Patch Notes 13/10/17

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wargrimnir
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Patch Notes 13/10/17

Post#1 » Fri Oct 13, 2017 2:32 am

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[Hotfix Notes]
Natherul
- If you die under strange circumstances AND get a message about this, please do what the message tell you which is to screenshot the incident and post it on the bugtracker.
- Backend work for dungeon abilities
- Added backend work to hinder people from leaving the world
- No casting while in the air again (idk who or what broke it)
- GMs are now added to gmlist on login and as such if they are online they are on .gmlist
- Panic! now properly removes morale as you are running for your life

Secrets
- Knockdowns, Roots, Disables, and Staggers now disallow turning.
- Autoattack haste is now displayed as a percentage and applies to the paperdoll character window.
- Guards in keep lord rooms should reset a bit more reliably now. Beware dragging them outside of the keep lord's room, for they will surely reset.
- Guards in keeps are now subject to a line of sight check. Hiding around the walls of a keep will result in not aggroing the guards or keep lord. Melee DPS rejoice!
- NPCs that are rooted, disabled, staggered or knocked down will now be unable to move or reposition themselves once engaged in combat.
- NPCs that are disabled, staggered or knocked down will now be unable to perform melee attacks or abilities.
-Pets now require their owner to have LOS when sent in to attack by their owner. This includes when set to aggressive stance. Pets set to defensive will aggro on any attacker as you have to have line of sight initially to be hit.
-NPCs that are hostile to your faction now require LOS to aggro. This applies to any NPC in the game now, not just keep NPCs.
-A bugfix is in this patch to allow for NPCs to leash once again.

Hargrim
- It is now possible to name Game Objects any way we want. Will be mostly visible on portals in game.
- Moved the draw timer to 4 hours after outer was damaged below 20% of health.
- Added draw timer to .rvr command - if it is enabled it will display there.
- Door repairing / respawn thing in RvR should be fixed now.

[Guilds]
Natherul
- Players can no longer accept guild invites to guilds with more then 78 players. Please note that this change is experimental and can be revoked at any point, I do suggest however that any big guilds sort down to 77 players or less as I will ignore any talks from guilds with numbers above this to track down the issue.

Thanks for joining us on the double XP/RR weekend. It has now ended. But the WAR must go on!
Spoiler:
Image

Enjoy the weekend!
UPDATED!!!Return of Reckoning - State of Realm addon - Customized for the current RvR changes


Hotfix:

Hargrim
- It is now possible to name Game Objects any way we want. Will be mostly visible on portals in game.
- Moved the draw timer to 4 hours after outer was damaged below 20% of health.
- Added draw timer to .rvr command - if it is enabled it will display there.
- Door repairing / respawn thing in RvR should be fixed now.

Secrets
- Knockdowns, Roots, Disables, and Staggers now disallow turning.
- Autoattack haste is now displayed as a percentage and applies to the paperdoll character window.

[Abilities]

Natherul
- Fixed an issue with grudge on IB disappearing instantly in some cases (this could happen to BG as well in theory but I have had no reports of such)

Torquemadra
- Removed dodge reduction from assault stance
- Corrected SQ pet bar abilities to show accurate cooldowns
- Corrected WL pet bar abilities to show accurate cooldowns
- Corrected debuff type of Terrifying Roar and Shred to Curse from Ailment

[Combat Mechanics]

Secrets
-Precalculated DoTs no longer exist. They are calculated on tick time and recalculated on subsequent ticks for damage values.

-Abilities can now trigger off of DoT ticks, such as Quick Escape. This is consistent with the original game's behavior.

-DoT abilities now can be dodged, disrupted, parried or blocked on a per tick basis. If the first attack is disrupted/dodged/parried/blocked, no subsequent DoT ticks will happen. This includes parry's positional requirement. Each tick will take into consideration an avoidance check, and facing the target is no exception to this rule.

-Dodge/Disrupt/Parry now takes the opposing stats into consideration in a different way, by adding onto the 'high-end' of the 100 roll used for calculating the chance, with a hard cap of 75% of any of these. The proper formula is now used for calculating parry % from weaponskill/strength (and dodge/disrupt-appropriate stats, respectively, they're all the same), it is identical to the one in the client.

Parry/Dodge/Disrupt chance from tooltip:
double chance = (((defensiveStat) * 100) / ((target.EffectiveLevel * 7.5 + 50) * 7.5));
Contestion based on offensive stat:
double removedDefense = (((offensiveStat) * 100) / (((caster.EffectiveLevel * 7.5) + 50) * 7.5));
Final roll:
Choose random number between 0 and (removedDefense + 100). If random number is less than or equal to our chance to parry, then we parry.

-Block now follows a more live-like formula, similar to the parry formula but on a different weight. Identical to client's block formula. Has no cap.

-Mitigation has remained untouched. Most of the formulas were accurate enough. (especially toughness DPS decrease - which is now in effect)

-Support was added for tooltips of abilities' damage to match the client values with 99% accuracy. We expect to be pushing the 'real, displayed' values over time to the server. These are currently not implemented except on the server side of things, but it's worth a mention as this does significantly change some values.

[RvR]

Hargrim
- Victory points are no longer used to lock zone.
- Keeps Rank 6 are not available at this time.
- To rank keep to rank 1 or 2 you need at least 2 BOs.
- To rank keep to rank 3 or 4 you need at least 3 BOs.
- To rank keep to rank 5 you need at least 4 BOs.
- T2 and T3 oils should now be correctly spawned as T4 oils.
- Introduced concept of Realm Rank - your keep is the same rank as your whole realm, but you keep it after keep is lost. To check correct Realm Rank use .rvr command.
- Keeps now cannot derank below rank 3 if such rank was acquired.
- Outer postern is breachable when outer doors are destroyed and Keep is rank 3 or less.
- Inner postern is breachable when inner doors are destroyed and Keep is rank 2 or less. Happy funnels.
- Removed Renown microticks on BOs when Realm Rank is equal to 3 or more.
- Unoccupied BOs will now change their faction to neutral.
- Reintroduced rewards for killing oponents around BOs - it seem this was missing because reasons. All medallions dropped from defenses will be Soldier medallions, regardless of the zone.
- Conquered keep is now considered a Ruin - in the lord room BO flag is spawned and it increase the total number of BOs in the zone. All posterns are open in such ruin. This flag do not provide microticks, but you are rewarded for defending it.
- In case when realm that just lost keep had some rams and artillery pieces available it is possible to deploy them in the ruin that is controled by that realm.
- Introduced Draw mechanics - after 4 hours from keep inner doors first damage the zone will automatically lock granting both realms loser rewards and randomly determining which realm closed this zone. After this campaign progress to new zone. Bye bye 24 hour Kadrins Valley.
- New lock conditions:

Image

Amidala
Add Siege Merchants to every warcamp for T2,T3 and T4

[NPC]

Lheana
- Corrected the animation of several empire NPCs
- Removed some double spawns

[Public Quests]

Hargrim
- When Game Objects spawn NPCs the NPCs will say stuff, not Game Objects.
- Possibly corrected a bug that might cause Public Quest Game Objects to be incorrectly respawned before end of the PQ stage.

Lheana
- Destruction PQ 'Lair of the Blisterclaw': The PQ will now show the correct name; also the door inside this PQ is now openable
- Destruction PQ 'Kazad Urbar': GOs 'Pistolier Cover' now have to be killed during second stage; you will now also have to kill NPCs 'Commerce Smith' for this stage
- Destruction PQ 'Baradum': NPCs 'Baradum Miner' and 'Baradum Warrior' will now count for first stage
- Destruction PQ 'Duraz Dok': You will now also have to kill cannons for the first stage
- Destruction PQ 'Clarion Tower': Now fully functional
- Destruction PQ 'Duraz Deb': NPCs 'Anxious Traveler' will now count for first stage
- Destruction PQ 'Beer Barrel Bash': You will now also have to destroy barrels for the first stage
- Destruction PQ 'Ruinous Powers': NPCs 'Thorshafn Soldier' will now spawn during the second stage
- Destruction PQ 'Suderholm': NPCs 'Suderholm Villager' and 'Suderholm Fisherman' will now count for first stage; NPCs 'Suderholm Bucketier' will now spawn during the second stage; also changed the location of NPCs for last 2 stages
- Destruction PQ 'Holmsteinn Revisited': NPCs 'Nordland Scout' will now only spawn during the first stage; also changed the location of NPCs for second and third stages
- Destruction PQ 'The Wilds of War': You will now have to click on Traps for second stage, with surprise when clicking on it; you will now also have to kill NPCs 'Fruehauf Mutt' for last stage
- Destruction PQ 'Sacred Ground': Reworked the second stage
- Destruction PQ 'Salzenmund': Assigned to the different stages the NPCs in this PQ; last stage boss is now a Hero
- Destruction PQ 'Bells of War': You will now have to destroy the bell for the second stage; NPCs 'Knight of Felde' now also have to be killed for the last stage
- Destruction PQ 'Spirits of the Shadow': NPCs 'Shadow Protector' will now count for first stage
- Destruction PQ 'Krul'Gor Herd': Removed double spawns during second stage; NPCs 'Krul Drudge' will now spawn during last stage
- Destruction PQ 'Reaper's Circle': Reorganized NPCs in this PQ assigning them to the different stages
- Destruction PQ 'Wayshrine of Sigmar': NPCs 'Felde Flagellant' will once again spawn during the second stage; NPCs 'Striker Acolyte' will now spawn during the last stage
- Destruction PQ 'Ragash's Last Stand': NPCs 'Bloody Horn Gor' and 'Bloody Horn Bestigor' will now count for first stage
- Destruction PQ 'Griffon Outpost': NPCs 'Order Swordsman' will now count for first stage; assigned the NPCs to the different stages; added a 4th stage
- Destruction PQ 'Lursa's Blight': Assigned Nurglings and Plaguebearers to the different stages
- Destruction PQ 'The Blightstone Trolls': NPCs 'Blighted Troll' and 'Blighted Wolf' will now count for first stage; you will now also have to kill Blightstone Nurglings for last stage
- Destruction PQ 'Plague Altar': Reworked the first stage; assigned the NPCs to the different stages
- Destruction PQ 'Suderheim': Reworked the first stage and reduced the number of NPC spawns
- Destruction PQ 'Serpent's Fang Bandits': You will now also have to kill 'Lounging Bandit' for the first stage; assigned NPCs 'Hazelhof Wench' to the second stage
- Reworked the following Destruction PQs:
    > Destruction of the Weak
    > Pillage and Plunder
    > Fields of Woe
    > Mud Flats
    > Army of Faith
    > Knightly Riders

[Quests]

Razielhell
-Cultivating Decay fixed.

[Tickets]

Lheana
[7345] Trolls inside PQ area will now all count
[7366] Reduced the number of NPCs during the second stage
[10586] NPCs 'Grundadrakk Ranger' will now longer be marked as merchants
[7362] Last boss of the PQ is now a champion

Torquemadra
[10581] - Fixed
Image
[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

User avatar
Lektroluv
Posts: 173

Re: Patch Notes 13/10/17

Post#2 » Fri Oct 13, 2017 3:01 am

wargrimnir wrote:
Secrets
-Precalculated DoTs no longer exist. They are calculated on tick time and recalculated on subsequent ticks for damage values.

-Abilities can now trigger off of DoT ticks, such as Quick Escape. This is consistent with the original game's behavior.

-DoT abilities now can be dodged, disrupted, parried or blocked on a per tick basis. If the first attack is disrupted/dodged/parried/blocked, no subsequent DoT ticks will happen. This includes parry's positional requirement. Each tick will take into consideration an avoidance check, and facing the target is no exception to this rule.

-Dodge/Disrupt/Parry now takes the opposing stats into consideration in a different way, by adding onto the 'high-end' of the 100 roll used for calculating the chance, with a hard cap of 75% of any of these. The proper formula is now used for calculating parry % from weaponskill/strength (and dodge/disrupt-appropriate stats, respectively, they're all the same), it is identical to the one in the client.

Parry/Dodge/Disrupt chance from tooltip:
double chance = (((defensiveStat) * 100) / ((target.EffectiveLevel * 7.5 + 50) * 7.5));
Contestion based on offensive stat:
double removedDefense = (((offensiveStat) * 100) / (((caster.EffectiveLevel * 7.5) + 50) * 7.5));
Final roll:
Choose random number between 0 and (removedDefense + 100). If random number is less than or equal to our chance to parry, then we parry.

-Block now follows a more live-like formula, similar to the parry formula but on a different weight. Identical to client's block formula. Has no cap.

-Mitigation has remained untouched. Most of the formulas were accurate enough. (especially toughness DPS decrease - which is now in effect)

-Support was added for tooltips of abilities' damage to match the client values with 99% accuracy. We expect to be pushing the 'real, displayed' values over time to the server. These are currently not implemented except on the server side of things, but it's worth a mention as this does significantly change some values.



Maybe i missunderstood the concept, but over paper looks like a buff for tanks, and another nail in the coffin for physical range damage dealers, specialy Squigh Herder (after all those things changed in class: pet weapon dps nerf, spiked pet range nerf, moral 2 damage boost removal, untouched levels of armor mitigation, and now quick scape procing from DoT's ticks and even beign able of dodge that already laughtable damage...etc)

Dabbart
Posts: 1583

Re: Patch Notes 13/10/17

Post#3 » Fri Oct 13, 2017 3:14 am

I like the DoT change. Allows players to rearrange their attack rotations, so they can debuff right before the spike and everything will hit on debuffed stats. Also, vica versa. That DoT I cast on you when my Chosen was in range to debuff your resis/tough, once he is out of range you take less damage... More counterplay=good. Edit: Also, will this damage calc work for Channeled abilities too? It might of always been like that though... Edit2: Also, will this make Rear only attacks such as Burn Away Lies parryable upon the ticks?

Am I misunderstanding, or can you lock with a R6keep, 4 BOs, and never going anywhere near the enemy keep? And is there a timer for how long you need to hold the BOs, or just as soon as you meet the requirements, it Locks?

Will there be any displayable timer for the 4hrs?

Don't know if possible, but could there be an allowance on the 4hr timer incase an Inner door/Lord is under attack at the end? IE, both sides are fighting, get to inner and wipe. Shenanigans for 3hrs50min, 1side is now able to take the other keep, gets on inner/Lord then "draw". An incredibly rare occurance, but we'll need some stinky cheese to go with all that whine...

Avoidance changes look cool. Too tired to follow the math.

**** tons of work. As always, thanks for the time and effort! Much Waaagh.
Last edited by Dabbart on Fri Oct 13, 2017 3:17 am, edited 2 times in total.

User avatar
TenTonHammer
Posts: 3050

Re: Patch Notes 13/10/17

Post#4 » Fri Oct 13, 2017 3:14 am

pRDPS, especially SW and SH are still one of the easiest classes in the game to be effective with, nothing bad will happen if they and the obnoxious rdps dominance as a whole is toned back.

So it looks like stacking defensive renown is even more effective now especially the value of deft defender further increases

Which in turn is a further buff to BW's flashfire shenanigans
Image

User avatar
GodlessCrom
Posts: 753

Re: Patch Notes 13/10/17

Post#5 » Fri Oct 13, 2017 3:25 am

Yeah, Squigs and SW need not worry, youre fine. Also, does this mean Toughness was not reducing damage taken prior to this patch? And I am quite bad at math; are the avoidance changes a net buff to to avoidance gained via stats, a nerf, or no change? I.e. will my weapon skill now meaningfully impact my parry?
Rush in and die, dogs - I was a man before I was a king!

User avatar
Rydiak
Posts: 22

Re: Patch Notes 13/10/17

Post#6 » Fri Oct 13, 2017 3:28 am

Holy ****, this new RvR system is absolutely AMAZING! No more sitting around for three hours waiting for BO ticks to go by, this is just pure combat all the time. Even when losing it is so much better (and faster) than before. Bravo, devs!
RoR is miles ahead of WAR (live). Thank you, devs!

User avatar
Lektroluv
Posts: 173

Re: Patch Notes 13/10/17

Post#7 » Fri Oct 13, 2017 3:35 am

TenTonHammer wrote:pRDPS, especially SW and SH are still one of the easiest classes in the game to be effective with, nothing bad will happen if they and the obnoxious rdps dominance as a whole is toned back.

So it looks like stacking defensive renown is even more effective now especially the value of deft defender further increases

Which in turn is a further buff to BW's flashfire shenanigans



I disagree, the number of Squigh herder players has gone down, the number of kills in open RVR made by squigh herders had a traumatic reduction.

Obnoxious RDPS dominance? i never heard a word about the obnoxious dominance of mele tank trains in scenarios, and they are far better.
Last edited by Lektroluv on Fri Oct 13, 2017 3:58 am, edited 1 time in total.

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Redsun
Posts: 60

Re: Patch Notes 13/10/17

Post#8 » Fri Oct 13, 2017 3:57 am

Good changes in combat mechanics but do they work correctly?
A whole scenario and I didn't parry any guard damage. That seems strange.
Lengo - Fuzzh
Aranian

User avatar
DokB
Posts: 187

Re: Patch Notes 13/10/17

Post#9 » Fri Oct 13, 2017 3:58 am

Will the avoidance value check also factor in stuff like HTL or will it just use your base dodge/disrupt chance?
Zoggof - 40/70 Black Orc

User avatar
Torquemadra
Head Database Developer
Posts: 1951

Re: Patch Notes 13/10/17

Post#10 » Fri Oct 13, 2017 4:10 am

Redsun wrote:Good changes in combat mechanics but do they work correctly?
A whole scenario and I didn't parry any guard damage. That seems strange.


That was a bug, fix inc from secrets

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