latest patch to test

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iwantedapet
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Joined: Sat Aug 01, 2009 5:05 pm

latest patch to test

Post by iwantedapet »

this was patched to test last night... looks like UF AA's are there to will be looking into them tonight

*** Underfoot Features ***

The new extended target window allows assigning up to 5 new target slots (to be expanded later) with various roles like "Current Target", "Target's Target", "Mercenary's Target", or "Auto". Includes the /xtarget command for command line manipulation. Allows you to bind keys to target the individual slots. You can also enable "Auto" mode where any "Auto" slots automatically display targets that hate you, your group, or your raid.
The new achievement system allows you to track your progress in the game and see what challenges await you in the Underfoot expansion. There are also achievements for some general areas prior to Underfoot (like levels, skills, tradeskills, etc.). Achievements specific to earlier expansions may be added at a later date. Use the EQ menu or /achievement to see the new window.
*** Misc ***

Removed base damage caps for all classes of characters above level 70.
Fixed a loophole that allowed you to get into a monster mission without the monster shroud.
Fixed a possible zone crash when an evolving weapon levelled in mid-attack.
Fixed some issues where invulnerability type spells interacted badly with auras.
Split the AA display into assigned and spent points.
Fixed an issue that was causing facial customizations to be wiped out whenever you zone.
Reduced the prices for many guild hall portal attuning stones.
*** Items ***

Made changes to the Type 3 "Irae" augments that affect DoT spells. They should now be giving approximately the same total effect they did before the change to allow the focus "spell damage amount" to spread its damage over DoT spells. There may be further changes to these shards.
*** Tradeskills ***

Aded an Ink of Pain to the Iceflame Guard research recipe. This is to include the Absorb Hit part of the Prism Skin that is a recourse on the Iceflame Strike part of Iceflame Guard.
Added an Ink of Zek to the Last Rites research recipe. This is to include the chance spell part of the spell that casts the Last Rites Trigger spell.
*** Spells ***

The Dominating Aura will now behave as an Aura instead of a Trap.
Boon of the Cetacean and Boon of the Avian should now last 4 hours as described.
*** AAs ***

Calling forth a Servant of Ro now summons a slightly smaller servant.


Message edited by SKlug on 12/02/2009 15:53:26.
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pandax
Arch Magus
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Re: latest patch to test

Post by pandax »

Damage caps will be removed?
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Darkenr
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Joined: Mon May 18, 2009 11:03 am

Re: latest patch to test

Post by Darkenr »

For priests and casters there was an old damage cap on weapons that was set at 80dmg. So the maximum hit you could hit for in melee would no longer increase with a weapon that had higher than 80dmg (mostly 2handers). An example was given by a shaman who posted a test he did with the dmg cap taken off in the pic below.

Image

This shouldn't affect most casters very much because we just don't melee much, and casters will more often than not be using a 1hander + shield. In UF there'll be 1handers that are getting close to the 80dmg mark, but currently it won't affect us much. Granted it would be kind of fun to get a 2hander and crit for over 1k melee damage as a caster, but I don't see much practical use for casters hehe..

This change is mostly for priests though since when they do solo light blues they're typically tanking themselves meleeing and casting (especially clerics because of their solo utility spells being from melee procs).
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Malleria
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Re: latest patch to test

Post by Malleria »

It was also a problem for some melee. Some of the high end raid 2h were above the melee damage caps.
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Mindrix
Conjurer
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Joined: Wed May 27, 2009 4:52 pm

Re: latest patch to test

Post by Mindrix »

Malleria wrote:It was also a problem for some melee. Some of the high end raid 2h were above the melee damage caps.
255 was the maximum that item Dmg value could be. However, they ran into an issue with it above 210 Dmg. It was just not working. Appears they might have fixed both issues, maybe.
Image
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