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1.70J

Started by Caohmin, Apr 30, 2004, 03:46 PM

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Caohmin

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Dark Age of Camelot

Test Version 1.70j Release Notes

April 30, 2004


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NEW THINGS AND BUG FIXES


- The /range command now only works on object targets.

NEW FRONTIERS NOTES


- The Passage of Conflict dungeon is now open for exploration. This dungeon replaces the original three dungeons that led to Summoner's Hall in the old frontiers zones. Entrances to the Passage of Conflict may be found in Jamtland Mountains, Pennine Mountains, and Breifine. Please note that players may not yet reach Summoner's Hall.

- All ranged guards should now deal less damage.

- The PvP immunity timer in Frontiers regions has been changed to 5 seconds from 120.

- RvR death messages will now include region names when applicable (for example: Joe was just killed by Harry in Bratag Woods).

- Players will now receive "You have entered (zone name) messages" when you load into a new region.

- Combatants purchased off hookpoints now have their cost increased linearly from 10 to 75 based off of the upgrade level of the keep.

- Hookpoints that have become inactive, either through the object or monster being destroyed or their 30 minute timer expiring, will continue to block further purchases for a period of five minutes.

- Players only need a minimum of 3 towers to teleport into a keep. Taking only the towers to a keep will no longer allow players to cut off the supply line and teleportation into other keeps.


Realm Ability System

- With this version, all characters on Pendragon (including players not currently in the New Frontiers beta) are stripped and refunded of all realm abilities upon login. Please visit your class trainer to train in the new system.

- The first pass of the new Realm Ability system for New Frontiers is now in place for all Pendragon players to begin testing. For more information on the replacement of the Realm Ability system, please visit http://www.camelotherald.com/newfrontiers/realmabilities/index.php Please note that none of the class unique abilities have been implemented at this time.

- All realm abilities now have delve information. Players can view the details of the new realm abilities by clicking the "Info" button on the class trainer when highlighting an ability before training it, or by delving the ability on the character sheet once it has been purchased.


Siege Changes

- Siege operators will receive a "You missed the (target)" when they were using a piece of siege equipment with a specific target set and it misses.

- The radius affected by the cauldron of boiling oil has been reduced.

- The prices on the hookpoint siege engines have been increased.

- Ice ball and stone shot ammunitions now have in-flight animations.

- Hookpoint siege engines can no longer be salvaged.

TRADESKILL UPDATES


- Player-crafted instruments may now be dyed with regular enamels.

CAMELOT CLASSIC WORLD NOTES


Midgard

- The following trainers in Vindsaul Faste have been moved from behind the zone wall: Gunnolf, Dain, Kaisa, Ingemur, Eryk, and Mar.

TRIALS OF ATLANTIS WORLD NOTES


Volcanus Encounters

- Shades of Mist - Destroying the Long Black Cloak will now correctly return the cloak to the Aged Statue.


Item Notes

- Zahur's Bracer (Midgard) should now have the proper amount of hitpoints.


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You can dye instruments! I'm going to dye mine pink and then...nm.


Zutroy

I was looking over the new RA list and there's nothing I really wanna buy. I have to spend 5 extra points just to get the same purge and 2 extra points for the same MCL I have now. Our job-specific abilities (ichor and that AE DoT) are worthless in their level 1 forms so I don't think I'm gonna be buying either one of those.

Do we still have to buy the pre-reqs for passives?


Rosslyn

no pre-reqs for passives, I heard.

LOL, caoh, I think a nice pink flute would suit you very well.  Or should that be a mouth organ?  TromBONE?  The possibilities are endless.


Axecleaver

Zut the MoM looks to be the best buy for DD casters, since it now scales up. MCL is nearly worthless at 25% power for 5 points. The new focus thingy might be cool for your mezz. If I were you at 4.1 I'd take

purge 15
LW 1   1
MoM 3 (+12%)

Then you would spend 10 for MoM 4 (+19%) and 14 for 28%.

ALternatively you could buy that focus thing to get your mezz and roots up to level 50 effective.


Zutroy

I think I might consider getting Physical Defense II. That's 5% more absorb for only 4 points. At RR5 I might even pick up III for the huge 12% boost.

Zutroy

I just noticed archers can get this ability too, I think I'll pick up PD III for my scout and give it a try on pendragon. That'd be what? 19% + 12% = 31% absorb. Isn't that close to plate armor?

(Edited by Zutroy at 11:30 am on May 1, 2004)


Lifesbane

what im thinking about for my scout is: (4L5)
PD III, 12% reduction in melee/archery damage, 10 pts
Falcon's eye III, +17% to crit w/ bow, 10 pts
purge II, no delay/15 min recast, 15 pts
volley III, free with 45 bow spec

..i might switch some stuff out for TS II, which is passive 450 range TS...in which case i would probably drop to purge 1 and FE 2. im not sure what to do yet though.

(Edited by Lifesbane at 11:33 am on May 2, 2004)


Siddhartha

PD doesn't calculate like resists?

How do these things calculate? Also, they don't work against Elemental dmg.


Axecleaver

I think they calculate like resists. Plate is 34% so it would be similar... but at a lower AF. I am not sure exactly how that would work.

That's a good point sidd that people can use legendaries to get around archer melee invulnerability.


Zutroy

I guess now that I think about it, it's not that great of an ability. There's 3 things that lower melee damage: absorb, armor factor and resists. If this just adds 12% to resists, it isn't all that useful. Instead of getting hit for 500, it'll be 440. Big deal.

Still might be worthwhile for archers though.


Siddhartha

why might it be worthwhile for archers?

Sodom

Because cloth armor caps out at AF 51, while Leather, Studded, Chain, and Plate all cap at AF 102.

Zutroy

Archers are also a melee class so any advantage they get in that regard will help alot. If you're fightning an assassin 1v1, that 12% damage reduction could make up the damage difference in melee specs.

For casters, if someone's meleeing you, no matter how much damage they're doing, there's nothing you can do to fight back. If I'm stunned and have a champ chaining off anihilations on me, him doing 60 less damage isn't gonna do jack to help me win that fight.