Patch message Oct 16th
October 16, 2002 3:00 am
------------------------------
** Odd New Objects in the Land **
Folks across Norrath and on Luclin have reported seeing odd new objects in various locations. They appear to be some sort of magical portal, though local spell casters have yet to discover how they arrived or exactly what their purpose is. They have determined, however, that these objects are slowly building in power. Attempting to use these portals at this time can have unexpected results. Experts recommend that adventurers avoid these objects until they know more. For more information on these odd devices, visit www.planesofpower.com
** Important Notice Regarding Alternate Advancement Reimbursement **
Due to the changes made to Manaburn, Rods of Mystical Transvergence and a previous change to Innate Regeneration, we are reimbursing several Alternate Advancement (AA) abilities.
Once you log in today, if you have any of these abilities, please check your AA window immediately! If you have more than 30 unspent points, IT IS VERY IMPORTANT that you make certain that your character has 30 or fewer AA points before The Planes of Power launches on October 21st! The return of these AA points may put your total number of unspent points over the 30 point maximum. Your pool will be reduced to 30 the first time you log in after the launch of Planes of Power on October 21st.
We will be refunding all Alternate Advancement points in the following abilities:
Refunded Alternate Advancement points may be spent in any way you choose. None of these abilities is being removed, and of them only Manaburn is changing.
NOTE: Cannibalization, Gather Mana, and Mind and Body Rejuvenation will not function if you do not have the necessary prerequisite, Mental Clarity 3.
** Alternate Advancement **
- Mana Burn can be cast on any given target only once every minute
- Spell Casting Fury and Soul Abrasion will now stack
- Fixed Spell Casting Mastery
- Illusion Tree and Minor Illusion will no longer be affected by Permanent Illusion
- Fixed Purify Soul, it should now cure poison, disease, damage over time spells as initially intended
- Reduced the reuse timer on Divine Resurrection from 72 hours to 36 hours
- Reduced the reuse timer on Mend Companion from 144 minutes to 36 minutes
- Reduced the reuse timer of Warcry from 72 minutes to 36 minutes. Increased its duration from 5 seconds per rank of the ability to 10 seconds per rank of the ability
** Defensive Changes **
- Decreased a monk's ability to mitigate damage (please see the Developer's Update on www.everquestlive.com for more details)
- Improved the ability of Paladins, Shadowknights, Warriors and Bards to mitigate damage in some situations
- Upgraded Warrior dodge cap to 190
- Upgraded Paladin, Shadowknight and Bard dodge cap to 170
- Upgraded Ranger and Beastlord dodge to 170 and defense to 240
** Spells **
- Complete Healing will now heal a maximum of 7,500 hit points
- The Rod of Mystical Transvergence spell has been altered. The spell has been renamed to "Mass Mystical Transvergence". When cast, this spell summons a Rod of Mystical Transvergence for everyone within 300 feet. This rod is no drop and contains 3 charges of Mystical Transvergence. Each charge restores 360 mana at the cost of 450 health. A player may only use a charge from the rod once every 5 minutes.
- Additionally, there is a new "Rod of Mystical Transvergence" spell for sale in the Bazaar. This is a single target spell that summons a rod with 3 charges of Mystical Transvergence. This rod has the same abilities and restrictions listed above. This spell is a targeted summon that costs 400 points of mana to cast.
- Changed the way Focus stacks with other strength and dexterity buffs
- Circle of Seasons will overwrite Resist Cold
- Dance of the Blade should now stack with McVaxius's Rousing Rondo
- Harness of Spirit and Rage should now stack properly
- Fufil's Curtailing Chant should now stack with Occlusion of Sound
- Protection of the Glades should now overwrite Blessed Armor of the Risen
- Blessed Armor of the Risen should now stack with Lunar Whispers
- Fixed a bug that was causing some applications of spells and ranged attacks from great distance to go unnoticed by NPCs
- Contact Innates (such as Boon of the Garou) should now be working for bards
- Fixed a bug that would sometimes cause helmets and sometimes hair to disappear after an illusion was cast
- Bard songs should now blink on recipients other than the bard
** Interface **
- New Alarm feature added. When you first log in you will see a pop up asking if you wish to set an alarm and if so for how long. There is also an option to choose to never see that pop up again. If you choose this option you will need to set ShowAlarmWindow=TRUE in your eqclient.ini file in order to see the pop up again. The alarm will trigger after the time you set has elapsed, no matter what character you are playing on whatever server, up until the moment you log out.
- /played now displays how long you have been playing this session and, if an alarm has been set, how long until that alarm sounds.
- /pet sit down should now work on charmed NPCs
- Added 3 new context menu options for chat windows: Reply To, Tell a friend, Tell a Raidmember (for future use). Each of which has a submenu containing the list of Reply targets, Friends, or Raidmembers, as appropriate. Clicking on the player's name will place "/tell <name>" on the chat entry line, and move the focus there, closing the menu.
- Changed /loadskin. It now brings up a window that will allow you to select a skin from a list, determine whether to use the INI or not, then load the skin.
** Beastlords **
In order to allow us to better tune warders, we have made changes to the way that these pets work. Previously a Beastlord would summon a pet using an ability button and then use level-appropriate buff spells to increase the pet's level. Because of the way this mechanic works, it was very difficult to tune these pets. Hopefully this will have the side benefit of making things a little easier on Beastlords by reducing the number of steps required to cast the pet.
Beastlords will now summon their pets using spells rather than an ability. The series of spells that was previously used to buff the pets will now simply summon the appropriate pet.
Unfortunately, these pets will no longer zone with the Beastlord, and will need to be resummoned (instead of rebuffed) after zoning.
We have made some adjustments to these pets already.
- Added the casting time reduction that is already in place for Paladins, Rangers and Shadowknights to Beastlords
** Items **
- Merchants now highly value the Staff of Forbidden Rites and will only sell them at an extremely high price.
- Dance of the Blade should once again stack with Nature's Melody and Song of the Deep Seas
** Trade Skills **
- Made it slightly easier to get skill increases while doing Tailoring, Tinkering, Smithing, Baking, Brewing and Alchemy. Made it slightly more difficult to get skill increases with Pottery and Fletching
** Miscellaneous **
- Player Character corpses with no items will decay in 3 real life hours, not 7 days
- Fixed a bug that was causing Lay Hands to not heal enough damage
- Zoning while on a horse on a boat will no longer cause you to appear on the other side in the water
- /face (face picker) will no longer work while under the effects of an illusion
- Taunt should be more effective and more dependent on the level of the Taunt skill for PC's and NPC's below level 60.
- Levitation can no longer be cast on Traders in the Bazaar
** List of UI files updated or added with this patch **
Greetings Norrathians! The portal to the San Francisco Fan Faire has been updated to include a full schedule, forums, hotel information and more. Registration is still open but the reservations are going fast. If wish to join the fun, teleport over to: everquest.station.sony.com/fanfaire/ to reserve your spot and see what's new! Those of you who have already registered, we'll see you on the weekend of November 8th in San Francisco!
Ansd of course poison making don't get any easier...
As usual nothing for us.
Dazzler Twodirks High Speed Quisinart for Hire Guildleader of the Blades of Honor
Monsters Slain, Pockets Picked, Corpses Dragged, and more.
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Andryhanel Registered User
Posts: 6
(10/16/02 4:19 am) Reply
Re: Patch message Oct 16th
added at 8am
# Mana Burn will only land any given target only once every minute. If a cast of Mana Burn is unable to land, the timer will not be used.
# Spell Casting Mastery once again works in the same manner that it did before the previous patch
## Encounters ##
Due to the number of Luclin encounters requiring original Rods of Transvergence to be defeated by a reasonably sized force, a number of those encounters have been be re-tuned to shorten their duration.
# Fixed an issue that was causing zones to crash in some circumstances
# Fixed an issue that was causing merchants to behave erratically while handling certain quantities of items
VENERABLE Andryhanel
Lvl 60 Helpful Heirophant
Prexus,Unguilded,GM Potter Look at me! Look at me!
Quote: Beastlords will now summon their pets using spells rather than an ability. The series of spells that was previously used to buff the pets will now simply summon the appropriate pet. Unfortunately, these pets will no longer zone with the Beastlord, and will need to be resummoned (instead of rebuffed) after zoning.
One of the big selling points of Beastlords was that their warders didn't poof when they zoned, so changing this is pretty crappy. I bet the only reason they're changing this is because they can't figure out how to code the pet buff so it doesn't double as a complete heal spell.
Metaskie Registered User
Posts: 25
(10/16/02 5:33 am) Reply
Re
Quote: ** Defensive Changes **
- Decreased a monk's ability to mitigate damage (please see the Developer's Update on www.everquestlive.com for more details)
- Improved the ability of Paladins, Shadowknights, Warriors and Bards to mitigate damage in some situations
- Upgraded Warrior dodge cap to 190
- Upgraded Paladin, Shadowknight and Bard dodge cap to 170
Ya know......I stayed out of the flame wars when the monk nerf was first announced, but I lurked the boards a good deal. There was the big "silk/leather" comparison thrown around several times. Most monks asked for better dodge/block as a result to the mitigation nerf. And now they increase the PLATE classes avoidance abilities instead. This has to be the biggest slap in the face to a single class I remember seeing.
Metaskie Kyoukan
52nd Season Rake
Bertoxxolus
Edited by: Metaskie at: 10/16/02 7:37:40 am
Ishwar2 Registered User
Posts: 134
(10/16/02 6:03 am) Reply
Re: Re
I actally think it is less a nerf than the weapon delay pet change.
On the other hand monks are damage dealers, and with the mod rod change, more damage will be needed to finish before the healers are oom, and the nukers will also have less mana available.
Yes monks wont be the good tanks they are in exp groups, or solo anymore. Can anyone give me an explanation how that hurts the game in any way?
Ishwar - level 55 Barbarian Rogue - Wind of Tranquility - AB server
Calyxto Registered User
Posts: 302
(10/16/02 6:09 am) Reply
Re: Re
I think people are over-analysing these defense changes and all to often trying to base arguments in reality. The idea is not to mirror reality or nerf monks per se. The idea is to re-establish the tanking hierarchy to what it was intended to be. For instance, I could argue that Rangers should dodge better than Warriors, Knights and Bards. But the Dodge cap for Rangers is increased in this patch to 170. Um...that was already our cap. Unless this is a typo and this really was increased but they put the wrong value in the message, all plate classes now dodge as well as, or better than a chain class. Also, Beastlords recieved an upgrade to 240 Defense along with Rangers this patch. So, all plate classes have higher Defense, one chain and one leather class have higher Defense and one leather class has the same Defense as a chain class.
Oh and word is, though it's not mentioned here, that they also increased Monk avoidance.
Re: Re
[QUOTE]- Decreased a monk's ability to mitigate damage (please see the Developer's Update on www.everquestlive.com for more details)
- Improved the ability of Paladins, Shadowknights, Warriors and Bards to mitigate damage in some situations[/QUOTE]
They didn't increase AVOIDANCE on plate classes they just upped MITIGATION.
They'll still get hit but not as hard as chain/leather/cloth does which is good.
MA won't die as often.
Dazzler Twodirks High Speed Quisinart for Hire Guildleader of the Blades of Honor
Monsters Slain, Pockets Picked, Corpses Dragged, and more.
No job too small, no fee too large.
Card Carrying Member of The Safehouse.
Metaskie Registered User
Posts: 26
(10/16/02 6:43 am) Reply
Re: Re
Quote: - Upgraded Warrior dodge cap to 190
- Upgraded Paladin, Shadowknight and Bard dodge cap to 170
They increased plate avoidance. Unless its a mistake in the patch message
Metaskie Kyoukan
Tatiana C Registered User
Posts: 120
(10/16/02 6:52 am) Reply
Re: Re
As a rogue i would like to say how i am excited with all the improvements my class get again with that patch ....
LORE ITEM
Safehouse Tin Foil Hat
Effect: Consipracy Mitigation
2 AC
Slot: Head
Class: ROG
Race: ALL
Weight 0.5
Dazzler Twodirks High Speed Quisinart for Hire Guildleader of the Blades of Honor
Monsters Slain, Pockets Picked, Corpses Dragged, and more.
No job too small, no fee too large.
Card Carrying Member of The Safehouse.
Quote: One of the big selling points of Beastlords was that their warders didn't poof when they zoned, so changing this is pretty crappy. I bet the only reason they're changing this is because they can't figure out how to code the pet buff so it doesn't double as a complete heal spell.
Zoning with your warder was a waste of time, a novelty. Obviously you don't know much about beastlords. When they zone and their warder zones, the warder was stripped of all it's buffs.
Bascially the game looked at the beastlord for the "pet buff icon" and if the beastlord had it, instantly summoned a new pet, albeit a pet without any of the buffs cast on it in the other zone.
This change is good for beastlords as most I know don't use the "complete heal buff bug" after level 30. The pet heal spells at those levels are good enough and more mana efficient than using the pet buff to completely heal it.
Go read EQBeastlord on EZBoard. Most of them are quite happy with their changes.
Katnips Solarius
46th Rogue of Brell
26th Beastlord of Brell
Re: Beastlords
Gah! Did the new /raid system not go live today?
Calyxto Registered User
Posts: 304
(10/16/02 10:22 am) Reply
Re: Raid Stuffs
- Added 3 new context menu options for chat windows: Reply To, Tell a friend, Tell a Raidmember (for future use). Each of which has a submenu containing the list of Reply targets, Friends, or Raidmembers, as appropriate. Clicking on the player's name will place "/tell " on the chat entry line, and move the focus there, closing the menu.
Chronomis Registered User
Posts: 34
(10/16/02 12:21 pm) Reply
Re: Patch message Oct 16th
Just out of curiosity... Has anyone seen any of the "strange new objects" yet? Can you describe where they are?
Baron Bobbun Furapples Assassin ~ Sanctus Covenir ~ Povar 99.44% halfling, 0.56% very mean ogre
Woolhead Registered User
Posts: 34
(10/16/02 2:26 pm) Reply
Re: Patch message Oct 16th
I am reasonably sure they are saving the raid feature for PoP. I think I read that in an interview I saw at castersrealm.
I haven't seen the strange new objects yet, but there is a new prologue segment at the planes of power site. It is about these new objects, and they seem to be books on pedestals that you will click on to port to the plane of knowledge.
Re: Patch message Oct 16th
Considering the Mod Rod spell was left out and nobody has sen *new objects* that i guess was forgotten too.
Dazzler Twodirks High Speed Quisinart for Hire Guildleader of the Blades of Honor
Monsters Slain, Pockets Picked, Corpses Dragged, and more.
No job too small, no fee too large.
Card Carrying Member of The Safehouse.
Fhade Registered User
Posts: 7
(10/16/02 2:37 pm) Reply
Re: Patch message Oct 16th
sigh.. no procing poisons.. or is that in PoP?
Casters
Chanter can mez
Hybrid-mellee
Bard can mez
Mellee
How about giving monk mez ability...You know like in Kung fu movies where the kungfu fighter immobilize their enemy by hitting on certain points on their body. This hopefully will reduce the need fer chanter all the time for high level camps. I don't think this will unbalance the game. /feedback this if possible