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Strongholds Preview Patch Notes NW.50.20150722a.2

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  • denvalddenvald Member, NW M9 Playtest Posts: 702 Arc User
    panderus wrote: »
    [*] Indomitable Runestone: This runestone will now use the magnitude of the damage inflicted by your companion to calculate the damage done. As a result of this change only one Indomitable Runestone will apply. If multiple are slotted the game will use the highest rank.

    I didn't expect this one... nice ! Time to test how good indomitables are now B)

    I am the monk, martial skill transcends the battlefield
    It is my my life style, my doctrine and my state of mind,
    You fight well, but without focus and discipline, you will fall.

    More threads by me / Click on it B)
    My Support Warlock/Temptation Thread
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  • jaydenomega812jaydenomega812 Member Posts: 152 Arc User
    The changes to amount of seals thing is awesome indeed. Big thank you for that.

    While I'm all about bug fixes when and where there needed I'm still wondering what is going on the with entries I see in my combat log that read and *name* does <font color="orange">HAMSTER</font> (yyy) damage to with with *encounter* where <font color="orange">HAMSTER</font> is a number higher than yyy and wondering if that is going to get a fix.

    As well...something I think many have over looked, but I see being a huge problem later down the road when Strongholds comes out is the amount of time it takes to hire in profession people and the amount of profession people upgrading Stronghold assets is going to take. While profession people are cheap now I predict them skyrocketing to trading at 100k ad for a rank 1 person cause they will all be getting bought up and used in upgrading Strongholds. So Can we get the amount of time it takes to hire people in lowered? And/Or maybe add a quantity slider to profession hiring tasks for people that are going to be on vacations, etc.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    While I'm all about bug fixes when and where there needed I'm still wondering what is going on the with entries I see in my combat log that read and *name* does <font color="orange">HAMSTER</font> (yyy) damage to with with *encounter* where <font color="orange">HAMSTER</font> is a number higher than yyy and wondering if that is going to get a fix.

    What you are describing is not a bug, that's the amount of damage you're actually doing vs the (amount of damage before resistance.)

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  • lilhamletlilhamlet Member Posts: 260 Arc User
    asterdahl wrote: »
    While I'm all about bug fixes when and where there needed I'm still wondering what is going on the with entries I see in my combat log that read and *name* does <font color="orange">HAMSTER</font> (yyy) damage to with with *encounter* where <font color="orange">HAMSTER</font> is a number higher than yyy and wondering if that is going to get a fix.

    What you are describing is not a bug, that's the amount of damage you're actually doing vs the (amount of damage before resistance.)

    Just to clarify, are you also saying that hits such as this are WAI?

    [Combat (Self)] High Priestess Syndryth deals 328943 (258105) Physical Damage to you with Bite of the Spider

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  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited July 2015
    or leave cws and gwf-destroyers alone and work instigator to have a moderate damage (without stacks)+ bizarre/secure mobility, ie, a striker optimized for pvp.

    why turn a internal problem some general balance decision?
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  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    teribad15 wrote: »
    no problem give me dmg that doesnt require 938492374972347 stacks and a CC i can depend on as melee class oh and maybe class ability that doesnt require me to lose 30% of my hp to activate it, why all CWs thinks they re something special they made it so ArP can ignore passive DR but why not CW shield? (…) also renegade heal MUST BE REMOVED (…)
    So buff GWF, nerf CW. Sounds legit.lol
    +1
    panderus wrote: »
    Companions will now list all of their powers.
    Finally nobody will ask me why I run with +300 Deflect companion.
    panderus wrote: »
    The "You have unread messages" alert on the HUD is accurate.
    Thanks. That was really irritiating.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited July 2015
    Very nice. The change to Vanifer is definitely welcome. That quest was absolutely brutal before.

    Any chance on increasing the inactive companion limit from 96? I've got an enormous backlog of unbound companions taking up space in the bank.

    Also, any chance of a fix for the text-overflow bug in the chat text entry field?
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
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  • karrass4karrass4 Member Posts: 1 Arc User
    And this is all about balance?? I am very disappointed. Why run a guild war when there is no balance classes . This update will only add bugs to the game .
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  • niadanniadan Member Posts: 1,635 Arc User
    as far as glitches / bugs iv been testing since release of strongholds on test server and iv found few bugs and so far they have been corrected, so lets see what else we can find on test server before the release day

    Amen...looking pretty solid.

  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    I'd be okay if they wanted to release it early.. ;-)
    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • balthezar2balthezar2 Member, NW M9 Playtest Posts: 151 Arc User
    YEAH! release it TODAY! B)

    I wouldn't mind as long as they have everything in working order.
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    Great job @panderus and team, these are all good things. One clarification though... Which is it?
    panderus wrote: »
    Classes and Balance
    Items and Economy
    • The number of Seals of the Protector that drop from bosses in epic dungeons and skirmishes has been increased from 2 to 10.
    • The number of Seals of the Protector that drop from bosses in epic dungeons and skirmishes has been increased from 4 to 20."


  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    asterdahl wrote: »
    While I'm all about bug fixes when and where there needed I'm still wondering what is going on the with entries I see in my combat log that read and *name* does <font color="orange">HAMSTER</font> (yyy) damage to with with *encounter* where <font color="orange">HAMSTER</font> is a number higher than yyy and wondering if that is going to get a fix.

    What you are describing is not a bug, that's the amount of damage you're actually doing vs the (amount of damage before resistance.)


    @asterdahl I'm not sure I understand what you're saying here. Take this log from the post above (and ignore the high damage numbers, that's irrelevant).

    [Combat (Self)] High Priestess Syndryth deals 328943 (258105) Physical Damage to you with Bite of the Spider

    So...

    328943 = the damage actually done
    258105 = the damage before resistance

    How is that possible? This means that, in this example, on this hit, Syndryth's original hit was 258105, but after resistance was applied was somehow increased to 328943? I can accept this isn't a big... but can you (or someone) explain how this is possible? I'm (possible mistakenly) under the impression that resistance should REDUCE the amount of damage and that it's not possible any more to have negative resistance. It used to be, a long time ago, that armor pen could reduce mitigation into the negatives and thus increase the damage, but that was removed long ago...

    If this isn't a bug, I'm just unclear what WAI mechanics are at at play here that cause this phenomenon. Thanks!
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  • goldenregisgoldenregis Member, NW M9 Playtest Posts: 11 Arc User
    kvet wrote: »
    @asterdahl I'm not sure I understand what you're saying here. Take this log from the post above (and ignore the high damage numbers, that's irrelevant).

    [Combat (Self)] High Priestess Syndryth deals 328943 (258105) Physical Damage to you with Bite of the Spider

    So...

    328943 = the damage actually done
    258105 = the damage before resistance

    How is that possible? This means that, in this example, on this hit, Syndryth's original hit was 258105, but after resistance was applied was somehow increased to 328943? I can accept this isn't a big... but can you (or someone) explain how this is possible? I'm (possible mistakenly) under the impression that resistance should REDUCE the amount of damage and that it's not possible any more to have negative resistance. It used to be, a long time ago, that armor pen could reduce mitigation into the negatives and thus increase the damage, but that was removed long ago...

    If this isn't a bug, I'm just unclear what WAI mechanics are at at play here that cause this phenomenon. Thanks!

    Because of how buffs and debuffs are coded into the game, it is possible to reduce someone's DR to negative and force them to take more damage. I honestly didn't know that the enemies had debuffs in ToS, but it makes sense since the purple spider webs seem to make you die much quicker. The buff/debuff mechanics was the basis for maixmizing damage in mods 2-5, by having multiplicative and additive debuffs stacking in order to increase damage by upwards of 200%. Kaelec had a guide explaining it in more depth, but it might have been taken down since it is no longer current. I can try to explain more if this doesn't make any sense lol.
    Heh. Mod 0 player/guild, "The Jolly Rogers"
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    I don't get it. I can accept it's not a bug if it's not a bug... but I don't see how damage can be HIGHER after resistance is applied. I know that up until some point, if the target has a negative mitigation, your damage would go up by that negative amount, but they patched that so mitigation couldn't be reduced past 0% (which was an appropriate fix, IMO)... so I don't understand how this can be happening now.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    xsayajinx1 wrote: »
    @asterdahl , @panderus
    There are rumors floating around that feytouch enchantment is getting a change/nerf whatever you wanna call it. Is there any truth to this?

    There are no changes planned for feytouched with Module 7's launch.
    kvet wrote: »
    I don't get it. I can accept it's not a bug if it's not a bug... but I don't see how damage can be HIGHER after resistance is applied. I know that up until some point, if the target has a negative mitigation, your damage would go up by that negative amount, but they patched that so mitigation couldn't be reduced past 0% (which was an appropriate fix, IMO)... so I don't understand how this can be happening now.

    I spoke with GentlemanCrush to double verify—damage resistance can indeed still be made negative. In this case, the damage inside the parenthetical will in fact be lower than the amount actually done. Think of the parenthetical as damage before any damage resistance, either positive or negative are taken into account.

    Apologies for any confusion based on my original response.
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