Enchantments have received a tooltip pass to better reflect their effects.
Lightning: Rank 12 bonus damage now works correctly. Arc values now match their source.
Fixed issue where dragon hoard enchant would get worse when ranked up.
Weapon Enchantments: Damage will never go below their stated minimum.
[*]Level 70 potions now have updated icons.
[/LIST]
About the above :
Testing lightning level 10 (perfect, sorry I can't test lvl 12), the tooltip says 24% damage bonus each strike. I have a GF with a 1,263-1,544 damage artifact weapon. The base value of the lightning bonus damage is around (230) - (280), far bellow the stated 24% (303 - 370). The lightning arc is in about the same range as the bonus damage.
As a first impression, the hoard enchants are working better. But it feels strange to have the refining stones directly in the inventory.
Some potions (superior fortification potion, superior elixir of accuracy, superior potion of force at the least) have no icons (blank).
Olaf, freelance guardian fighter.
Enorla, Oh so devoted cleric.
Some feedback on the nerf to transcendent Terror - making the root able to only activate once per 30 seconds means that it is pretty much worthless to upgrade to transcendent. The root lasts for about 2 seconds max on someone with no tenacity (about 1-1.5 seconds with 1900 tenacity) and so before when there was no cooldown you could use a dot ability to get a lot more roots then other wise possible and it was too strong. Now however you get a 1-2 second root per 30 seconds and that is very poor.
I would purpose that the cooldown change to 15 seconds instead of 30 seconds to keep transcendent terror a via enchant in pvp
Vorpal also needs to be looked at as it is not really worth upgrading to pure much less transcendent. currently the 2% DR and damage debuffs last for 3 seconds after the critical hit and can not stack with itself when applied by the same person, i have not tested with 2 people using vorpal on the same target.
-edit- i had a bunch of stuff here about how terror and GPF debuffs lasted longer that i found was false when investigated farther and thus negated most of my original argument.
it would be nice though if the damage reduction debuff on vorpal lasted longer. feytouched lasts for 20 seconds and is 18% as well as giving a comparable overall damage to vorpal so it seems fair that the damage debuff portion could last about 10 seconds as well?
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
[*]Level 70 PvP gear had higher stats than intended. They now compare better to PvE gear earned for the same amount of effort.
Ok, just one doubt.. Why the PVP SET DUELIST dont have any Power ? should don't atack ?
Current mod 5 the Black Ice Gear (Corrupt/Purified) both have power, all PVP Sets have power too.. I dont understand why the PVP SET DUELIST on preview dont have it.
the heralds are not much harder then before, when you put 20 people on the herald it will still die very fast. more people will have to get picked up off the floor for sure but overall the belts will not be hard to get
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
I'm SW L65 in L65 area(so no scaling in either direction) wearing MC set.
ArPen 2391 -> 37.6%
Int 15 with Campfire -> 5%
Total RI -> 42.6%
Corrupted Fire goes off, following are the results ->
Base dmg -> 236445
Hence Emberclaw total HP = 23,644,500
Actual dmg -> 13511.1
Effeciveness -> 5.7%
many changes are not in patch note, i cant list them all but they did more than stated
The nerf to pvp set stats is hard. PvP players will now just farm pve sets and wear lv 60 pvp rings. This will happen, pve sets are already something you think at when you want a good stat allocation. lets say the pvp one its not optimal but this is not the matter.
SUGGESTION: revert the nerf, increase the glory/triumph required to better fit the effort if you think its not enough but dont force us to play with pve sets because they offer like 400 stats more/piece.
many changes are not in patch note, i cant list them all but they did more than stated
The nerf to pvp set stats is hard. PvP players will now just farm pve sets and wear lv 60 pvp rings. This will happen, pve sets are already something you think at when you want a good stat allocation. lets say the pvp one its not optimal but this is not the matter.
SUGGESTION: revert the nerf, increase the glory/triumph required to better fit the effort if you think its not enough but dont force us to play with pve sets because they offer like 400 stats more/piece.
i see it for good i noticed the sets now have more tenacity than before.
Despite what the patch notes say, the summoning portals are still absent from the foundry.
The summoning portals are definitely there in the Foundry on preview server, I added one to a map and tested it. They appear to work as intended now too. They were renamed to "Thayan - Portal - Imp Portal"
From Preview Patch Notes NW.45.20150304a.1:
The Summoning Portal is back in the Foundry. The name of the portal has been changed to "Thayan - Portal - Imp Portal." Also made it so the portal summons a limited number of imps before it becomes inert and those imps should not drop loot.
Campaign - Trail of the Imaskarcana (NWS-DMFG77QOF)
Since this update the chat works strange. If i write something my written texts now goind out of the textbox and while i am writing longer texts i can't see them.
Platypus wielding a giant hammer, your argument is invalild!
0
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
the pvp sets have exactly the same amount of tenacity that they had before this patch
xm then is fair the tenacity is enough to have the full bonus + the personalised rings artifact gear etc.please guys dont ask to have all we dont need all:)
charkanramonMember, NW M9 PlaytestPosts: 51Arc User
edited March 2015
Please explain how the transcendent vorpal works. It is ridiculous the high cost to have one, and give only 2% reduction in the defense and power. Get that <font color="orange">HAMSTER</font> out and put something better, increase chance of critical(+?%) or even more damage(from what I know vorpal should have chance to decapitate the target).
Elven battle became really interesting. Now offers resistance to stun and give +30% stamina regeneration.
Please explain how the transcendent vorpal works. It is ridiculous the high cost to have one, and give only 2% reduction in the defense and power. Get that <font color="orange">HAMSTER</font> out and put something better, increase chance of critical(+?%) or even more damage(from what I know vorpal should have chance to decapitate the target).
Elven battle became really interesting. Now offers resistance to stun and give +30% stamina regeneration.
Transcend Vorpal = +50% Crit Severity , 2% Damage bonus debuff not 2% debuff on power.. and 2% damage resist debuff not 2% debuff on defense
feytouched lasts for 20 seconds and is 18% as well as giving a comparable overall damage to vorpal so it seems fair that the damage debuff portion could last about 10 seconds as well?
nope feytouched is 54% at rank 11/12 since its a 3 target cap mean u get 18% per target hence the 54% damage boost
meaning MUCH better then vorpal/terror
0
orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
The summoning portals are definitely there in the Foundry on preview server, I added one to a map and tested it. They appear to work as intended now too. They were renamed to "Thayan - Portal - Imp Portal"
From Preview Patch Notes NW.45.20150304a.1:
The Summoning Portal is back in the Foundry. The name of the portal has been changed to "Thayan - Portal - Imp Portal." Also made it so the portal summons a limited number of imps before it becomes inert and those imps should not drop loot.
Weird. I didn't see it under Thayans. Is it in a totally different section now?
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
0
orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
edited March 2015
Bug: Hourly Quest Rewards
Hourly quests are no longer rewarding the various Elemental Sealed Containers.
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
Transcend Vorpal = +50% Crit Severity , 2% Damage bonus debuff not 2% debuff on power.. and 2% damage resist debuff not 2% debuff on defense
I know it's too late now to really look at any enchantment changes, but this is feedback based on what I've tested.
Personally having coal wards practically required for enchantments is getting a bit old, especially for players who dont have multiple leadership alts, or spend money weekly/fortnightly. I'd like to know is it actually possible to make an enchant using a preservation ward, or not. I've never seen it done, and I'm not prepared to spend 600k on 100 pres wards to try it.
I would say have the change 10% for lesser, and go down per level , 8% normal 6% greater 4% perfect 2% pure 1% trans. this makes low level weapon and armor enchantments much more achievable for the general population of the game. while still making higher level ones feel exclusive and legendary. it would affect the cost of a lot of enchantments and may cause some backlash there but changes to enchantments has already massively increased the cost of some enchants and causes shortages (vorpal and terror have gone up 50% cost in the last 6 months, Feytouched has gone up almost 300% or so)
you could even add a ward in between Coal and preservation , that costs 500 zen for a 10 stack (or 50k each in the AD store like how preservation are 10k, and increases the chance of weapon / armor enchants success by 100% (so 10% becomes 20% , 8 becomes 16% and so on)
T vorpal
2% dmg bonus debuff would be the equiv of ~800 power debuff)
2% resist debuff is the Equiv of 4 AC or ~800 defence.
This should be at least 6% for both imo (equiv of 2400 Power/defence at 70). or if at the existing 2% level it should be able to stack up to 3 stacks. Otherwise overall it is far less useful than T terror (40% flat + a root) or T feytouched even when taking its crit severity into account. Personally I would of had its ability be a bleed on crit(that doesnt stack) or increase your crit chance by 3% every hit that doesnt crit, resetting to 0% bonus when you crit , obviously with a 1 second or .5 second ICD so AOE powers don't make your crit change like crazy.
P and T Feytouched needs to scale back a bit. I recommend if you want it to affect an aoe. That it only adds 50% of the damage siphoned per target if more than 1 target is hit. (still siphons 100% though, so this way it still gives a 27% damage buff as a transcendant on 3 targets, or 18% on 1 or 2., and debuffs 18% per enemy for up to 3 enemies, very strong, but still comparable to the other enchants)
T bilethorn didn't deserve the nerf I think
T Negation is definitely amazing now. I would almost recommend having it start at MAX DR. and reduce by 1 stack per hit taken (with an ICD of .5 seconds so DoT's dont instantly remove it, 3 second recharge per stack or something) However this makes it less of a tank enchant and more of a burst protection enchant, OVERALL I LIKE IT AS IT IS.
all Frost is amazing for PVE but subpar in PVP. it would be nice if this had a root/freeze also like terror or instead of reducing recovery on players, directly reduced their Recharge speed.
all Barkshield stacks should adjust based on your max hp, this gives it viability in higher levels while still be useful at 60 (which is when you first get an armor enhancement slot)
all Soulforged as much as I hate too say this should scale better also, however I beleive that if you kill them for the soulforge proc it should count as a kill for PVP progression.
Good too see the cooldown buff on fireburst thunderhead frostburn etc. I would recommend lowering it to 20 seconds though on perfect and above or something, then we might see them being used more often, the damage is still pretty subpar (only a few thousand on Perfect fireburst when I tested) But the effects are nice, perhaps add the increased damage to burning targets to fireburst.
I also would recommend doing a coal ward / key sale sometime around release. I know i'd probably buy 50-100 keys or so if you did. and im sure other people would also.
Comments
I'm at 70k Refined and 75k raw, and I was gonna try to get the new Black Ice Gear... Now. Woah... I have a lot of Black Ice to refine! lol
Plus, Con/Cha still works for SWs, yay!
Testing lightning level 10 (perfect, sorry I can't test lvl 12), the tooltip says 24% damage bonus each strike. I have a GF with a 1,263-1,544 damage artifact weapon. The base value of the lightning bonus damage is around (230) - (280), far bellow the stated 24% (303 - 370). The lightning arc is in about the same range as the bonus damage.
As a first impression, the hoard enchants are working better. But it feels strange to have the refining stones directly in the inventory.
Some potions (superior fortification potion, superior elixir of accuracy, superior potion of force at the least) have no icons (blank).
Enorla, Oh so devoted cleric.
the belt and the cloak are both in the IWD shop and cost 250k BI each. the belt drops from the heralds still though so that will be easy to get
We are searching for slave labor, will pay with food from our farm!
I would purpose that the cooldown change to 15 seconds instead of 30 seconds to keep transcendent terror a via enchant in pvp
Vorpal also needs to be looked at as it is not really worth upgrading to pure much less transcendent. currently the 2% DR and damage debuffs last for 3 seconds after the critical hit and can not stack with itself when applied by the same person, i have not tested with 2 people using vorpal on the same target.
-edit- i had a bunch of stuff here about how terror and GPF debuffs lasted longer that i found was false when investigated farther and thus negated most of my original argument.
it would be nice though if the damage reduction debuff on vorpal lasted longer. feytouched lasts for 20 seconds and is 18% as well as giving a comparable overall damage to vorpal so it seems fair that the damage debuff portion could last about 10 seconds as well?
We are searching for slave labor, will pay with food from our farm!
We are searching for slave labor, will pay with food from our farm!
Ok, just one doubt.. Why the PVP SET DUELIST dont have any Power ? should don't atack ?
Current mod 5 the Black Ice Gear (Corrupt/Purified) both have power, all PVP Sets have power too.. I dont understand why the PVP SET DUELIST on preview dont have it.
easy not really but we will see
We are searching for slave labor, will pay with food from our farm!
Waters of Elhazad: This artifact now functions correctly at all ranks.
(Still instances loads long like "****")
(Sin)cerely
Kain
Emberclaw(EC) has issues, in his favour.
I'm SW L65 in L65 area(so no scaling in either direction) wearing MC set.
ArPen 2391 -> 37.6%
Int 15 with Campfire -> 5%
Total RI -> 42.6%
Corrupted Fire goes off, following are the results ->
Base dmg -> 236445
Hence Emberclaw total HP = 23,644,500
Actual dmg -> 13511.1
Effeciveness -> 5.7%
http://laggygamerz.com/forum/index.php?/topic/382-kaelac%E2%80%99s-guide-to-damage-tenacity-reisistance-and-debuffs-in-neverwinter/#2
Equation 2.7 Damage calculation based on damage resistance and resistance ignored
Actual damage = base damage * (1 + your resistance ignored % – enemy damage resistance %)
Shortened to->
AD=BD*(1+RI%-DR%)
Moved stuff around ->
(1+RI%-DR%)=AD/BD
Moved stuff around again->
DR% = 1+RI%-AD/BD
EC DR = 1+0.426-13511.1/236445 => 1.369 => 136.9% DR
Hmmm.....is it my maths or is EC not WAI?
(BTW, same thing happens with the other encounters i managed to land b4 death so not related to set bonus)
The nerf to pvp set stats is hard. PvP players will now just farm pve sets and wear lv 60 pvp rings. This will happen, pve sets are already something you think at when you want a good stat allocation. lets say the pvp one its not optimal but this is not the matter.
SUGGESTION: revert the nerf, increase the glory/triumph required to better fit the effort if you think its not enough but dont force us to play with pve sets because they offer like 400 stats more/piece.
And what about this?
Is right, PvP gear for PvE better than PvE gear is just silly. So, just lokk how it works then.
i see it for good i noticed the sets now have more tenacity than before.
We are searching for slave labor, will pay with food from our farm!
Despite what the patch notes say, the summoning portals are still absent from the foundry.
The summoning portals are definitely there in the Foundry on preview server, I added one to a map and tested it. They appear to work as intended now too. They were renamed to "Thayan - Portal - Imp Portal"
From Preview Patch Notes NW.45.20150304a.1:
xm then is fair the tenacity is enough to have the full bonus + the personalised rings artifact gear etc.please guys dont ask to have all we dont need all:)
Elven battle became really interesting. Now offers resistance to stun and give +30% stamina regeneration.
Transcend Vorpal = +50% Crit Severity , 2% Damage bonus debuff not 2% debuff on power.. and 2% damage resist debuff not 2% debuff on defense
nope feytouched is 54% at rank 11/12 since its a 3 target cap mean u get 18% per target hence the 54% damage boost
meaning MUCH better then vorpal/terror
Hourly quests are no longer rewarding the various Elemental Sealed Containers.
I know it's too late now to really look at any enchantment changes, but this is feedback based on what I've tested.
Personally having coal wards practically required for enchantments is getting a bit old, especially for players who dont have multiple leadership alts, or spend money weekly/fortnightly. I'd like to know is it actually possible to make an enchant using a preservation ward, or not. I've never seen it done, and I'm not prepared to spend 600k on 100 pres wards to try it.
I would say have the change 10% for lesser, and go down per level , 8% normal 6% greater 4% perfect 2% pure 1% trans. this makes low level weapon and armor enchantments much more achievable for the general population of the game. while still making higher level ones feel exclusive and legendary. it would affect the cost of a lot of enchantments and may cause some backlash there but changes to enchantments has already massively increased the cost of some enchants and causes shortages (vorpal and terror have gone up 50% cost in the last 6 months, Feytouched has gone up almost 300% or so)
you could even add a ward in between Coal and preservation , that costs 500 zen for a 10 stack (or 50k each in the AD store like how preservation are 10k, and increases the chance of weapon / armor enchants success by 100% (so 10% becomes 20% , 8 becomes 16% and so on)
T vorpal
2% dmg bonus debuff would be the equiv of ~800 power debuff)
2% resist debuff is the Equiv of 4 AC or ~800 defence.
This should be at least 6% for both imo (equiv of 2400 Power/defence at 70). or if at the existing 2% level it should be able to stack up to 3 stacks. Otherwise overall it is far less useful than T terror (40% flat + a root) or T feytouched even when taking its crit severity into account. Personally I would of had its ability be a bleed on crit(that doesnt stack) or increase your crit chance by 3% every hit that doesnt crit, resetting to 0% bonus when you crit , obviously with a 1 second or .5 second ICD so AOE powers don't make your crit change like crazy.
P and T Feytouched needs to scale back a bit. I recommend if you want it to affect an aoe. That it only adds 50% of the damage siphoned per target if more than 1 target is hit. (still siphons 100% though, so this way it still gives a 27% damage buff as a transcendant on 3 targets, or 18% on 1 or 2., and debuffs 18% per enemy for up to 3 enemies, very strong, but still comparable to the other enchants)
T bilethorn didn't deserve the nerf I think
T Negation is definitely amazing now. I would almost recommend having it start at MAX DR. and reduce by 1 stack per hit taken (with an ICD of .5 seconds so DoT's dont instantly remove it, 3 second recharge per stack or something) However this makes it less of a tank enchant and more of a burst protection enchant, OVERALL I LIKE IT AS IT IS.
all Frost is amazing for PVE but subpar in PVP. it would be nice if this had a root/freeze also like terror or instead of reducing recovery on players, directly reduced their Recharge speed.
all Barkshield stacks should adjust based on your max hp, this gives it viability in higher levels while still be useful at 60 (which is when you first get an armor enhancement slot)
all Soulforged as much as I hate too say this should scale better also, however I beleive that if you kill them for the soulforge proc it should count as a kill for PVP progression.
Good too see the cooldown buff on fireburst thunderhead frostburn etc. I would recommend lowering it to 20 seconds though on perfect and above or something, then we might see them being used more often, the damage is still pretty subpar (only a few thousand on Perfect fireburst when I tested) But the effects are nice, perhaps add the increased damage to burning targets to fireburst.
I also would recommend doing a coal ward / key sale sometime around release. I know i'd probably buy 50-100 keys or so if you did. and im sure other people would also.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
It is still under Thayan Encounters for me:
click the thumbnail for full image.