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  • noworries#8859 noworries Member, Cryptic Developer Posts: 651 Cryptic Developer
    hustin1 said:

    hustin1 said:

    Feedback: stats from insignia not worth the investment

    EDIT: It seems that the stats that we get from enchantments in general are really lousy. It appears that all stat values from enchantments are cut in half.

    They are giving combined rating as well, with means those points are added to all 15 of your ratings. They give a higher total of rating points than they did on live.

    Which relates to your other point of feedback that your percents went down when you upgraded your companion. If those enchants/insignia didn't give combined rating, you would see swings in the percents for your other stats when you equipped one/ranked it up.

    Combined rating keeps your stats in an overall balanced place. And all Item Level increases your Maximum HP and your base damage.
    This isn't making sense to me. If I upgrade two companions from legendary to mythic, making no other changes, why is Control Bonus dropping 4%? This should never happen.
    All ratings are based on total item level for their percent. Upgrading a companion will increase its item level, but doesn't apply all of its item level to all stats. That means some stats will go down a little.

    Right now if you're upgrading certain augment companions on preview, none of the stats are increasing due to a bug, but the item level is going up. So the change you're seeing in something like control bonus dropping a bunch is due to that bug which is discussed in the companion thread.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User

    hustin1 said:

    hustin1 said:

    Feedback: stats from insignia not worth the investment

    EDIT: It seems that the stats that we get from enchantments in general are really lousy. It appears that all stat values from enchantments are cut in half.

    They are giving combined rating as well, with means those points are added to all 15 of your ratings. They give a higher total of rating points than they did on live.

    Which relates to your other point of feedback that your percents went down when you upgraded your companion. If those enchants/insignia didn't give combined rating, you would see swings in the percents for your other stats when you equipped one/ranked it up.

    Combined rating keeps your stats in an overall balanced place. And all Item Level increases your Maximum HP and your base damage.
    This isn't making sense to me. If I upgrade two companions from legendary to mythic, making no other changes, why is Control Bonus dropping 4%? This should never happen.
    All ratings are based on total item level for their percent. Upgrading a companion will increase its item level, but doesn't apply all of its item level to all stats. That means some stats will go down a little.

    Right now if you're upgrading certain augment companions on preview, none of the stats are increasing due to a bug, but the item level is going up. So the change you're seeing in something like control bonus dropping a bunch is due to that bug which is discussed in the companion thread.
    I just performed a test and you aren't *entirely* off the hook. I had upgraded two companions to mythic: a quasit and an air archon. The quasit upgrade resulted in a 4% loss of Control Bonus and the Air Archon resulted in a 2% loss. So even upgrading a non-augment is causing untoward damage here.
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  • noworries#8859 noworries Member, Cryptic Developer Posts: 651 Cryptic Developer
    hustin1 said:

    hustin1 said:

    hustin1 said:

    Feedback: stats from insignia not worth the investment

    EDIT: It seems that the stats that we get from enchantments in general are really lousy. It appears that all stat values from enchantments are cut in half.

    They are giving combined rating as well, with means those points are added to all 15 of your ratings. They give a higher total of rating points than they did on live.

    Which relates to your other point of feedback that your percents went down when you upgraded your companion. If those enchants/insignia didn't give combined rating, you would see swings in the percents for your other stats when you equipped one/ranked it up.

    Combined rating keeps your stats in an overall balanced place. And all Item Level increases your Maximum HP and your base damage.
    This isn't making sense to me. If I upgrade two companions from legendary to mythic, making no other changes, why is Control Bonus dropping 4%? This should never happen.
    All ratings are based on total item level for their percent. Upgrading a companion will increase its item level, but doesn't apply all of its item level to all stats. That means some stats will go down a little.

    Right now if you're upgrading certain augment companions on preview, none of the stats are increasing due to a bug, but the item level is going up. So the change you're seeing in something like control bonus dropping a bunch is due to that bug which is discussed in the companion thread.
    I just performed a test and you aren't *entirely* off the hook. I had upgraded two companions to mythic: a quasit and an air archon. The quasit upgrade resulted in a 4% loss of Control Bonus and the Air Archon resulted in a 2% loss. So even upgrading a non-augment is causing untoward damage here.
    The air archon as an item to itself should only reduce control bonus by 0.45% because 85% of its item level goes to all the stats. Which means 15% of 3000 (Mythic IL doubled with 100% bolster) would be 450 IL not applied to control bonus.

    The other factor there is the Pet Enhancement power, which has an item level half of the summoned pet item level (excluding bolster). So that would be 750. Combined that should be 1.2% reduction in control bonus between the two.

    We would have to figure out where that other 0.8% loss in control bonus was coming from to see what is happening there.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    edited December 2020

    hustin1 said:

    hustin1 said:

    hustin1 said:

    Feedback: stats from insignia not worth the investment

    EDIT: It seems that the stats that we get from enchantments in general are really lousy. It appears that all stat values from enchantments are cut in half.

    They are giving combined rating as well, with means those points are added to all 15 of your ratings. They give a higher total of rating points than they did on live.

    Which relates to your other point of feedback that your percents went down when you upgraded your companion. If those enchants/insignia didn't give combined rating, you would see swings in the percents for your other stats when you equipped one/ranked it up.

    Combined rating keeps your stats in an overall balanced place. And all Item Level increases your Maximum HP and your base damage.
    This isn't making sense to me. If I upgrade two companions from legendary to mythic, making no other changes, why is Control Bonus dropping 4%? This should never happen.
    All ratings are based on total item level for their percent. Upgrading a companion will increase its item level, but doesn't apply all of its item level to all stats. That means some stats will go down a little.

    Right now if you're upgrading certain augment companions on preview, none of the stats are increasing due to a bug, but the item level is going up. So the change you're seeing in something like control bonus dropping a bunch is due to that bug which is discussed in the companion thread.
    I just performed a test and you aren't *entirely* off the hook. I had upgraded two companions to mythic: a quasit and an air archon. The quasit upgrade resulted in a 4% loss of Control Bonus and the Air Archon resulted in a 2% loss. So even upgrading a non-augment is causing untoward damage here.
    The air archon as an item to itself should only reduce control bonus by 0.45% because 85% of its item level goes to all the stats. Which means 15% of 3000 (Mythic IL doubled with 100% bolster) would be 450 IL not applied to control bonus.

    The other factor there is the Pet Enhancement power, which has an item level half of the summoned pet item level (excluding bolster). So that would be 750. Combined that should be 1.2% reduction in control bonus between the two.

    We would have to figure out where that other 0.8% loss in control bonus was coming from to see what is happening there.
    Okay this might be a false alarm on the non-augments. I re-exported my character and got you some exact numbers:

    Legendary Fire Archon
    Bolster: 46%
    Control Bonus: 28000 73.4%

    Mythic Fire Archon
    Bolster: 56%
    Control Bonus: 28748 73.4%

    I also verified with another character copy that upgrading either the Quasit or the Ioun Stone of the Feywild results in no increase to the Control Bonus stat: it has a value of 26759 before and after the companion upgrade. I'm not understanding why the value is 26759 with legendary mystical augments but 28000 with legendary mystical archons, but that's a separate issue.

    This leaves my last bone of contention to the fact that my control bonus on live is 79.5% and it's 73.4% on preview. I attribute this to the fact that the *ten* legendary Insignia of Mastery each give 2.4% on live and far less on preview, and a similar situation for a mythic Sphere of Black Ice. Not. Happy. I'm getting the distinct feeling that I'll have to upgrade insignia to mythic sometime in the future just to get back to where I was.
    Post edited by hustin1 on
    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
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited December 2020
    Moved to more appropriate thread.

    p.s anyone else noted that in character appearance window all is messed up.. Cloacks transmutes added in heml part. While helm transmutes in neck part.
    Post edited by hadestemplar#9918 on
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • hastati96hastati96 Member Posts: 498 Arc User
    edited December 2020
    Feedback Mounts Deflect Severity

    There is not a single mount that gives "Deflect Severity". It is now a "Main Stat" so is there a reason there is no mount that provides this stat as equip power? Same issue with companions.
    Post edited by hastati96 on
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  • hastati96hastati96 Member Posts: 498 Arc User
    edited December 2020
    Bug Foehammer's Favor Elixir

    Foehammer's Favor Elixir adds 50% Deflect Severity instead of the stated 10%.



    Before usage:



    After usage:



    Nero - Palacetamol - Essence of Aggression
  • sillystupidsimonsillystupidsimon Member, NW M9 Playtest Posts: 27 Arc User
    Please feel free to move this elsewhere but can we have skins for summoned pets like we do for mounts? Those Yeti-dwarfing angels take up sooooo much of the combat view for the rest of the party
  • nova#2306 nova Member Posts: 152 Arc User
    None of the available races provide Control Bonus. Majority of the Races provide resistance to Control effects. Could we please adjust some of the Race to include Control Bonus?
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  • noworries#8859 noworries Member, Cryptic Developer Posts: 651 Cryptic Developer
    hastati96 said:

    Bug Foehammer's Favor Elixir

    Foehammer's Favor Elixir adds 50% Deflect Severity instead of the stated 10%.



    Before usage:



    After usage:



    Fixed for future build, thank you.
  • noworries#8859 noworries Member, Cryptic Developer Posts: 651 Cryptic Developer

    None of the available races provide Control Bonus. Majority of the Races provide resistance to Control effects. Could we please adjust some of the Race to include Control Bonus?

    Interesting that there is simultaneously players saying they want control bonus gone and others asking for more sources. Shows the variety of play styles.

    We don't often change the bonuses on existing things to new stats (exception being when a stat is removed) as people tend not to like that. But if there is a race that players think it would be a good fit and would like to see it, we can make that change. Would be better for that conversation to happen in the race bonus thread though.
  • kushdu#9101 kushdu Member Posts: 15 Arc User
    My observations on those changes are that can and will be a good change, just need some adjustments.
    The ratings on preview are very low compared to live, and i mean reaching the cap, for example how is possible that if i got 105k accuracy in live i dont got even 50% on preview. My survavility in avernus is good in live and now any group of mobs are a challenge, maybe a rating adjustments or mobs damage output thing. Maybe increasing the bonusses that enchanment, insignias etc.. give.
    Weapons not giving damage is a problem, base damage comes from item level, thats ok, but weapons must got a bonus that can be from 50 in pre level 80 weapons to 400 or 500 in avernus weapons. If you got a character in avernus zone, and end game or near end game character you will be 40k+ item level so 400 or 500 bonus damage is about 10%. not a massive bonus but this will make weapons in the hardest content desirables.
  • hastati96hastati96 Member Posts: 498 Arc User
    edited December 2020
    +11.250% Deflect Severity

    This one does not seem to be only a display bug.





    (thanks to Shoto)
    Nero - Palacetamol - Essence of Aggression
  • polaris1986polaris1986 Member Posts: 320 Arc User
    Bug

    1) i got 0 weapon damage after build change. I was in dungeon and i swap my weapon and my damage was 0. after leaving a dungeon and build changes few times i got 0 only for 1 build. seems it random.

    2) Seems like augment companions don't give additional stats. and of course it doesn't give HP (early rat companion gave at least 1000 HP.

    question.

    armor penetration was removed so now I hit monsters about 30-50% of my effectivity. How should I increase my effectivity in general? it's a problem in low dungeons like CN or LoL, so how to beat more difficult content like IC or TMM?


    "sometimes the world doesn't need another hero, sometimes what it needs is a monster"

  • khaozhunterkhaozhunter Member Posts: 63 Arc User
    > @polaris1986 said:
    > Bug
    >
    > 1) i got 0 weapon damage after build change. I was in dungeon and i swap my weapon and my damage was 0. after leaving a dungeon and build changes few times i got 0 only for 1 build. seems it random.
    >
    > 2) Seems like augment companions don't give additional stats. and of course it doesn't give HP (early rat companion gave at least 1000 HP.
    >
    > question.
    >
    > armor penetration was removed so now I hit monsters about 30-50% of my effectivity. How should I increase my effectivity in general? it's a problem in low dungeons like CN or LoL, so how to beat more difficult content like IC or TMM?

    You can increase your effectivity with accuracy, if you have 90% you effectivity will always be 50% and it will not drop to 30% when a mob deflect your hit, it is the only way that i know
  • smok3#6971 smok3 Member Posts: 7 Arc User

    can you give some clarifications on where we might get the other 40% of stats, that was named other resources? companions/companion gears/runestones go into "ratings" as well as enchantments and gears also from mounts.. the active companion bonuses/powers you slot in offensive defensive utility are also confusing me. they go into stat ratings too?

    im a bit exhausted but clarification of sources of this "other resources" stat would be a step to help people in the right direction to try and cap whatever stat they would end up choosing to cap.

    Racial Bonus, Ability Scores, Boons, Companion Powers, Player Powers, Item Set bonuses, Forte are all sources which provide to the total percent
    Can we get a detailed information ingame? for example on mouse hover show how many stat/percentage comes from where?
  • khaozhunterkhaozhunter Member Posts: 63 Arc User

    Bug

    1) i got 0 weapon damage after build change. I was in dungeon and i swap my weapon and my damage was 0. after leaving a dungeon and build changes few times i got 0 only for 1 build. seems it random.

    2) Seems like augment companions don't give additional stats. and of course it doesn't give HP (early rat companion gave at least 1000 HP.

    question.

    armor penetration was removed so now I hit monsters about 30-50% of my effectivity. How should I increase my effectivity in general? it's a problem in low dungeons like CN or LoL, so how to beat more difficult content like IC or TMM?


    the other way is debuff critter's defense, it is because the critters have 50% defense, so it doesn't matter you do a hit in combat advantage or crit, your damage is always mitigated at 50%, if you want get more effectiveness you need debuff their defense.
  • brewaldbrewald Member, NW M9 Playtest Posts: 212 Arc User
    Tenebrous enchant provide flat damage. So no crit, no mitigation...

    Now this damage is mitigate and can be dodged.
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  • rlesley74#1471 rlesley74 Member Posts: 45 Arc User
    > @fuxion#7775 said:
    > When some players say they dont like these changes , its normally cause their pets gave them high stats and they didnt have to be at high itm lvl to get massive power and combat adv for example ... now the stats arent pet heavy and your toon need to be geared not your pet ! which is how it should be !
    >
    > Absolutly fantastic tht the game is finally moving in right direction - TY cryptic
    >
    > Yes there will be changes and tweaks to stabilize bugs or imbalances , but fundamentally this is the best thing tht happened to the game in many years !

    Agreed, too much focus on augment companions be such and not enough on boons and feats. It’d be nice if we could go back to pre-mod 16 boons, when each campaign had its own flair and utilities instead of a blanket point system
  • fuxion#7775 fuxion Member Posts: 311 Arc User

    > @fuxion#7775 said:

    > When some players say they dont like these changes , its normally cause their pets gave them high stats and they didnt have to be at high itm lvl to get massive power and combat adv for example ... now the stats arent pet heavy and your toon need to be geared not your pet ! which is how it should be !

    >

    > Absolutly fantastic tht the game is finally moving in right direction - TY cryptic

    >

    > Yes there will be changes and tweaks to stabilize bugs or imbalances , but fundamentally this is the best thing tht happened to the game in many years !



    Agreed, too much focus on augment companions be such and not enough on boons and feats. It’d be nice if we could go back to pre-mod 16 boons, when each campaign had its own flair and utilities instead of a blanket point system

    They will rework boons to % increase and also weapon enchants like example feytouch rank 13 gives -2700 deflect to enemy which will be converted in an increase % in accuracy ...which makes perfect sense as the stats are moving towards % based

    These changes are really absolutely brilliant and anyone who has given it proper thought like you have obviously will realise its fantastic !
  • fuxion#7775 fuxion Member Posts: 311 Arc User
    Change is the only constant and this is a major change which has me super excited !
  • xavior44xavior44 Member Posts: 153 Arc User
    Warlocks "curse" and "blades of the vanquished armies " encounters still have a critical strike % bug, ON LIVE and SINCE CLOSED BETA M19(I reported back then too) it was directly related to the critical avoidance stat of yourself or the player/target you cast BOVA on. Now its behaving a little different, but still not critting near what it should be and i will dig deeper but i strongly hope this will NOT make it to live this time making warlocks life hell @noworries#8859
  • drago#3250 drago Member Posts: 190 Arc User

    Collars give no combined rating, unlike most other sources of Total Item Level. This can result in collars effectively weakening you by wearing them, especially the utility ones like Gold Gain.

    You have to unslot them now in scaled content.
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited December 2020
    @noworries#8859

    Since I am not sure in which thread to post this comment I do it here.

    The thing is that, weapon damage is removed, yes. But then tell me what about items who's are bound to weapon dmg.
    As example Tales of old books set effect and Lostmouth artefact set. When you land crit hit, these sets do aditional hit based on your weapon dmg.
    Same question also apply to weapon enchantments like Dread, who's do weapon dmg.

    So what plans are for them? I mean now all items who's effect where bound to weapon dmg are somewhere in the middle of nowhere.

    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • bpstuartbpstuart Member Posts: 235 Arc User
    What is the point of this? It sure as hell isn't for the player's benefit.
    is it to reduce server loads? Is it to make something easier to maintain with a skeleton team so you can shift talent elsewhere?
    Is this another wallet squeeze? What does anyone get out of these obtuse and disruptive changes?
    Ego etiam cupo recrari et amari diu post mortem meam
    I too wish to be recreated, and to be loved long after my death.
  • lardesonlardeson Member Posts: 374 Arc User

    This thread is for feedback/bugs that don't fit into any of the other specific threads.

    When some players say they dont like these changes , its normally cause their pets gave them high stats and they didnt have to be at high itm lvl to get massive power and combat adv for example ... now the stats arent pet heavy and your toon need to be geared not your pet ! which is how it should be !

    Absolutly fantastic tht the game is finally moving in right direction - TY cryptic

    Yes there will be changes and tweaks to stabilize bugs or imbalances , but fundamentally this is the best thing tht happened to the game in many years !

    :heart:B)


    Thats not quite correct xd. The changes are in the right direction, but too drastic. Literally everyone in the game have their builds based on power. Millions of ad spend on companions, mounts, insignias, enchants that gave power, and all of a sudden, there's a hard cap on power, making them useless. Thats countless hours and years wasted building your character, just to start from fresh.
    Lardeson CW not Mage. Where's my fireball and my thunderbolt?
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User

    None of the available races provide Control Bonus. Majority of the Races provide resistance to Control effects. Could we please adjust some of the Race to include Control Bonus?

    Interesting that there is simultaneously players saying they want control bonus gone and others asking for more sources. Shows the variety of play styles.

    We don't often change the bonuses on existing things to new stats (exception being when a stat is removed) as people tend not to like that. But if there is a race that players think it would be a good fit and would like to see it, we can make that change. Would be better for that conversation to happen in the race bonus thread though.
    If you're referring to my deleted post I hope you realize that I was being *very* sarcastic. I want to see more sources for it.
    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
  • llewelyn89llewelyn89 Member, NW M9 Playtest Posts: 129 Arc User
    Mythic Artifacts in Primary Artifact Slot giving extra item level.

    Maybe WAI but I couldn't find it listed anywhere.
    Tested Staff of Flowers, Trobriand's Ring, Halaster's Blast Scepter & Music Box which all give 450 rather than 300 to TIL
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