Release NotesNote: 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 ChangesContent and EnvironmentTower of the Mad Mage
- When applying one Hypothermia, sometimes two Hypothermias were applied.
Combat and PowersPowers
- 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 EconomyGeneral
- 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 InterfaceFashion
- General fashion polishing
- Peg Leg fashion piece now Bind on Equip to work with new fashion system.
Comments
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)
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.
https://youtu.be/cfpJH5MVXW8