT been applied yet.
- Dual Wield for Blademasters, Mercenaries and Berserkers decreases block and evade chance by 50%.
- Dual wield for all other classes decreases block and evade chance by 25%.
- Savages are not considered a dual wielder.
Block:
- As mentioned at the top, Block chance is reduced against dual wielding opponents.
- There is no cap on block chance in RvR.
- For PvE, block chance cap is 80% for small shield, 90 for medium (up to 2 attackers) and 99% for large shield (up to 3 attackers).
- Blocked and intercepted hits do not trigger an interrupt timer for the protected player.
- Shields block for the full block chance when attacked by multiple attackers. However, a successful block now 'consumes' the ability to block until the attacker's swing speed timer passes.
Small shields have 1 consumable block.
Medium shields have 2 consumable blocks.
Large shields have 3 consumable blocks.
In this way, Large shields for example can block against 3 unique enemies.
This means that if he has blocked 3 times he will no longer have a chance to block against different enemies until the swing speed timer of the first attacker has passed, upon which he regains his first out of three potential consumable blocks.
This only affects blocks for the shield wearer.
Guard chance is not affected by shield size.
Blocking multiple hits from dual, triple or quad wielding attackers only counts as one consumption.
Parry:
- Parry chance is capped at 50%.
- Two Handed weapons decrease the target’s parry chance by 50%.
- Multiple attackers decrease the target’s parry chance by dividing it by the total number of attackers.
Evade:
- As mentioned at the top, Evade chance is reduced against dual wielding opponents.
- Evade chance is capped at 50%.
Examples:
- A player has a combined Parry rate of 60%, and is fighting against a Hunter using a Spear (2h) and their pet. Let’s use a made up number of 10% defense penetration for this Hunter.
- 60 / 2 (2 attackers) = 30%
- 30 / 2 (Two handed) = 15%
- 15 * (1 - .10 defense pen) = 15 * .9 = 13.5% Parry against the Hunter (the pet would be different because it’s not using a 2 handed weapon).
- A player has a combined Evade rate of 68% and is fighting against a Bard with a made up defense penetration of 5%.
- 68 * (1 - .5) = 68 * .95 = 64.6%
- Apply 50% cap last = 50% chance to evade against the Bard.
QoL:
- Caster movement speed increased to max 167%. (for classes like Enchanter, Runemaster etc) Overall new values: 123 134 145 156 167
- Maximum number of concentration buffs increased to 50.
- /buff commands in border keeps. See Buff Command
- Pets no longer take XP.
- Mana no longer has a regen penalty under 50%.
- Harps are available for bards/minstrels. See TODO explanation of auto instrument swapping
- All auto-training points are granted automatically as the character levels.
- Casting Realm Targeted timed buffs will cast them on your whole group if you have your own character targeted. This does not apply to Bubble spells.
- All level 2 melee styles now are available at level 1 to the base classes.