Greetings all,
Thank you for playing Neverwinter Preview and for your continued feedback through the Combat Rework! Contained within are the patch notes for
NW.123.20201218a.1.
You better watch your back! In this patch, Combat Advantage has now returned to the monsters of Neverwinter. And with the Defense adjustment… I challenge you to topple the Mad Mage Halaster, and the Redeemed Angel Zariel in this new world order.
This build contains even more bugfixes for Companions, as well as a UI revamp on the Companion Interfaces. Thank you for showing us your videos/logs of the companion damage that you were able to achieve!
We have reduced the damage dealt by companions and continue to welcome any feedback/reports about companions doing too much or too little damage relative to the change.
This patch also contains adjustments to Weapon and Armor Enchantments.
https://www.arcgames.com/en/forums/neverwinter#/categories/neverwinterpreview-announcements-release-notes Known Issues
- Weapon and Armor Enchantments have been adjusted, and there is a range of issues during this iteration.
- Here are some types of issues for the Weapon/Armor Enchantments:
- There are tooltip errors for a few enchantments.
- Example: Soulforged, Rank 14 states that it does 213% damage.
- Weapon Enchantments Damage bonuses incorrectly deal 1 or 0 damage.
- Briartwine Enchantment does not deflect damage.
- Dread Enchantment does not increase player damage.
- Frost Enchantment does not increase player damage.
- Shadowclad Enchantment increases do not display on the character sheet.
- Daily activation does not increase Combat Advantage on the Vorpal Enchantments.
- A few older items may have incorrect Ratings.
- Armor Penetration and Companion Influence references are still being scrubbed by Goblins… and some Trolls.
- Bel’s Relics have not yet been updated to the new system.
- Certain Gems, Runestones, Insignias cannot be donated to stronghold coffer.
- Certain Companions and Companion Powers do not function in one or multiple categories:
- Certain powers do not function, per the tooltip.
- Certain Active Bonuses do not function or states an incorrect tooltip.
- Certain Enhancements do not function or states an incorrect tooltip.
- Divine Protection Power contains a typo and does not modify Critical Avoidance total.
- Glorious Founder’s Enchantment grants incorrect number of Stats.
- Miscellaneous text and formatting errors for tooltips.
- Some characters do not get automatically respecced when loading in or when switching loadouts.
- If you ever deal 0 damage, or notice that your damage is consistently 0, a character respec will fix your character
- Race Appearance presets appear as white boxes.
- Several zones or critters in the zone may still be difficult for players to complete.
General Updates
- Critters now have Combat Advantage against the player characters, along with further damage adjustments.
- Defense/Deflect Severity has now been adjusted to the same scale as the other stats.
- Even more clean-up on Armor Penetration / Companion Influence references.
- Non-Augment companion damage was reduced with player feedback.
- Please note that this area is still Work-In-Progress.
- We are still working out some kinks with a few remaining companions.
- Certain companions may deal less than intended damage with their attacks, and other bonuses from Companion Powers/Companion Active Bonuses may not function.
- We will continue to monitor the following threads for feedback, comments, and bugs:
Fixes and Adjustments Character
- The way Defense and Deflect Severity works has been adjusted.
Companions
- The following Augment Companions should now grant the correct Rating Bonus:
- Bear Cub
- Boar Shoat
- Chicken
- Black Dragon Ioun Stone
- Black Ice Ioun Stone
- Goat
- Icosahedron Ioun Stone
- Ioun Stone of Allure
- Ioun Stone of Might
- Ioun Stone of Radiance
- Owlbear Cub
- Polar Bear Cub
- Quasit
- Rat Pup
- Red Dragon Ioun Stone
- Star of Simril
- Watler
- The following Non-Augment Companions should now grant the correct Rating Bonus:
- The following Companion Powers should now grant its Combined Ratings and scales when the companion increases in Quality.
- Baby Polar Bear’s Instincts
- Lillend’s Insight
- Squire’s Discipline
- Silverscale Cleric’s Wisdom
- The following Companions have had other adjustments and fixes on their powers, and tooltips.
- Acolyte of Kelemvore
- Allosaur
- Cave Bear
- Gith
- Hunting Hawk
- Slyblade Kobold
- The following Companion Bonuses should now grant Combined Ratings, and scale as the Companion Levels:
- Companions with Known Issues:
- The Flaming Skull’s Cryptic Insight does not function unless the player has a Laughing Skull Companion.
Items
- The Blessed set bonus has been adjusted to the following:
- When you use an encounter power, your weapons become Blessed, which increases your Power, Accuracy, and Combat Advantage by 3%, and grants you a random buff for 10 seconds.
- Blessed Guidance – Increases your Critical Strike by 5%.
- Blessed Might – Increases your Action Point gain speed by 7.5%.
- Weapon and Armor Enchantments have been adjusted.
- Weapon and Armor Enchantments have been increased in Item Level.
- Item Level at Rank 14 is now 800.
- The damage bonus of all Enchantments have been increased to maximum 8%.
- Enchantments that deal damage have also been increased in Magnitude to better match to their Item Level increases.
- Briartwine Enchantment now reflects up to 6% of the damage dealt to you back to your attacker and have a 10% chance when struck to root your attacker for 2 seconds. This can only occur once every 10 seconds.
- Bronzewood Enchantment’s mark now causes targets to take up to 6% more damage from you and your allies.
- Dread Enchantment now reduces the target’s Defense by up to 4%.
- Eclipse Enchantment now increases the Deflect up to 8%.
- Feytouched Enchantment now decreases target damage dealt by up to 2% and decreases the target’s Deflect by up to 2%.
- Flaming Enchantment now decreases your target’s Deflect Severity by up to 4%.
- Frost Enchantment now decreases the target’s damage dealt by up to 4%.
- Frostburn Enchantment now decreases your attacker’s Critical Strike by up to 8%.
- Holy Avenger Enchantment now has a chance to increase Defense up to 3% while healing for 60 magnitude.
- Plague Fire now decreases your target’s Critical Avoidance by up to 1.5% per stack.
- Lifedrinker Enchantment now has a 10% chance to heal you for up to 120 magnitude.
- Terror Enchantment now decreases your foe’s Combat Advantage by -4% for 10 seconds. The chance to root has also been increased to 30%.
- Shadowclad Enchantment now grants Deflection by up to 8% and Defense by up to 4% Defense per its effect stacks.
- Soulforged Enchantment’s healing has been increased, and the damage adjusted.
- Vorpal Enchantments now increases Critical Strike by up to 4%.
- Secondary effect has been changed to increase Combat Advantage by 2% to Other Contributions after using a Daily.
Powers
- Barbarian Sentinel’s Forte bonus has been corrected to grant Defense.
- Guild Boon: Enhance Overload: Ward now correctly grants 1000 Item Level.
UI General
- References to companion rank and level have been removed.
- Companion categories have been removed, as all companions now are in the same category.
- In all titles, the companion name (e.g. "Phase Spider" is shown in the pet quality color, and the player given name (e.g. "Spidey") is shown in white. Also there is a new quality-colored border for all name headings.)
- Mount Bolster Total display has been adjusted.
- Mount Item Level contribution is now shown at the bottom right of the Current Mount tab along with the Mount Bolster Total.
Summoned Companion
- In Summoned Companion display, buttons to manage the summoned companion are moved to the window footer.
- On PC there is a new "Summoned Option" button with shows a dropdown menu for dismissing, upgrading, and naming the summoned companion. If the companion is dismissed, this button changes to "re-summon'.
- Companion Powers now show their Item Level in their tooltips
- Total Companion Bolster is shown where the summon another/dismiss buttons used to be, and the summoned companion's contribution to Total Item Level is shown as well.
- The tooltip is also improved.
- The ratings contributions are now shown in the same order as the players.
- Incoming Healing now displays in the Companion Stat Panel.
Summon Picker
- Added top display option for list/grid formatting.
- Display options (favorite only, sort) are now available as a footer button.
- Yellow "+" sign (to indicate 'ready for upgrade') has been removed because all companions are always ready for upgrade now.
- If a companion is favorited, the favorite star shows up in the top left corner of its icon.
Companion Roster
- Added top display option for list/grid formatting.
- Upgrade button on right side moved to top left and label is iconified.
- Companion bolster contribution is shown at bottom of right-hand pane.
- The ratings contributions are now shown in the same order as the players.
- Incoming Healing now displays in the Companion Stat Panel.
- Yellow "+" sign (to indicate 'ready for upgrade') is removed because all pets are always ready for upgrade now
- If a companion is favorited, the favorite star shows up in the top left corner of its icon.
Companion Inspect
- Inspected pets no longer show their contribution to the player's ratings.
- Companion bolster contribution is shown at the bottom of the left-hand pane.
Things to Come
- Adjustments to Gear Bonuses.
- More miscellaneous text fixes.
Comments
Seems Power has no cap anymore?
Most comments:are against this change
NoWorries: does it anyways
Well then why did you even ask about it in the first place?
-IF you changed defense so that the stat will fall in line with other stat, then i think that each enchantment should give the same %bonus buff/defuff, and with the same activation; why some put a debuff/buff only with daily and other with every power? why the % and duration of the debuff/buff is not equal?
obviously there will be better enchantment than other the way it is now
-vorpal wasn't used only by dps, but also by healer, it had stat useful for that rore; now healer benefit for only the %critical and nothing else.
from what i see vorpal still remain the only enchantment that still has some use to heal, but we benefit from only one of the effect
to make different builds, al least a little, weapon and armor enchantment need to be balanced and not only from a dps point ov view, but also from buff/debuff
Wow....that's a kick in the you know where to all those players.
Merry Christmas Every One
WHY did you decrease defense to cap at 50% damage reduction but kept the cap at 90% rating? Wasn't these "%" changes supposed to make the game easier to understand in a "1:1" ratio?
Do you have ANY idea how hard it is to reach the 90% defense cap? I'm a 53k Fighter, fully geared/enchanted and even moving EVERYTHING I had on offensive stats to defensive, I still barely managed to reach 90% defense, 81% crit avoidance. Not even gonna mention Awarness and deflection... It's literally IMPOSSIBLE to cap defensive stats.
And WHY provide ALL ENEMIES with Combat Advantage at ALL TIMES???? Do they have some special sixth sense? Why do we as players still need position but enemies don't? If you wanna make a completely USELESS stat as awarness useful, at least make it have some sense and not just throw it in like "HAMSTER you all, they all have CA now". Why not remove this stat totally? You removed Armor Penetration for some dumb reason anyways...
With your new "improved changes" and "bug fixes", Halaster without stacks of Annihilation is hitting for 400k on basic attacks.
Anyways, I HOPE that you change the way this game is heading, because you're just pushing useless stuff on players to make us spend even more money.
> These changes are utterly POINTLESS.
>
> WHY did you decrease defense to cap at 50% damage reduction but kept the cap at 90% rating? Wasn't these "%" changes supposed to make the game easier to understand in a "1:1" ratio?
> Do you have ANY idea how hard it is to reach the 90% defense cap? I'm a 53k Fighter, fully geared/enchanted and even moving EVERYTHING I had on offensive stats to defensive, I still barely managed to reach 90% defense, 81% crit avoidance. Not even gonna mention Awarness and deflection... It's literally IMPOSSIBLE to cap defensive stats.
> And WHY provide ALL ENEMIES with Combat Advantage at ALL TIMES???? Do they have some special sixth sense? Why do we as players still need position but enemies don't? If you wanna make a completely USELESS stat as awarness useful, at least make it have some sense and not just throw it in like "<font color="orange">HAMSTER</font> you all, they all have CA now". Why not remove this stat totally? You removed Armor Penetration for some dumb reason anyways...
> With your new "improved changes" and "bug fixes", Halaster without stacks of Annihilation is hitting for 400k on basic attacks.
>
> Anyways, I HOPE that you change the way this game is heading, because you're just pushing useless stuff on players to make us spend even more money.
I kept saying you have melee dps and ranged dps and no body gets it so when AoE comes as fighter all you can do is raise your shield and die peacefully simple as that
I feel like I am wearing tutu unicorn right now essentially
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
I hope you understand, and take the necessary action to make us feel a little better in the game.
The mitigation formula appears to be the same as we have on live:
taken damage = base damage * damage_resist
damage_resist = defense_mitigation * product of (1 - x) for all x in active extra mitigations
with the only change being that defense_mitigation is now [1/(1+Defense %)] instead of the current (1 - Defense %).
This basically results in "decrease damage taken by X%" effects being generally more powerful than increasing your Defense in X%, just like +X% damage effects are generally more powerful than increasing your power in X% on live. The previous behavior in preview made Defense way more powerful than many of these effects combined (for instance, increasing your defense from 80% to 90% would have the same effect as having 80% defense + 4 different 10% mitigations stacked together, so Defense was 4x times more effective than other mitigation effects in this case).
I believe they kept the 80% hard cap for damage_resist that already exists on live too, but I wasn't able to test that yet. It's quite hard to reach.