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Uprising Preview Patch Notes: NW.115.20190729E.4

dinothar#3332 dinothar Posts: 11 Member, Cryptic Developer Cryptic Developer
Release Notes
Note: We may have included patch notes for issues that were never present on Preview.
Note: This is not an all-inclusive list of fixes, but a snapshot of the many fixes we are doing.

Notable Changes

Content and Environment
Tower of the Mad Mage
  • When applying one Hypothermia, sometimes two Hypothermias were applied.
Combat and Powers
Powers
  • Golden Steal bonus power on Father Ein’s Armelts no longer triggers if player has no money.
Wizard (Arcanist)
  • The formula correctly doubles the Arcane Mastery bonus instead of all of the damage.
Items and Economy
General
  • Lionheart weapons have been updated to the correct item level.
  • Moonstone, Moonstone Fancy, Bandit, Dusk Armor, and Siege Standard dye packs have been added to the tradebar store.
Rewards
Updated a number of items stats, below are just a few of them.
  • Arbiter’s Gaiter’s of Light has Critical Strike added.
  • Burnt necklace companion gear set has been updated to the correct stats.
  • Clear Glass Ring correctly gives Deflection instead of Defense.
  • Cook Melvin’s ring activates correctly when character has a shield up.
  • Grown Grimoire set now gives offense slots.
  • Halaster weapons rewards should now encompass the whole match group correctly.
  • Imperator’s Medic Cuisses has critical strike added.
  • Magic Lord's Robes correctly only gives Critical Avoidance and Accuracy as unique stats.
  • Mugger of the Maze’s boots have been updated to the correct stats.
  • Stunning Encore should now apply the buff when knocked down.

User Interface
Fashion
  • General fashion polishing
  • Peg Leg fashion piece now Bind on Equip to work with new fashion system.

Comments

  • adinosiiadinosii Posts: 3,945Member, NW M9 Playtest Arc User
    edited August 2019
    Ah... all the missing dyes now available. Nice!
    Make NWO great again, please....
  • thefabricantthefabricant Posts: 4,957Member, NW M9 Playtest Arc User
    Arcane Power Field is not doubling the bonus from A Step Above Mastery and is only doubling the bonus from the stacks themselves:


    Value with 10 stacks, before using a daily power - 302.594
    Value with 10 stacks, with Arcane Power Field active - 315.75
    Value with no Arcane Stacks - 263.125

    263.125*1.15= 302.594 (No Arcane Power Field, Fine)
    263.125*1.2 = 315.75 (How it is functioning, not intended)
    263.125*1.3=342.0625 (What it is supposed to do)
  • thefabricantthefabricant Posts: 4,957Member, NW M9 Playtest Arc User
    The feat, "Chilling Advantage" on Wizard is not functioning and does not increase your critical severity when you have chill stacks.
  • miotest#5683 miotest Posts: 28Member Arc User
    So when you are adjusting WIZARD ACANIST I will add my opinion:
    1) If you want to revive the Arcanist direction for the wizard then you should give a price for running the arcane empowerment 500 Action points.
    2) Steal time no longer generates APs for each enemy hit (as originally shown on the MOD 16 preview) but only generates 2.5 APs per spell use).
    3) Spellstorm is too weak to fight multiple enemies because it not only has a 50% reduced efficiency (CAP for criticals), but it also has an independent critical strike process that makes it more attenuated than it was planned.


  • shadower75shadower75 Posts: 19Member Arc User
    edited August 2019
    Yaukuay disappears and does not appear until the death of the character

This discussion has been closed.