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Update 20 Patch 1 -- LAMA RLS Notes 11222013
Nov 22nd, 2013 at 5:34pm
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https://www.ddo.com/forums/showthread.php/376772-Lamannia-Known-Issues-%28Last-U...

Lamannia Release Notes: Update 20 Patch 1

https://www.ddo.com/forums/showthread.php/376774-Lamannia-Release-Notes-(Last-Up...

Welcome to the Lamannia Release Notes for Dungeons & Dragons Online! These release notes were posted on Friday, November 22nd, 2013. These notes are subject to changes and additions... lots and lots of changes and additions.

News & Notes
We have started our changes to Randomly Generated items, starting with adding (some new and some old) mutations for Randomly Generated Weapons. Please note that the changes are not final, and we are still working towards providing variety without too much redundancy.

Randomly Generated Weapons:
NEW: The first pass on increasing the available mutations for Randomly Generated Weapons is now on Lamannia. (Details will see further adjustment in the future.)
Old Mutations that have been Restored:
Prefix
Crippling (targeted to be removed with the next Lamannia build)
Thundering
Ghost Touch (targeted to be removed with the next Lamannia build)
True Law
True Chaos
Seeker +2
Shocking Burst
Flaming Burst
Icy Burst
Acid Burst
Seeker +4
Wounding (targeted to be removed with the next Lamannia build)
Maladroit (targeted to be removed with the next Lamannia build)
Weakening (targeted to be removed with the next Lamannia build)
Seeker +6
Strength Sapping (targeted to be removed with the next Lamannia build)
Finesse (targeted to be removed with the next Lamannia build)
Anarchic Burst
Axiomatic Burst
Holy Burst
Seeker +8
Improved Roaring
Seeker +10
Dynamo (Lightning Strike)
Incinerating
Nightmare
Frozen
Magma
Cacophonic
Annihilating
Toxic
Suffix
Lesser Bane (targeted to be removed with the next Lamannia build)
Righteousness
Shattermantle
Slowburst
Puncturing (targeted to be removed with the next Lamannia build)
Bone Breaking (targeted to be removed with the next Lamannia build)
Enfeebling (targeted to be removed with the next Lamannia build)
Bane (targeted to be removed with the next Lamannia build)
Everbright
Greater Bane (targeted to be removed with the next Lamannia build)
Improved Shattermantle
Parrying (targeted to be removed with the next Lamannia build)
The following are also now available as Prefixes:
Fiery Detonation
This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 15d6 fire damage. A successful Fortitude save (DC 39) reduces this by half.
Freezing Gale
This weapon is imbued with a frigid wrath. On an attack roll of 20 which is confirmed as a critical hit this freezing power will be released, dealing damage to the target and all enemies near it for 15d6 cold damage. A successful Will save (DC 39) reduces this by half.
Acid Torrent
This weapon is imbued with a vitriolic wrath. On an attack roll of 20 which is confirmed as a critical hit this acidic power will be released, dealing damage to the target and all enemies near it for 15d6 acid damage. A successful Reflex save (DC 39) reduces this by half.
Electric Storm
This weapon is imbued with an electrifying wrath. On an attack roll of 20 which is confirmed as a critical hit this shocking power will be released, dealing damage to the target and all enemies near it for 15d6 electric damage. A successful Reflex save (DC 39) reduces this by half.
Radiance
This weapon is imbued with a brilliant, radiant power that deals an additional 4 to 24 points of light damage and blinds the target on a successful critical hit.
Steam
This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.
Greater Sunburst
This weapon blazes with the eternal fury at the heart of a sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes.
Arcane Detonation
This weapon is imbued with unfathomable arcane energies. On an attack roll of 20 which is confirmed as a critical hit this energy will be released, inflicting 15d6 force damage to the target and all other enemies near it. A successful Reflex save (DC 39) reduces this damage by half.
The following are also now available as Suffixes:
Aligned Transmutation (Aligned)
This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
Metaline Transmutation (Metalline)
This weapon transmutes into a form that is able to bypass any metal based Damage Reduction. (Adamantine, Alchemical Silver, Byeshk, Cold Iron, or Mithril)
New Suffixes:
Humanoid Bane
Humanoid Bane: On Hit: 1 to 6 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
Humanoid Bane II: On Hit: 2 to 8 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
Humanoid Bane III: On Hit: 3 to 12 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
Humanoid Bane IV: On Hit: 4 to 16 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
Humanoid Bane V: On Hit: 5 to 20 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
Humanoid Bane VI: On Hit: 6 to 24 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
Humanoid Bane VII: On Hit: 7 to 28 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
Natural Bane
Natural Bane: On Hit: 1 to 6 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
Natural Bane II: On Hit: 2 to 8 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
Natural Bane III: On Hit: 3 to 12 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
Natural Bane IV: On Hit: 4 to 16 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
Natural Bane V: On Hit: 5 to 20 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
Natural Bane VI: On Hit: 6 to 24 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
Natural Bane VII: On Hit: 7 to 28 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
Feeding
Feeding: On Vorpal Hit: Your target incurs one Negative level, and you gain +5 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
Feeding II: On Vorpal Hit: Your target incurs one Negative level, and you gain +10 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
Feeding III: On Vorpal Hit: Your target incurs one Negative level, and you gain +15 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
Feeding IV: On Vorpal Hit: Your target incurs one Negative level, and you gain +20 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
Feeding V: On Vorpal Hit: Your target incurs one Negative level, and you gain +25 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
Feeding VI: On Vorpal Hit: Your target incurs one Negative level, and you gain +30 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
Feeding VII: On Vorpal Hit: Your target incurs one Negative level, and you gain +35 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
Draining
Draining: On Vorpal Hit: Your target incurs one Negative level, and you gain +2 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
Draining II: On Vorpal Hit: Your target incurs one Negative level, and you gain +4 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
Draining III: On Vorpal Hit: Your target incurs one Negative level, and you gain +6 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
Draining IV: On Vorpal Hit: Your target incurs one Negative level, and you gain +8 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
Draining V: On Vorpal Hit: Your target incurs one Negative level, and you gain +10 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
Draining VI: On Vorpal Hit: Your target incurs one Negative level, and you gain +12 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
Draining VII: On Vorpal Hit: Your target incurs one Negative level, and you gain +14 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)


U20 Quests:
Winne Harker is in Eveningstar near the Mailbox. Speaking with her will grant and teleport you to the quest: A Study in Sable.
Only one player in the party can speak with a guest in “A Study in Sable” (this includes Sir Ebermund but not the servants). Additional players attempting to speak with the guest will receive an alert that someone is already talking to the NPC.
You will no longer get the wrong DM text when you show the rat to a guest who is not currently a thrall.
The butler will no longer walk away while you're talking to him. (It's so hard to get good help these days.)
Once Lord Sable dies, any surviving thralls (but not vampire spawn) become permanently stunned.
Monsters from A Study in Sable should now appear in the Monster Manual
Lord Sable can only be killed when he is in the light. Also, Lord Sable now uses the Eldritch Knight enhancement, Eldritch Tempest.
Experience has now been set.
"A Study in Sable" is now CR 26 (instead of CR 25.)
The end chest now has a chance of dropping new named loot.
The tooltip for Golem’s Heart now informs players that it allows “a 2% chance on your being hit to heal you for 20 to 120 Hit Points and deal 50 to 300 Electric damage to your surrounding enemies.”
The AoE damage from the Golem’s Heart Augment will no longer affect your allies.
+1[W] damage has been added to Hunter’s Slayer (Named Great Sword available from A Study in Sable) so it now does “(15-50) 3.50[2d6] + 8 Slash, Silver, Magic.”
Golem’s Hearts (Named Augment available from A Study in Sable) now have Minimum Level: 28
Talbron Tewn is in House Cannith near the Marketplace Entrance. Speaking with him will grant and teleport you to the quest: Brothers of the Forge (previously known as Whence Was I Born).
NEW: Scorpions in Brothers of the Forge will no longer burrow.
NEW: The final boss in the Brothers of the Forge quest now shoots his rune arm properly. His melee attacks are also now imbued with a small amount of force damage from his runearm.
NEW: Spotter Drones should no longer target you without line of sight.
Repair Drones have been adjusted to be more in line with regular enemies.
A number of bugs in Brothers of the Forge has been fixed. Including:
Turning in Brothers of the Forge to Talbron now presents an end reward list.
Experience has now been set.
The end chest now has a chance of dropping new named loot.
Deconstructors (Named Augment available from Brothers of the Forge) now have Minimum Level: 26


Reincarnation:
NEW: Heart Seeds will soon be introduced. These ingredients can currently only be obtained by turning in 100 Commendations of Valor, using the existing barter shop accessed by the Commendations of Valor themselves. Heart Seeds are Bound to Account and fit inside Ingredient Bags. You can turn in 42 Heart Seeds for either an Iconic True Heart of Wood or an Epic Heart of Wood.
Please note that Commendations of Valor are currently not opening their Barter Box, so you will not yet be able to see Heart Seeds on Lamannia.
We have revised how various Hearts of Wood can be earned in game. Heroic True Hearts of Wood will be untouched: they will remain available through Tokens of the Twelve. Iconic and Epic Hearts of Wood are still obtained through Commendations of Valor, but these Commendations have been moved out of Saga rewards and into end reward lists for all Epic Quests.
Commendations of Valor are now available in end reward lists of quests if the following is met:
The quest was run on any Epic difficulty, except for Casual.
You did not have a Quest (Experience) Ransack penalty when completing the quest.
Note that more Commendations show up for higher level quests.
Note that more Commendations show up for harder difficulties (Normal, Hard, Elite).
Commendations of Valor are a Bound to Character currency which fit in the Ingredient Bag.
If you remove the Commendations of Valor from your ingredient bag and doubleclick on them, a shop interface will open in which you can spend your Commendations of Valor for the following rewards:
Potion of Insightful Ability (+2) (Bound to Account) currently requires 40 Commendations of Valor on Lamannia.
Potion of Spellpower (+25) (Bound to Account) currently requires 35 Commendations of Valor on Lamannia.
Potion of Prowess (+2) (Bound to Account) currently requires 35 Commendations of Valor on Lamannia.
Iconic True Heart of Wood (Bound to Account) currently requires 4200 Commendations of Valor on Lamannia.
Epic Heart of Wood (Bound to Account) currently requires 4200 Commendations of Valor on Lamannia.
The exchange at the barter vendor in the Twelve to trade Tokens of the Twelve for a Heroic True Heart of Wood has been reinstated.
Tokens of the Twelve and Fragments of Tokens of the Twelve have been returned to the U13 “Web of Chaos” quest chain.
Heroic True Reincarnation:
Heroic True Reincarnation remains primarily unchanged.
Heroic True Reincarnation is not available for characters currently on an Iconic life.
You must be at least level 20 to Heroic True Reincarnate.
Grants +2 build points up to 36.
You gain a Class-based passive Heroic Past Life Feat.
This stacks up to 3 times.
You gain access to a Class-based active Heroic Past Life Feat.
The "Student of Artifice" past life is now being properly categorized with other Past Lives.
This requires using a Feat slot.
You lose all quest progress, including Favor, Raid completions, and Quest completions.
You do not lose Epic Destiny experience.
When generating your new character, you can choose between any classes or Iconics available to you.
If you choose a Non-Iconic Class, you will start at level 1.
If you choose an Iconic, you will start at level 15.
Iconic Cosmetic Armor will appear in your Reincarnation Cache when Reincarnating into an Iconic.
Iconic True Reincarnation:
Iconic True Reincarnation is only available for characters currently on an Iconic life.
You must be at the level cap (currently 28, eventually 30) to Iconic True Reincarnate.
Grants +2 build points up to 36.
You gain an Iconic Past Life Feat.
Slightly clarified wording of Morninglord past life. It provides +10 Light Spellpower, which grants +10 to alignment spells as usual (the alignment spellpower isn't +20).
This stacks up to 3 times.
You gain a Class-based passive Heroic Past Life Feat.
This stacks up to 3 times.
You gain access to a Class-based active Heroic Past Life Feat.
This requires using a Feat slot.
You lose all quest progress, including Favor, Raid completions, and Quest completions.
You do not lose Epic Destiny experience.
When generating your new character, you can choose between any classes or Iconics available to you.
If you choose a Non-Iconic Class, you will start at level 1.
If you choose an Iconic, you will start at level 15.
Iconic Cosmetic Armor will appear in your Reincarnation Cache when Reincarnating into an Iconic.
Epic Reincarnation:
Epic Reincarnation is available to both Iconic and Non-Iconic characters.
You must be at the level cap (currently 28, eventually 30) to Epic Reincarnate.
You must have enough Karma in one Epic Destiny Sphere to spend on your Epic Reincarnation.
You gain Karma for an Epic Destiny Sphere (Arcane, Divine, Martial, or Primal) when you gain experience and have any Epic Destiny from that Sphere active.
You can view your Karma by toggling to the Map View in the Epic Destinies UI.
You will not lose Karma from other, unselected, Epic Destiny Spheres.
To introduce Karma, your existing Epic Destiny experience is applied to Karma for each Sphere. This will only apply when logging in to U20 for the first time.
For example: If you have 1 million XP in Exalted Angel and 2 million XP in Unyielding Sentinel, your Divine Karma would be 3 million.
If you have any Epic Destinies with max experience, the corresponding Karma will also be maxed.
You retain your Epic Destiny progress.
You gain an Epic Past Life Feat.
Healing Power has been renamed to Power over Life and Death. It now grants Negative Energy Spellpower in addition to Positive Energy.
Colors of the Queen cooldown triggers has been reduced significantly, from 60/45/30 seconds to 30/20/10 seconds.
Bonuses have been increased to 3% for Energy Criticals, Doublestrike, and Doubleshot.
Added note to “Block Energy” Epic Past Life Feat that blocking does not require having a shield.
The Karma you spend will determine which Epic Past Life Feats are available for you to choose from.
For example: Spending Arcane Karma allows you to select an Arcane Epic Past Life Feat.
This stacks up to 3 times.
You should earn one extra Fate Point for every four Epic Past Lives you gain. (This is currently not applying properly on Lamannia, but a fix will arrive in a patch after U20 launch.)
You do not lose quest progress, including Favor, Raid completions, and Quest completions.
You do not lose Epic Destiny experience.
After Epic Reincarnating, you return to Level 20
You retain your Race and Class Levels.
You will spend a few minutes in Character Generation and then talk to the Life-Shaper on the Bridge Between – much like a Lesser +0 Reincarnation.
Lesser Reincarnation:
NEW: +0 Lesser Reincarnations no longer have the 3 day Reincarnation Timer.
Lesser Reincarnation remains primarily unchanged.
Lesser Reincarnation is available to both Iconic and Non-Iconic characters.
You can Lesser Reincarnate at any level.
The functionality of Greater Reincarnation has been incorporated into Lesser Reincarnation.
You do not lose quest progress, including Favor, Raid completions, and Quest completions.
You do not lose Epic Destiny experience.
For some more information and handy pictures, go here!
Epic Destiny Twist of Fate slots are cleared when you Heroic True Reincarnate or Iconic True Reincarnate.
Hearts of Wood have updated Tool tips.
Hall of Heroes (Forgotten Realms and Eberron) is now home to the Life-Shaper, your friendly new Reincarnation Guide!
The Entrance to the Eberron Hall of Heroes is in The Marketplace beneath the bridge to the West of the entrance to The Subterrane.
The Entrance to the Forgotten Realms Hall of Heroes is North of the Eveningstar Well.
Reincarnation Timers have been updated:
All reincarnation timers are now 3 days instead of 7 days.
There are three total reincarnation timers:
Lesser Reincarnation: Now only used by LR, since Greater Reincarnation functionality has been folded into Lesser Reincarnation.
True Reincarnation: This is used by Heroic True Reincarnation and Iconic True Reincarnation.
Epic Reincarnation: Used only by Epic Reincarnation.
This does mean you can perform an Epic Reincarnation immediately followed by Heroic True Reincarnation.
Every character now receives a free LR +0 token in their inventory on character creation or first login for existing characters.
Kruz ran into an unfortunate event while on vacation, so you won’t be able to find him at his normal location in House Jorasco or the Test Dojo. Swinging by his place in House J directs you to the location of the new Reincarnation Guide.
The XP curve while leveling has been adjusted. Current numbers on Lamannia are listed at the bottom of the Release Notes. (Numbers may see further adjustment in the future.)
It still takes 1,900,000 total XP to complete level 19 and reach level 20 on your first life.
Experience required to complete each level had been redistributed.
Second life = 150% First Life XP
Overall XP needed to complete Second life has been decreased from what is currently on Live. (Second life characters now need 289,250 less XP to reach level 20.)
Additional (3rd or above) life = 200% First Life XP
Overall XP needed to complete Third life (or fourth, etc.) has been decreased from what is currently on Live. (Third life characters now need 578,500 less XP to reach level 20.)
XP granted for Veteran Status I and II have been properly adjusted to match the new XP Curve


Quest Experience Changes:
The Epic XP formula has changed and the total amount of Epic XP in the game has been increased. (Base XP for Epic quests has decreased.) The old formula penalized longer quests and optionals. The new formula removes that penalty.
The first set of Heroic Quest Experience Changes is in! (Details may see further adjustment in the future.)
Experience for Desecrated Temple of Vol has been returned to the previous value:
Previous Base XP on Heroic Normal: 5344
“New” Base XP on Heroic Normal: 5344
Experience for 4 quests has been decreased:
Thrall of the Necromancer
Previous Base XP on Heroic Normal: 4622
New Base XP on Heroic Normal: 3499
Mining for Ancient Secrets
Previous Base XP on Heroic Normal: 3964
New Base XP on Heroic Normal: 2850
Reclaiming Memories
Previous Base XP on Heroic Normal: 3964
New Base XP on Heroic Normal: 3022
The Deadly Package: Agent of the Darguul
Previous Base XP on Heroic Normal: 847
New Base XP on Heroic Normal: 202
Experience for 28 quests has been increased: (was 16 previously)
The Keeper’s Sanctuary
Previous Base XP on Heroic Normal: 1612
New Base XP on Heroic Normal: 2951
The Crypt of Gerard Dryden
Previous Base XP on Heroic Normal: 1068
New Base XP on Heroic Normal: 1604
Devil Assault
Previous Base XP on Heroic Normal: 1900
New Base XP on Heroic Normal: 3037
Inferno of the Damned
Previous Base XP on Heroic Normal: 5896
New Base XP on Heroic Normal: 8044
Fear Factory
Previous Base XP on Heroic Normal: 3700
New Base XP on Heroic Normal: 4386
Missing
Previous Base XP on Heroic Normal: 4804
New Base XP on Heroic Normal: 5258
Thorn and Paw
Previous Base XP on Heroic Normal: 3133
New Base XP on Heroic Normal: 4227
Outbreak
Previous Base XP on Heroic Normal: 2263
New Base XP on Heroic Normal: 2912
Detour
Previous Base XP on Heroic Normal: 5050
New Base XP on Heroic Normal: 5528
Rest Stop
Previous Base XP on Heroic Normal: 2980
New Base XP on Heroic Normal: 3953
I Dream of Jeets
Previous Base XP on Heroic Normal: 4150
New Base XP on Heroic Normal: 4761
The Riddle
Previous Base XP on Heroic Normal: 4393
New Base XP on Heroic Normal: 5442
Storm the Beaches has increased again
Previous Base XP on Heroic Normal: 1828
New Base XP on Heroic Normal: 2153 (Was previously increased to 1884)
Bargain of Blood
Previous Base XP on Heroic Normal: 1540
New Base XP on Heroic Normal: 1778
Partycrashers
Previous Base XP on Heroic Normal: 2200
New Base XP on Heroic Normal: 2640
The Black Loch
Previous Base XP on Heroic Normal: 1732
New Base XP on Heroic Normal: 2268
The Lord of Eyes
Previous Base XP on Heroic Normal: 6000
New Base XP on Heroic Normal: 6570
Wrath of the Flame
Previous Base XP on Heroic Normal: 2321
New Base XP on Heroic Normal: 2566
The Tide Turns
Previous Base XP on Heroic Normal: 2020
New Base XP on Heroic Normal: 2657
Acute Delirium
Previous Base XP on Heroic Normal: 5327
New Base XP on Heroic Normal: 6036
The Lord of Stone
Previous Base XP on Heroic Normal: 3532
New Base XP on Heroic Normal: 5124
Undermine
Previous Base XP on Heroic Normal: 3532
New Base XP on Heroic Normal: 5355
Blown to Bits
Previous Base XP on Heroic Normal: 3534
New Base XP on Heroic Normal: 6243
Spies in the House
Previous Base XP on Heroic Normal: 4588
New Base XP on Heroic Normal: 7395
Bastion of Power
Previous Base XP on Heroic Normal: 5140
New Base XP on Heroic Normal: 7114
The Weapons Shipment
Previous Base XP on Heroic Normal: 3460
New Base XP on Heroic Normal: 6432
Power Play
Previous Base XP on Heroic Normal: 4565
New Base XP on Heroic Normal: 9709
Schemes of the Enemy
Previous Base XP on Heroic Normal: 4132
New Base XP on Heroic Normal: 10669


Recent Changes to Enhancements:
NEW: Players can no longer lose access to a tree if they took Arcane Archer racial enhancement, moved another tree into the last slot and then reset the racial tree.
NEW: The description of Wand & Scroll Mastery is less vague.
NEW: The Great Weapon Aptitude enhancement in the Human, Purple Dragon Knight, Warforged, Bladeforged, and Half-orc trees no longer requires any additional feats past Two Handed Fighting.
Eldritch Knight:
A new Enhancement Tree, Eldritch Knight, is now available for Sorcerers and Wizards.
Arcane Spell Failure reduction now correctly works on both Warforged and non-Warforged
Eldritch Strike now correctly costs 10 SP to use.
“Eldritch Shield” has been redesigned to stack three times.
“Eldritch Strike's” cooldown has been lowered from 15 seconds to 12 seconds.
“Eldritch Blade” (Core capstone)has been buffed - it now also gives +3d4 Force damage to your attacks while active.
The Sorcerer Eldritch Knight Tree no longer requires Wizard levels for a couple of enhancements.
Several Elf Arcane Archer Core Ability Enhancements have had their action point cost reduced from 2 to 1.
Both the Rogue and Drow versions of the Venomed Blades Enhancement no longer toggle off on zoning.
The cost of the "Critical Accuracy" and "Critical Damage" enhancements in all enhancement trees have been standardized to one Enhancement Point per rank. The cost of Critical Damage in the Ranger Tempest tree, and of both Critical Accuracy and Critical Damage in the Fighter Kensai tree have been lowered from 2 points per rank to 1 point per rank due to this.
Added or updated labeling on many enhancements that have antirequisites.
Rallying Cry, in both Warchanter and Purple Dragon Knight: The Saving throw bonus type has been changed from Morale to Action Boost. The text has been updated to clarify that the movement speed bonus is also of type Action Boost.
Cleric and Favored Soul Warpriest:
Smite Foe and Sanctuary no longer halt movement when you activate these abilities.
Artificer Arcanotechnician
Wand & Scroll Mastery (a Tier 1 Enhancement) now properly requires only 1 Artificer level.
Barbarian Frenzied Berserker:
Focus Wide tooltip no longer incorrectly states that you need to be enraged to trigger the effect.
Barbarian Ravager:
Laughter now grants two additional stacks of Fury on a critical hit, instead of one. It no longer grants an additional stack of Fury on a Vorpal hit.
Bard Spellsinger:
NEW: Musical Studies and Advanced Musical Studies will now properly increase your Bard Songs per rest
NEW: Spell Song Vigor now only affects a single target (as per its description)
NEW: Most Bard songs granted by Spellsinger enhancements now have shorter singing times.
Bard Warchanter:
NEW: Ironskin Chant no longer triggers when using Inspire Courage
NEW: All ranks of Inspire Recklessness now give their listed amounts of Doublestrike
NEW: Words of Encouragement's hitpoint effect is no longer listed as "Rallying Cry"
NEW: Victory Song is now a toggled ability that grants full Base Attack Bonus when activated
NEW: The buff from Howl of the North now persists through death, rest, and zoning.
NEW: Most Bard songs granted by Warchanter enhancements now have shorter singing times.
Fixed typo in tooltip for Words of Encouragement.
Favored Soul Angel of Vengeance:
NEW: The tier 1 ability Angelic Resistance no longer has the tier 1 ability Inquisition as a prerequisite.
NEW: Crown of Retribution now properly requires Shield of Condemnation as a prerequisite.
The capstone has gained an Amaunator option:
Ascendancy: Bolt of the Sun:
Passive: You gain +2 Charisma and +2 to the Diplomacy and Spellcraft skills.
Active: You are able to cast the spell Sunbolt without using spell points.
Crown of Retribution should now function.
Fighter Kensei:
Added a line to the Exotic Weapon Mastery tool-tip to clarify that it does not grant Weapon Proficiency with the listed weapons.
Monk Henshin Mystic:
Staff Training is now called Henshin Staff Training.
Way of the Clever Monkey now properly gives +2 energy resistance as soon as you select this enhancement.
Rogue Assassin:
Tool-tip for Dagger in the Back now clarifies that “This does not work with handwraps. Handwraps are considered Unarmed Combat, not Melee Weapons.”
Rogue Thief-Acrobat:
Staff Training is now called Acrobat Staff Training.
Sorcerer Elemental Savants:
Awaken Elemental Weakness no longer stops your movement when it is activated.
Drow
Fixed several issues with the Drow racial enhancement tree where enhancements could be semi-lost or made inaccessible after logging out and logging back in. Enhancements fixed include Venomed Blades, Spell Resistance, and Venom Lore.
Fixed an issue where the Drow racial enhancement tree would reset when points were spent in Epic Destinies.
Half-Orc
NEW: Half-Orc Raging Crush now gives the three uses per day it says it does. Note that you may need to reset your Half-Orc enhancements and take the ability again to get the correct number of uses.


Sagas:
You should now receive credit towards a Saga for completing a Quest if you were dead when the quest completed.
Sagas no longer have Commendations of Valor available in their Rewards List. Information regarding Commendations of Valor has been moved to the Reincarnation Section of the Release Notes.
Two of the Saga NPCs in the Harbor, near the wall, have moved a little. Look for them across the water and around the bend. (Gatekeeper Grazla and Eclesta Xillian are now East of the Spinner’s Prison.)
New Eveningstar saga NPCs are now sporting their triple-chalices before you talk to them.
The Gianthold saga NPCs have filed paperwork for newer, better names. (Infernys is now known as Tiragonis and Prooj is now known as Paddrog.)
The "Chosen of Mystra" saga is now "The Planeswalker's Path" saga.
Quest Journal text should now be correct.
End of Eberron saga: Grazla/Gizla will now correctly list “The Deal and the Demon” and “Trial by Fury” as complete when you complete the respective quest.
The Planeswalker’s Path saga (previously known as Chosen of Mystra saga): Istine Madrovelle will now correctly list “Detour,” “Rest Stop,” “A Stay at the Inn,” and “Lost in the Swamp” as complete when you complete the respective quest.
In the Wastes of Gianthold: Tiragonis and Paddrog (previously Infernys and Prooj) will now correctly list “The Crucible” and “A Cabal for One” as complete when you complete the respective quest.


Mabar:
Mabar festival augments can now be unslotted with the Jeweler's Tool Kit. (Note that this fix should reach Live with Update 20.)
+6 Tomes are no longer a reward option available at the Signet Trader. (Already on Live)
Draughts of Midnight now also grant Motes when killing non-undead monsters while in Delera's Graveyard. (Already on Live)
Lich Dust and Vampire Fangs no longer drop from monsters in Delera's Graveyard. They can now only be obtained by trading in Motes. (Already on Live)
Vampire fangs used to cost 500 motes. Now they cost 100 motes
Lich Dust used to cost 1500. Now they cost 200 motes.
If a Spectral Dragon fight fails because an Altar was destroyed, players now receive their Ethereal Keys back. (Already on Live)
While in a Level Banded instance of Delera's Graveyard, all monsters found in that instance will count as appropriate for rewards as long as your character level isn't higher than the Level Band's maximum level. (Already on Live)
The Signet Trader will now open its barter box after asking about Signets.


Miscellaneous Changes:
Temple of Vol now requires 1 gold key and 1 silver key (rather than 2 gold keys) in order to progress.
Experience Point rewards have been increased in the three highest roll result categories of both the Silver and Gold Daily Dice.
With Reincarnation and the Experience Curve being updated, we have made two new Otto’s Irresistible Boxes:
Heroic Otto’s Irresistible Box:
1 Stone of Heroic Experience (2 million XP)
The XP grant can be increased by using Experience Elixirs or acquiring other XP-boosting effects before using the stone.
This item is tradable.
5 Superior Experience Elixirs
5 Major Slayer Count Boosts
5 Huge Jewels of Fortune
5 Siberys Spirit Cakes
3 Greater Siberys Spirit Cakes
1 Complete Reincarnation Timer Reset
Your choice of either a Cyan Gelatinous Cube Creature Companion or 65 Astral Shards
Epic Otto’s Irresistible Box:
1 Stone of Epic Experience (2 million XP)
The XP grant can be increased by using Experience Elixirs or acquiring other XP-boosting effects before using the stone.
This item is tradable.
5 Superior Experience Elixirs
5 Major Slayer Count Boosts
5 Huge Jewels of Fortune
5 Siberys Spirit Cakes
3 Greater Siberys Spirit Cakes
1 Complete Reincarnation Timer Reset
Your choice of either a Red Gelatinous Cube Creature Companion or 65 Astral Shards
Bags are no longer allowed in Guild Chests.
NPC Collectors who trade for Augments now have their desired collectable name displayed in their title.
Vampires have been modernized to look and act better:
Named Vampires will now properly wield the mace and shield they always thought they had (but were invisible).
They should no longer be invisible in Mabar.
They should be more responsive and slide around less.
Phasing and dominate now have minimum cooldown timers.
Vampires no longer die in a cloud of bats, so you can tell the difference between death and phasing. They instead burn up like the fire fatality.
Updated the fire death fatality.
Lamannia Only: The Test Dojo now has Respawning Hearts of Wood (of various kinds). They are available near the Life-Shaper in the Dojo.
Lamannia Only: The Test Dojo now has Respawning Reincarnation Timer Reset Potions (of various kinds). They are available near the Life-Shaper in the Dojo.
As an apology for the issues with Raid 20th completion reward lists, a Raider's Reward Box should appear in your inventory if you meet one of the two prerequisites:
You have completed a Raid on your current life. (This does not include Chronoscope or Tempest Spine.)
You have performed a TR since U19.
On reaching 5,000 total favor, a character now can speak with Nyx in the harbor to receive a +5 Ability Tome of their choosing.
Kobolds have been updated to look and behave better!
Cannith Challenge items now interact properly with Cannith Crafting, and may now be disjuncted and re-crafted as many times as desired. Additionally, the minimum level required to equip the Spare Hand, Rock Boots, Bracers of Wind, Cloak of Flame, Ring of the Stalker, and Blasting Chime has been reduced by one. (Already on Live)


Bug Fixes:
NEW: Slayer Count Boost potions will now correctly add the new longer duration of 1 hour if you drink one while already having one active. Since U20, they were giving 1 hour on first use but only 30 minutes if used while already having one active.
NEW: The Unyielding Sovereignty feat now properly removes Negative Levels and the Death Penalty.
NEW: Players should no longer become flagged as Iconic when they are not Iconic.
NEW: Iconic starting armor and shields now properly has a race requirement.
NEW: The level 22 hireling Sledge is no longer immune to positive energy healing.
NEW: The tooltip for the "Draconic Fury" buff now properly states that it has a duration of 20 seconds.
NEW: Waterworks Exit Waypoint is now correctly labeled "Stormreach Harbor"
Purple Dragon Knights no longer shrink after Reincarnating.
Fixed a case where A Small Problem could not be completed on Epic Elite difficulty.
The Burden of Guilt effect should no longer affect characters on Lamannia. If you still encounter this debuff, please bug it.
Epic Destiny Map View will now consistently show which destinies are available to claim when a player is talking to the Fatespinner to activate epic destinies.
The letter you receive for reaching Harper Scout favor status no longer contains DNT text.
When you respec your pet’s enhancements, you are notified that it costs Platinum (based on character level).
Some texture issues with Eberron gargoyles have been fixed.
Artificer: The Feats Lesser and Greater Dragonmarks of Making, which have been converted into enhancements rather than feats, have been removed from the list of possible Artificer bonus feats (at levels of multiples of 4).
The Harbor map has been updated!
The -100% Doubleshot after-effect from Manyshot and Ten Thousand Stars is now visible in the upper left corner as an effect.
A small variety of Monster Manual fixes, new entries and more duplicates now count:
Shen Kulle should now get added to your Elf Monster Manual when you kill him.
Haywire should now get added to your Dwarf Monster Manual when you kill him.
Marek Malcanus should now get added to your Halfling Monster Manual when you kill him.
Prelate Vendisto should now get added to your Human Monster Manual when you kill him.
Cellimas should now get added to your Human Monster Manual when you kill her.
Beholder Boozer should now get added to your Beholder Monster Manual when you kill it.
Quixxellops should now get added to your Beholder Monster Manual when you kill it.
Gnomon should now get added to your Rakshasa Monster Manual when you kill him.
Druuhl should now get added to your Hill Giant Monster Manual when you kill him.
Garggalor should now get added to your Gargoyle Monster Manual when you kill it.
High Cultists should now get added to your Human Monster Manual when you kill them.
Deadheart Pack Wolves should now get added to your Wolf Monster Manual when you kill them.
Hill Giant Shamans (from Ruins of Gianthold) should now get added to your Hill Giant Monster Manual when you kill them.
Male Rioting Prisoners should now get added to your Human Monster Manual when you kill them.
Male Condemned Burglars should now get added to your Human Monster Manual when you kill them.
Male Condemned Deadeyes should now get added to your Human Monster Manual when you kill them.
Male Condemned Enforcers should now get added to your Human Monster Manual when you kill them.
Male Condemned Trapsmiths should now get added to your Human Monster Manual when you kill them.
Male Condemned Thugs should now get added to your Human Monster Manual when you kill them.
Male Netherese Mages should now get added to your Human Monster Manual when you kill them.
Male Netherese Archwizards should now get added to your Human Monster Manual when you kill them.
Netherese Arcanists should now get added to your Human Monster Manual when you kill them.
Gargoyles (from Wheloon) should now get added to your Gargoyle Monster Manual when you kill them.
Granite Gargoyles (from Wheloon) should now get added to your Gargoyle Monster Manual when you kill them.
Winter Wolves (from Storm Horns) should now get added to your Wolf Monster Manual when you kill them.
Dwarf Priests should now get counted in the Dwarf Monster Manual.
Deceived Spirit should now count in the Wraith Monster Manual.
Ancient Wizards were counting as Madstone Sentries, so we have renamed the Ancient Wizards to be Madstone Sentries.
Ancient Warriors were counting as Madstone Defenders, so we have renamed the Ancient Warriors to be Madstone Defenders.
Healing Scorpions were counting as Nesting Scorpions, so we have renamed the Healing Scorpions to be Nesting Scorpions.
Lightning traps should now display correctly again.
The religion feat "Undying Call" now works properly again.
Fixed a couple of stuck spots in the Harbor.
Fixed the voiceovers for the Fall of Truth. It should no longer repeat the same line incessantly.
Some Epic traps were dealing Normal trap damage on Hard difficulty. These traps have been fixed.
Gnomon in Lords of Dust will once again acknowledge the Silver Flame.
Gavin Bell in the Inspired Quarter will once again recognize members of both the Silver Flame and the Sovereign Host.
In The Lord of Blades raid, Cutlass will recognize Bladeforged as one of the faith.
Campaign System festival notifications will now appears in both Halls of Heroes.
Hostages in Impossible Demands can no longer be "saved" after Vicala dies.
Rise of the Phoenix is now less picky about what you have targeted when it is activated.
Gash the Outfitter now lists “Close Window” as his second dialogue option.
The "Life Stealing" effect now functions as described on all items that it can appear on.
The Epic feat Holy Strike now properly works with melee attacks.
The quests "The Lords of Dust" and "Servants of the Overlord" should now always have enemies of proper CR on all epic difficulties.
DM Voice Lines no longer overlap at the beginning of Tracker's Trap.
The orbs in Prison of the Planes can no longer be destroyed.
Extractor Mapnotes in the Kobold Island Challenges are a lot more responsive to monster attacks than before.
Zombie Pirates in Crystal Cove no longer have oddly-colored bodies. Well, at least no more odd than regular rotting flesh.
Death Aura and Lesser Death Aura now have tooltips text clarifying their Fortitude saves.
Kobolds in Crystal Collection Challenges have regained knowledge of how to use Teleporters and Dimension Doors. (Already on Live)
Ranged weapons from Cannith Challenges will once again function properly. (Already on Live)
Corrected an issue where an extra Heroic chest was spawning alongside some Epic Chests in several quests on Epic Hard and Epic Elite. (Already on Live)

TLDR for me. Enjoy! Cheers! Tongue! Smiley! Cheesy!
« Last Edit: Nov 23rd, 2013 at 3:40pm by TractorsareEpic »  
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Meat-Head
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #1 - Nov 22nd, 2013 at 5:40pm
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I noticed no heal amp coming back.

Also, they still don't have the semi-old semi-new effects taken out like

Mangling, Mauling, etc.
  

A half-dozen boss Vaulties donated generously with real money to my classroom during a fundraiser in May 2015 to get poor kids books to read. I won't forget that. They know who they are, and they freaking rule.

Disavowed wrote on Apr 19th, 2016 at 1:51pm:
Once you meat your personal goal you might want to give that some consideration.

Artorias wrote on Feb 10th, 2016 at 2:15pm:
Good grief Meat, you're hopeless. You would label the simple act of taking a shit as someone obeying the divine law of nature to leave a proof of existence.
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #2 - Nov 22nd, 2013 at 5:50pm
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LOL that's an awesome way to deal with burden of guilt.



*Borat voice* NOT
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #3 - Nov 22nd, 2013 at 5:56pm
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Yay, at least a little love for bards Smiley
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #4 - Nov 22nd, 2013 at 5:57pm
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And for those who don't like missing lists, here's the original link:
https://www.ddo.com/forums/showthread.php/376774-Lamannia-Release-Notes-(Last-Up...)
  

That's not opinion, that's science. And science is one cold hearted bitch with a 14 inch strap on.
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #5 - Nov 22nd, 2013 at 5:58pm
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Well if you use a cake, you can continue to exploit.
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #6 - Nov 22nd, 2013 at 5:59pm
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rest wrote on Nov 22nd, 2013 at 5:58pm:
Well if you use a cake, you can continue to exploit.


p2buttsexpolit
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #7 - Nov 22nd, 2013 at 7:24pm
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A friend of mine was saying the other day ....these guys are idiots...i think he is right.....cant raise on lam....lame.
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #8 - Nov 23rd, 2013 at 12:35am
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Turbine will find a way to monetize exploits, then they become WAI.
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #9 - Nov 23rd, 2013 at 2:40am
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Heal amp should be made into augments already.
Yellow would be perfect color:
lvl28: 30%
lvl24: 25%
lvl20: 20%
lvl16: 10%
lvl12: 5%

Now that would be fucking great,
but who am I kidding they never get these things right Sad
  

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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #10 - Nov 23rd, 2013 at 4:41am
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Alex DeLarge wrote on Nov 23rd, 2013 at 2:40am:
Heal amp should be made into augments already.
Yellow would be perfect color:
lvl28: 30%
lvl24: 25%
lvl20: 20%
lvl16: 10%
lvl12: 5%

Now that would be fucking great,
but who am I kidding they never get these things right Sad


I think it'd suit blue more, but either way, it's nice to pretend.
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #11 - Nov 23rd, 2013 at 4:44am
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Neru wrote on Nov 23rd, 2013 at 4:41am:
I think it'd suit blue more, but either way, it's nice to pretend.

yellow needs worthwhile things to put in it though.
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #12 - Nov 23rd, 2013 at 5:33am
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that's only weapon stuff...

There's nothing from all the other kind of items.

  

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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #13 - Nov 23rd, 2013 at 6:28am
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Flav wrote on Nov 23rd, 2013 at 5:33am:
that's only weapon stuff...

There's nothing from all the other kind of items.


Note the "next Lamannia Build" in the release notes. This sounds like 20.1 isn't done yet, and we are to witness some work in progress, at least on Lamannia.

One can hope that the final build of 20.1 will be done with the weapon affixiation. After all, DocLoot mentioned "feedback". It's possible that feedback will influence how fast the lamannia builds converge.

There's also a thread which mentions that weapons are the focus of this patch: https://www.ddo.com/forums/showthread.php/430864-Possible-Loot-Diversity-Changes...

Here's what the guy says about this lamannia patch:
Quote:
Hi all! Some changes to random loot are now live in Lamannia. Namely, a bunch of "classic" weapon affixes have returned to the pool. I would like to state this right out and as clearly as possible - this is an early glimpse of the first stage of our work to address the random loot diversity issue. Among other things, this means:


a) There are some affixes in here that we already know we're taking out. Ghosttouch and some of the old banes snuck into the Lamannia build, but they are already out back here at dev central.


b) You won't see any of the shiny MotU affixes. We're working on them, but due to some technical considerations, they couldn't just be taken off the shelf and plopped back in the game. We anticipate adding these as we can, soon.


So please bear with the couple of undesirable affixes I've mentioned, and let us know how you feel about the loot drop frequency and nature of the other re-animated affixes. And thanks - your feedback is appreciated!

I really like the transparency in this.
« Last Edit: Nov 23rd, 2013 at 6:37am by aDifferentHandle »  

That's not opinion, that's science. And science is one cold hearted bitch with a 14 inch strap on.
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #14 - Nov 23rd, 2013 at 7:40am
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aDifferentHandle wrote on Nov 23rd, 2013 at 6:28am:
I really like the transparency in this.


Wow, yeah,that's awesome. I wonder how long he'll last. If those incompetent morons could learn from this guy, I might actually start paying them again.
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #15 - Nov 23rd, 2013 at 7:53am
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heal amp in yellow would be very welcome, so ofc it wont happen

but if it were I think it should get the ex skill/dodge treatment first, but due to the currently stacking nature and high incoming damage on ee it should not only be double, more 30% -> 75% or even 90%
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #16 - Nov 23rd, 2013 at 8:02am
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Quote:
heal amp in yellow would be very welcome, so ofc it wont happen

but if it were I think it should get the ex skill/dodge treatment first, but due to the currently stacking nature and high incoming damage on ee it should not only be double, more 30% -> 75% or even 90%

With how heal amp works, NO. We don't need cure serious pots healing for amounts that high.

Edit: More to the point, heal scrolls would be in the 400's. Without racial, paladin, ship, monk or pastlife hamp. Just a heal amp stick and a plain scroll.
« Last Edit: Nov 23rd, 2013 at 8:05am by [some shit] »  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #17 - Nov 23rd, 2013 at 8:28am
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Heal amp is bound to be nerfed at some point. Then the items will return.
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #18 - Nov 23rd, 2013 at 8:41am
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Neru wrote on Nov 23rd, 2013 at 4:41am:
I think it'd suit blue more, but either way, it's nice to pretend.


I agree that it would suit blue more, but blue is already crowded and there isn't much worth slotting in yellow.  It would be nice to see more available for poor Ol' Yeller.
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #19 - Nov 23rd, 2013 at 9:33am
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[some shit] wrote on Nov 23rd, 2013 at 8:02am:
With how heal amp works, NO. We don't need cure serious pots healing for amounts that high.

Edit: More to the point, heal scrolls would be in the 400's. Without racial, paladin, ship, monk or pastlife hamp. Just a heal amp stick and a plain scroll.


you do realize that i meant for different hamp % from gear to no longer stack thus the doubling(or more)?

and what is bad about heal scrolls hitting for 400 when mobs hit you for the same or more ?
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #20 - Nov 23rd, 2013 at 10:19am
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Quote:
you do realize that i meant for different hamp % from gear to no longer stack thus the doubling(or more)?

and what is bad about heal scrolls hitting for 400 when mobs hit you for the same or more ?


Either you're talking about spells (Disintegrate) or you dont have enough fort. What mob is hitting you for 400 consistently in one swing, and why do you have 0 PRR?

Or are you talking about the shadarkai in EE Thrill of the Hunt? Because I guess I can name two outliers and claim it as "mobs hit for this much". In EE Von1, those hobgoblins only hit for like 12. Clearly EE damage needs to be scaled up.

Roll Eyes
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #21 - Nov 23rd, 2013 at 10:55am
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gianthold ee skellies, cleave for like 400ish, with the prr of the toon i run most of my ee with still 300ish
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #22 - Nov 23rd, 2013 at 11:03am
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Quote:
gianthold ee skellies, cleave for like 400ish, with the prr of the toon i run most of my ee with still 300ish


Okay... that's still the exception, not the rule. Anyhow, I guess doubling healing amp and making it not stack could work, but it's also another system overhaul just for the sake of overhauling it. Healing amp works fine as it is. Add it to a yellow slot, don't do another revamp just for the lulz.
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #23 - Nov 23rd, 2013 at 11:07am
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[some shit] wrote on Nov 23rd, 2013 at 8:02am:
More to the point, heal scrolls would be in the 400's. Without racial, paladin, ship, monk or pastlife hamp. Just a heal amp stick and a plain scroll.

I dunno, healing with scrolls would be more worthwhile then...  As it is tossing 100 hp at someone with 1000 seems kind of useless.
  
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Re: Update 20 Patch 1 -- LAMA RLS Notes 11222013
Reply #24 - Nov 23rd, 2013 at 11:13am
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Goaticorn wrote on Nov 23rd, 2013 at 11:07am:
I dunno, healing with scrolls would be more worthwhile then...  As it is tossing 100 hp at someone with 1000 seems kind of useless.


Who the hell has that little healing amp?
  
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