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Mod 16½

zimxero#8085 zimxero Member Posts: 876 Arc User
These are items that did not make it into M16 that could/should be added soon:


ECONOMY & GAMPEPLAY:
Companion Uprade Token changed to Upgrade Token. Upgrade tokens can be used to upgrade companions, mounts, and old gear.

Equipment can be salvaged for SB (Salvage Bits). The refinement value of equipment equals the amount of Salvage Bits generated. Salvaging has a 25% chance of Critical sucess (double gains). Salvaging near an anvil (found in some cities and zones) increases critical rate by 25%. In addition, VIP ranks 8-12 gives a +5% critical rate increase. 10,000 salvage bits can be traded for one Upgrade Token, bound to character, at any of the Salvager locations.

The Dragon Scale Merchant in Protector's Enclave now sells Bile Drenched Scales for 50 Silvery Dragon Scales. (allows completion of Chain of Scales item)

Bradda the Sage in Protector's Enclave now allows characters to trade her three of the same kind of Enchantment/Runestone to receive one Enchantment/Runestone of a higher rank. This exchange is limited to 1 per day per account plus 1 per rank of VIP. Each exchange costs 1sp per rank of the Enchantment/Runestone received.


STATS AND MECHANICS:
Whenever an effect states a percent increase, the amount is added to the capped stat amount, and can go over the cap.

When combat ends, characters recover 1% action points each second for 10 seconds.

Combat Advantage now draws from a bonus pool independent from critical severity.

Deflection: 33% chance to evade damage completely, and when targeted by a skill or power, the attacker becomes marked for 5 seconds.
66% chance to reduce damage by half.

Recovery becomes a stat again with a cap of 50%. It does not affect action point gain. The "Slow" condition counters recovery. 30% slow reduces recovery by 30%.

Lifesteal becomes a stat again with a cap of 50%. When successful, only 25% of damage is converted into healing. The base of 25% is modified by Control and Control resistance.


GEAR & ENCHANTMENTS:
some legacy gear changed to give recovery and lifesteal stat, where it was appropriate to the function and name of the gear.

NEW single stat enchantment: "Golden" Gives Recovery on offense, gives lifesteal on defense.
NEW double stat enchantment: "Inspired" Gives Recovery + Combat Advantage on offense, Gives Lifesteal + Crit Avoid on defense
NEW triple stat enchantment: "Divine" Gives Recovery + Combat Advantage/Power on offense, Gives Lifesteal + Crit Avoid/Awareness on defense.

The new enchantments are awarded from dungeon final chests at rank 1-9, found in lockboxes at rank 10, purchased from the Tarmalune trader at rank 11, awarded bound at rank 12 from special events, or purchased at rank 13 for 2000 Zen.


PLAYER vs PLAYER:
all characters receive one FREE "PvP" loadout. (This loadout can only be used in PvP)

Trade of Blades in Protector's Enclave now sells a full set of Rank 15 Enchantments and Runestones for PvP and target practice only. Each costs 10,000 Glory points. In addition, players may access a 50-slot PvP vault here to store their 'PvP-only' gear.


STRONGHOLDS:
rank 2 weapon enchantments removed. (most were non-functional)

Each Guild leader gains the ability to clear the points from any coffer catagory.

The Equipment Vendor/Armorer now awards characters access to a vault with up to 100 slots. Only items that are BTC "Bound to Character" can be stored here. Each slot costs 250 guild marks.

New "Advanced" empty recipe books can be purchased at strongholds. Each crafting category book costs 5,000 Guild Marks, and is available once MWIII has been unlocked. The books can be filled with special recipes purchased from the campaign stores. Some of the recipies may only be found in dungeon chests. Advanced recipes create "BTC" gear that is superior to most MWIII gear.

NEW stronghold Utility boon added: Gain 3% movement rate +.25% per stronghold rank. Associated development: Siege Workshop.

MOUNTS:
The speed bonus, combat power, primary stat bonus, and appearance of your mount must be selected from one of your 5 active mounts.
Mounts, like companions, now generate a Bolster Bonus to their category. Maximum bolster bonus is 25%

.5% = Common mount
1% = Uncommon mount
2% = Rare mount
4% = Epic mount
8% = Legendary mount

The player gains the bolster% value of the stat bonuses from each of the 4 active mounts (+ full value from the selected one)
For mounts that lack a 'stat boost', a combined rating boost is used instead (25, 50, 100, 200, 400) against the bolster%.

The Mount salesman in Protector's Enclave now offers the following services in exchange for Upgrade Tokens:

1 token: Upgrade Common mount to Uncommon mount
5 tokens: Upgrade Uncommon mount to Rare mount
50 tokens: Upgrade Rare mount to Epic Mount
500 tokens: Upgrade Epic mount to Legendary mount

Upgraded mounts gain the stat and speed bonuses associated with their new level.
Mounts upgraded to Epic gain universal insignia slots to fill out their three slots
Mounts upgraded to Legendary gain one of the generic combat powers listed below. All are active for 10 seconds and have a 60 second recharge time:

1) regenerate 1% of health per second, +10% incoming healing bonus
2) +20% recovery
3) +20% action point gain
4) +20% at-will damage
5) active companion gains +50% damage boost and receives half damage
6) +20% stamina gain and movement speed.
7) Evade the next skill used against you.
8) All enemies within 25' become marked for 10 seconds.


LEGACY GEAR UPGRADES:
At the following locations, characters can upgrade old gear:

(NPC) Hieronymous Glim, the retired Salvage Trader, in Protector's Enclave:
For 10 Upgrade Tokens, he sells an Epic Equipment Upgrade

(NPC) Retired Salvager in Mantol Derith:
for 25 Upgrade Tokens, he sells an Epic Weapon Upgrade

(NPC) Undermountain Entrance:
for 20 Upgrade Tokens plus 1 Soul Ampule, he sells a Legendary Equipment Upgrade

(NPC) Varakdoom:
for 50 Upgrade Tokens plus 5 Soul Ampules, he sells a Legendary Weapon Upgrade


Gear upgrades always wipe out any reinforcement already on them:

Epic Equipment Upgrade: Can be placed on any level 70 or lower equipment.
adds +200 combined rating.

Epic Weapon Upgrade: Can be placed on any level 70 or lower weapon.
adds +200 combined rating. Increases damage of the weapon by 250.

Legendary Equipment Upgrade: Can be placed on any level 70 or lower "non-craftable" equipment.
adds +300 combined rating.

Legendary Weapon Upgrade: Can be placed on any level 70 or lower "non-craftable" weapon.
adds +300 combined rating. Increases damage of the weapon by 500.


FOUNDRY:
Each of the campaign areas gains 'one' of the best foundry quests 'revived' as a Harper Mission. The mission awards a full set of campaign specific currency and some AD. The Harper missions can only be completed for award once every 30 days.


RANDOM QUEUES:
One random queue now selects a random Dungeon or Skirmish which you have NOT completed for bonus AD within 30 days. Each dungeon and skirmish awards bonus AD once per 30 days. Each account is limited to 5 bonus AD awards per day. Players can join a specific dungeon queue and still be eligible for bonus AD. Locations still retain their unque awards in addition to possible bonus AD.


EXPERIENCE:
After level 70, each level requres 1 million experience. Non-Repeatable campaign quests give 10x the previous amount of experience. Players gain five times more rAD and refinement points when levelling up after level 70.


INVOCATION & PLAYER CREATION:
Each patron god/diety confers a unique blessing bonus, earned through invocation:


Amaunator - 10% Glory-Exp Gain , 1% AP gain
Chauntea - 4000 Health , 4% Heal potion boost
Correllion - 1% Accuracy , 3% companion power
Kelemvor - 1% armor penetration , 1% Life Steal
Moradin - 1% Defense , 3% companion HP
Oghma - 1% Awareness , 1% recovery
Selune - 2% movement , 2% Stamina
Silvanus - 1% combat advantage , 2% control resist
Sune - 1% critical resist , 2% incoming healing
Tempus - 1% critical strike , 1% critical severity
Torm - 1% Power , 2% Control
Tymora - 1% deflection , 10% Gold Gain


HOW THE INVOCATION SYSTEM WORKS:

Patron deity is chosen at character creation. Each character begins play with 10 invocation points. Whenever a character invokes, they gain 1 invocation point. A character loses one invocation point at the end of each day, two points if they did not invoke that day. Maximum invocation points is capped at 15. Invocation points measure favor with the patron deity and determine the blessings they bestow upon your character:

At 5 points, the character begins receiving Ardent coins each time they invoke.
At 10 points the character gains the 1st blessing in the list above.
At 15 points the character also receives the 2nd blessing in the list above.

Patron deity can be changed at any time by donating 5 gold to Aralynn at the campfire in Protector's Enclave. After switching, invocation points are set to zero. NOTE: The current items in the Ardent coin store should have their costs cut in half. A few new items should be added to it.
Post edited by zimxero#8085 on

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  • zimxero#8085 zimxero Member Posts: 876 Arc User
    edited April 2019
    (continued)

    BOONS RESTRUCTURED:

    Pick limits per tier are removed. All boons have 5 levels. Master boons have two levels. Placing or removing a boon point costs 1 gold. Placing or removing a Master boon point costs 10 gold. The full boon tree below requires 180 boon points to fill out, plus 16 master boon points. Players are limited to 70 boon points plus 3 master boon points. The gain from max points in a boon is shown below:

    Tier - Boon . . . Effect
    1 - Critical Strike . . . Critical Strike +1500
    1 - Critical Avoidance . . . Critical Avoidance +1500
    1 - Armor Penetration . . . Armor Penetration +1500
    1 - Defense . . . Defense +1500
    1 - Combat Advantage . . . Combat Advantage +1500
    1 - Awareness . . . Awareness +1500
    1 - Accuracy . . . Accuracy +1500
    1 - Deflect . . . Deflection +1500

    2 - Recruits Training . . . Power +1500
    2 - Recruits Inspiration . . . Health +6000
    2 - Cultist Power . . . 5% extra damage and defense verus cultists
    2 - Demonic Mastery . . . 5% extra damage and defense verus demons
    2 - Gigantic Power . . . 5% extra damage vs Dinosaurs, Dragons, and Giants
    2 - Necrotic Mastery . . . 5% extra damage and defense verus undead
    2 - Lucky . . . +5% Gold Gain, 5% chance to avoid death-dealing damage

    3 - Squire's Training . . . Power +1500
    3 - Squire's Inspiration . . . Health +6000
    3 - Lingering Medicine . . . Consumable use also heals 1% of Health each second for 12 seconds
    3 - Disenchanting Aura . . . 10% extra control resistance
    3 - Second Wind . . . 10% extra stamina gain
    3 - Constant Control . . . 10% extra Control Bonus
    3 - Resourceful . . . 5% extra experience gain, 5% chance to avoid death-dealing damage

    4 - Captain's Training . . . Power +1500
    4 - Captain's Inspiration . . . Health +6000
    4 - Incoming Healing . . . 10% Incoming Heal Bonus
    4 - Simple Support . . . 10% increased companion influence
    4 - Marathon Runner . . . Movement +10%
    4 - Lingering Influence . . . Consumable use also gives +250 combined rating for 45 seconds
    4 - Nimble . . . 25% less falling damage, 5% chance to avoid death-dealing damage

    5 - Knight's Valor . . . +375 to Power, Critical Hit, Combat Advantage, Accuracy, and Armor Penetration
    5 - Knight's Last Stand . . . Health +1500, +375 to Defense, Deflect, Awareness, and Critical Avoidance
    5 - Vampiric Weapon . . . 5% chance on at-will use to deal 50% extra damage, also healing for the amount of the increase
    5 - Focused Precision . . . 5% extra critical severity
    5 - Call of Power . . . 5% extra Action Point gain
    5 - Quick Turnaround . . . 5% extra Recovery speed
    5 - Blessed Touch . . . 5% extra outgoing healing

    6 - Deathly Rage 1 . . . Combat Advantage +2000. All attacks deal an extra 20% of base weapon damage
    6 - Deathly Rage 2 . . . Damage +5%

    6 - Death's Bulwark 1 . . . Awareness, Critical avoidance, Defense, & Deflect +1000. Double bonus under 50% health
    6 - Death's Bulwark 2 . . . Gain temp health at start of combat equal to 10% of your maximum health

    6 - Blood Lust 1 . . . Targets of your encounters have their awareness reduced by 1500 points for 15 seconds
    6 - Blood Lust 2 . . . Encounter skills which target a foe deal an extra 75% of base weapon damage

    6 - Focused Retaliations 1 . . . Targets of your encounters have ArmorPen and Accuracy reduced by 1000 for 10 seconds
    6 - Focused Retaliations 2 . . . Reflect 100% of all incoming damage for 1 second after each Encounter skill activation

    6 - Adaptation 1 . . . On Daily use, enemies at full health within 50' become marked for 15 seconds
    6 - Adaptation 2 . . . AoE skills deal 10% more damage when in combat with one enemy, else single target skills deal 10% extra

    6 - Die Hard 1** . . . Regenerate 1% of Health each second. Stamina regenerates 20% faster
    6 - Die Hard 2** . . . Deal 20% more damage. Receive 20% less damage

    6 - Blessed Advantage 1* . . . Healed targets gain +3000 power and +3% recharge speed for 8 seconds
    6 - Blessed Advantage 2* . . . enemies within 15' are burned for 50% of base weapon damage each second for 4 seconds

    6 - Blessed Resilience 1* . . . Target is also healed for 1% of their health each second for 8 seconds
    6 - Blessed Resilience 2* . . . Healed targets gain 12% of their health as Temporary Health and +50% stamina gain for 4 seconds


    * Only triggers on 5% or more health healed.
    ** Only triggers when below 40% Health.
  • ragnarz2ragnarz2 Member Posts: 208 Arc User
    While effort is always appreciated your fantasy here is DOA much like MOD 16 and NVW 2.0 life expectancy.
  • tassedethe13tassedethe13 Member, NW M9 Playtest Posts: 806 Arc User
    Good feedback, you still think it can work.
    I don't, but as dev will surely not answer, I left a comment.
  • gripnir78gripnir78 Member, NW M9 Playtest Posts: 374 Arc User
    No matter if I agree with those ideas or not....

    You have my appreciation for you work!
  • ecrana#2080 ecrana Member Posts: 1,654 Arc User
    Stopped reading when you started trying to reincorporate lifesteal/recovery. There's a fine line between good feedback and daydreaming.
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