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THE HERALD

  • General

    Friday Grab Bag – 03/19/2021

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    Sun is starting to show itself in some parts so hoping a lovely Spring/Summer is on the horizon 🙂 We’re all still recovering from such a hugely successful and massively fun event in Caledonia!

    Our new RvR changes to Ellan Vannin have brought some interesting dynamics to Ellan Vannin already! Keep that feedback coming in and let us know your thoughts through our feedback form, official forums, or official Discord 🙂

    Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

    Continue reading for this week’s Grab Bag 🙂

    Why do Maulers have a base melee critical hit chance and not a base magic critical hit chance? And why don’t Maulers benefit from endurance regen on omni-regen buffs and siphon endurance from omni-drains?

    Maulers are primarily a melee-hybrid class and so only receive the base 10% chance to critical hit with melee styles without needing to specialize in the Mastery of Pain realm ability (though they still can to further increase their melee critical hit chance). They can critical hit with magic by specializing in the Wild Power realm ability though.

    After some testing to be extra certain, Maulers do benefit from omni-regen endurance spells and do siphon endurance from omni-drain procs.

    Is there any way to influence the portal pads in Treibh Caillte? I seemed to port more consistently to the same place in the dungeon when an Befuddled Rocky Golem was up. Is there any truth to this, or was I just lucky on the rolls?

    Each portal location in the dungeon typically has a single portal destination it can send you to when a normal golem spawns. These locations generally teleport players back and forth between 2 areas of the dungeon. Typically, only 1 rocky golem can spawn between 4 nearby portal locations at a given time.

    However, a few portal locations have a chance to sometimes spawn a befuddled rocky golem instead of normal golems. Befuddled rocky golems, regardless of which portal location they spawn in will always send players to the same location in the dungeon. When a befuddled rocky golem is already spawned, it has no effect on where other portal locations will send you though.

    What is the true health% value of Convoker ML7  Dissonance Traps?

    Traps are set to remove 40% of the target’s base health. This means their health value without buffs or +hits from items. Also, because the traps are a ML ability there is no +specialization bonus in regards to damage variance. This is why the damage values can fluctuate on the same target by as much as 10% of the target’s base health. Typically the damage from a storm will be around 20% of a fully buffed and equipped target’s total health.

    Question about defense penetration, are defenses cut by just having an offhand out? or do I have to spec into the offhand spec to have increased shield/parry penetration/

    They are cut in half by simply using dual-wielded weapons. Increasing offhand specialization does still help your defense penetration though!

    My question is what stats control damage taken from archery  shots? Base af seems to not affect it, neither on a leather wearer nor on a caster, but spec af does? Also in my testing I found that abs buffs affect (friar 15% did) but a lvl 39 caster (5%abs) did not affect?

    Both armor factor (AF) and absorption (ABS) should affect archery damage in a similar way to how melee damage is affected by both AF and ABS buffs.  Melee and magic resists also further affect damage of their respective archery shot types.

    In our testing between 2 level 50 characters, both base and ‘spec’ AF on a cloth wearer as well as their +%ABS buffs did noticeably reduce archery shot damage when using both physical and magic shots. On non-cloth wearers, base AF buffs will do less to mitigate archery shots because high quality leather armor and up will already nearly cap base AF values.

    It could be that if your tests were between a level 50 archer hitting a lower level character that the archer was capping out their damage regardless due to the level disparity. This could account for why no difference was seen in those tests!

    Regardless, the higher the total armor factor and absorption values on a character, the less damage they will take from all archery shots!

    Many thanks, and enjoy the weekend! 🙂
     

     

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    Teleport Obelisk Event, Merchants, and RvR Bonuses

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    Teleport Obelisk Event

    Fresh off the heels and feedback from the very successful Catch Up in Caledonia Event, we’re excited to introduce a new temporary RvR feature on Ellan Vannin!

    One of the major takeaways from the Caledonia event was the love of its fast action and the ability to quickly get back into the fight. With this new event, we hope to create a similar environment on Ellan Vannin that allows groups to quickly return to the fray!

    Depending on the feedback, we may look into making this a permanent fixture on the island!

    • An Ellan Vannin Obelisk now stands on the portal pad in each realm’s relic town that will teleport players and their group to random open-field locations on Ellan Vannin!

      • Differing slightly from Caledonia, only members within 3500 radius of the obelisk will teleport.
    • All other existing teleports to Ellan Vannin are disabled for the event’s duration:

      • Master Vaughn and his elementalists, Stor Gothi Dagny and her gothis, and Brerend and his seoltoirs are all taking a well-deserved holiday from teleporting players to their safe locations on the island.
      • Tower of Korazh, Tower of Deifrang, and Tower of Graoch one-way ports are disabled.
      • Knoc Meayll teleports to and from the keep are disabled.
    • The Tower of Korazh, Tower of Deifrang, and Tower of Graoch are now ruined for the event’s duration.
    • Knoc Meayll keep can still be captured normally by the realms and still will be periodically captured by the Manx.
    • Ungrouped characters can also use the obelisk to teleport to the ruined areas of Folley Lake, The Trellebourg, or Moydruim Castle (as well as Ellan Vannin still).

      • This is a one-way, random teleport and does not unlock any of the individual ruined area locations, it simply allows players to port into one of the ruined area locations from the relic town obelisk.
    • Ruined area ports are now refreshable when all 3 locations have been unlocked and all port-buff durations have been reduced from 6 to 2 hours.
    • An anti-camping mechanic has been added to ruined areas.

      • Any grouped characters that remain in the area for longer than 1 minute will take repeated damage until they leave the area for at least 1 minute.
    • This event will run until Tuesday, March 30th, 2021.

    Traveling Merchants

    • The traveling merchants have made their return and now hawk their wares outside Castle Sauvage in Albion, Svasud Faste in Midgard, and Druim Ligen in Hibernia!
    • The merchants will remain until Tuesday, March 30th, 2021.

    Realm vs Realm Bonuses

    On Ywain:

    • 50% bonus to RPs from kills
    • 50% bonus to normal XP gain in all classic and shrouded isle zones and dungeons.

    On Gaheris:

    • 50% bonus to normal XP gain in all battlegrounds, classic and shrouded isle zones and dungeons.
    • 50% bonus to normal RP gain in the capital cities.

    In each Capital City:

    • 40% Bonus to Crafting Speed
    • 20% Bonus to Crafting Skill Gain

    In all Housing Zones:

    • 20% Bonus to Crafting Speed
    • 10% Bonus to Crafting Skill Gain

    Bonuses will last until Tuesday, March 30th, 2021.

     

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    St Patrick’s Day Event

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    St. Patrick’s Day Event

    Are you feeling lucky? 

    In celebration of St. Patrick’s Day and running from now until Thursday, March 18th, a random-object-generated (ROG) reward awaits those that can complete the annual ‘Leprechaun Treasure’ quest. One quest completion per character, per year!

    To get the quest, level 50s should pay the following poor souls a consoling visit:

    Edmund in Cotswold’s tavern
    Bjorne in Mularn’s beer hall
    Silvadren in Mag Mell’s pub


     
    • As part of the quest, players will be shapeshifted into a realm-specific “leprechaun” but have ALL of their stats debuffed by 75%.
    • But fear not, leprechauns may be weak but they are also nigh impossible to catch: shapeshifted players will also have an unbreakable CC-immunity and speed buff for the duration of the shapeshift.  
    • Oh, and we hear the real leprechauns love hiding their treasure around the “maze” areas of each realm. Enjoy some zany RvR throughout the event!
    • The ROG reward is a choice between a ring or a bracer similar to the Valentine’s Day event with some slight differences. These ROGs will only allow up to 5 slots for stats but will also have 1 of 6 possible /uses.
    • Players that interact with the ‘Leprechaun Treasure’ at the realms’ mazes will now receive a new One-Time Drop (OTD) reward, Patches’ Mug.

      • This OTD can only be obtained once ever on a character (and not a new one each year).
      • Players must be on the ‘Leprechaun Treasure’ quest to interact with the Leprechaun Treasure and obtain this OTD.


          
     

    For players of all level ranges, there are three pesky little tricksters who are hoping you’re not too lucky! A ‘charming’ reward will be bestowed upon those who have the cunning to out-wit:

    Killaghe in Albion
    Daighu in Midgard
    Iollarme in Hibernia

    The “Luck of a Leprechaun” quest can be obtained from the following:

    Sir Prescott in Cotswold
    Hrolf in Mularn
    Epona in Mag Mell

    Once again, the event will run until Thursday, March 18th.

    A happy and safe St. Patrick’s Day to one and all, and we’ll see you in the Frontiers!

  • General

    Catch Up in Caledonia Event Update

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    The Catch Up in Caledonia Event was a huge hit over the weekend with thousands of characters leveling through the event so far in its first 3 days.

    With today marking the start of the 4th day, new character creation for the event is now disabled.

    • Characters still in the level 1-4 and level 1-9 areas can now visit their realm’s Teleporter NPC to [advance] to the level 10+ battleground and then speak with the Caledonia Event Coordinator to receive level 10 and some bounty points! 
    • Day 4 means a current level cap of 30! Don’t worry if you’re still far behind, with the Caledonia Boost buff, lower levels can still compete!

      • Grouping with any character that has the Caledonia Boost will also grant their entire group (regardless of group member levels) a 400% XP and BP gain bonus!

    Thanks to all that have and will continue to participate in the event, we have loved every minute of it and hope you have too!

    Feedback on the event has been tremendous and we’ve already made several tweaks to it. We look forward to going over more feedback as the event continues so that we can make the next iteration even better!

    Here are some of the updates to the event in case you missed them in our official discord channel:

    • Random teleport locations have been improved to no longer send characters into the keep areas.
    • Added a Caledonia Boost buff to level 1 characters and characters that are 7 levels or more below the current level cap.

      • This buff drastically reduces damage received and massively increases damage dealt on these characters so that they can better compete against higher levels.
    • Resurrection sickness is removable by the Healer NPC in the level 1-4 and 5-9 areas.
    • The buff NPC now offers a free buff token to level 1-2 characters.
    • The bounty merchant now has power-heal and power-regen potions for sale.
    • The pet collector NPC is now available for charm classes.

  • General

    Friday Grab Bag – 03/05/2021 – Event Edition

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    A mini sort of Grab Bag this week just covering most of the questions we’ve been asked about the Catch Up in Caledonia Event! Make sure you don’t miss out on any of the fun of this event, starts today! 🙂

    For regular grab bags please continue to submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

    To the event questions we go!

    What pots will be available?

    There are endurance regen, endurance heal, water potions, and speed of the hunt gems available on the Bounty Master in Caledonia, among several other goodies!

    What about horses/saddles for mount speed?

    There are no mounts in the battleground this go around!

    What is being done to try to make all 3 realms balanced and prevent portal keep camping?

    Caledonia’s zone has been changed slightly for the event.

    Players do not start out in their traditional portal keeps and instead are in staging-areas outside of the RvR-enabled area.  In fact, the old portal keeps are completely defenseless now and can be fought over!

    Players will one-way teleport (along with their group – think Labyrinth obelisk teleports) to a random location in the RvR-enabled area when they are ready.

    This should drastically reduce or wholesale eliminate portal keep-camping and will also make it much more difficult for realms to coalesce as large battlegroups in the zone since there is no guarantee they will port to the same location or even the same side of the zone! To be clear, a grouped player will always teleport along with their nearby group members to the same location, but multiple groups will not teleport together.

    Is there a way to quickly find a group?

    Yes! Use the /cgf command to flag yourself as looking for a group. Just set your archetype (or several) and click “set” and you’re queued!

    Group leaders out there, don’t forget about the /goption (/go for short) command that lets you flag your group as open and able to accept queued players!

    What do we do if we’re a pet (charm) class?

    Visit the Pet Collector NPC in the staging areas and choose your pet. Charm it quickly as un-charmed pets do not stick around for long!

    Can we bind in the zone? How do we get back to the staging areas?

    Yes, when you initially zone into the staging area the game will automatically bind your character there. Unlike New Frontiers regions, characters can make use of their Personal Bind Recall stone (and later on, Gateway and Mass Gateway ML abilities) to return to their bind point. Otherwise, your best option may just be a head-long battle charge towards enemy lines – for glory!

    Are buffbots allowed?

    Yes, buff bots are allowed, but keep in mind that they will need to be levelled too. Please remember that multi-boxing in RvR zones is strictly prohibited. Even just 2 characters that are being actively played with a multi-boxing software or hardware setup qualifies as “multi-boxing”.

    What items will be available for purchase and how?

    All of the standard battleground bounty point gear is purchasable inside the zone as well as Illustrious gear, doppelganger shards, magic orbs (Random-object-generated gear), and all Bountycraft ingredients that can be used to Bountycraft in the zone!

    To obtain the gear players will need to earn bounty points through RvR kills and quest completions and then purchase the gear at the relevant merchants in the staging areas.

    In addition to purchasable gear, there is a King’s Emissary who will grant players the ability to train Champion Levels and gift them the free level  King’s Epic gear set, including accessories, as well as the Loyalty Cloak upon reaching level 50!

    Will the class Cl15 cloak be available at 50? If so how do you complete the tower quest part?

    The Class Loyalty Cloak quests of either Loyalty Rewarded or Loyalty Needed will be given by the King’s Emissary exactly like they are from the King. If the account only qualifies for the Loyalty Needed quest, the character still must complete that tower quest part (after the event is over) to receive the cloak.

    Is xp/rp rate increased or same as normal zones?

    There is a 200% bonus to experience gain given to Endless Conquest (free) and Veteran (subscribed) characters that are level 10+ in the zone!

    In addition, there is a 200% bounty and realm point bonus too!

    Will the realm underpop bonus work in Caledonia?

    No, the underpopulation system only looks at the New Frontiers region.

    Thanks for all the questions and feedback on this event, everyone, wa great to get it all!

    Now off to plan my new level 1’s 🙂

    See you in Caledonia!

  • General

    Catch Up in Caledonia Event

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    Have you or your friends been thinking of coming back to Dark Age of Camelot? Or are you a veteran player just looking for a change of pace!?

    Join us this Friday, March 5th for your chance to start fresh and rapidly progress to the end-game with players around your level!

    What is Catch Up in Caledonia?

    A10-day long event that will take place entirely in the Realm vs Realm-enabled Caledonia battleground zone.

    Players will start at level 1 and rapidly progress to level 50 all while earning gear, master levels, champion levels, and realm ranks along the way!

    By the event’s end participants will be ready to competitively RvR in the Frontier!


    When does the event start and end?

    The event starts precisely at 4 PM EST / 9 PM GMT on Friday, March 5th  a nd will end on Monday, March 15th.


    How does the event work?

    • For the first 3 days of the event, newly created level 1 characters will be automatically zoned into the Caledonia battleground where they will vie for control against the enemy realms!

      • This will be the ONLY way to get inside the battleground zone. Once inside, characters can voluntarily leave but CANNOT return!
      • All monsters, center-keep guards, and siege weapons are removed for the event. The only way to progress is by defeating realm enemies in battle and turning in related quests.
      • Charm-pet classes will be able to create a pet to charm at their realm’s portal keep.
    • ​After the 3rd day, character starting locations will reset to their default zones and no new characters will be able to join the event. Everyone still inside Caledonia will be able to continue progressing for the remainder of the event’s duration.
    • Experience, bounty, and realm point bonuses will be granted to both free and subscribed accounts in the battleground to help them progress!
    • Earn bounty points for completing quests and defeating enemy realm players and use them to purchase level-appropriate gear as you strive to 50 and then master and champion levels!
    • The battleground will use a mix of leveling caps and new instances to maintain populations throughout the event:

      • At Level 5, characters will automatically teleport to a new instance for levels 5-9.
      • At level 10, characters will automatically teleport to a new instance for levels 10+
      • The following level caps will be in place for all characters in Caledonia and will increase by 5 levels every 24 hours:

        • Day 1: Level 15 maximum
        • Day 2: Level 20 
        • Day 3: Level 25 
        • Day 4: Level 30
        • Day 5: Level 35
        • Day 6: Level 40
        • Day 7: Level 45
        • Days 8-10: Level 50
      • Characters that reach a level cap will not be able to earn realm points or experience until the level cap is increased but will still be able to complete quests and earn bounty points towards their gear and other progression goals.

    How far will I be able to progress?

    Players that start at the beginning of the event should be able to reach level 50, Champion level 15, Master level 10, and Realm Rank 5+ with the potential to earn much higher realm ranks! Characters will also be able to earn enough bounty points to not only obtain gear as they progress towards level 50 but also to use for end-game gear via Bountycrafting after reaching level 50!

     

  • General

    Friday Grab Bag – 02/19/2021

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    A chilly bag of grabs this week. Hope everyone is able to get dry and warm as much as possible!

    Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

    Onto the wall of text!

    For chances to parry/evade/block, is it rolled against weaponskill? Does sequence of attack reduce this chance ? (I.E. the same attacker swing twice in a round, the second attack can be blocked/parried/evaded ? With the same chances as the first?)

    Chances to evade, parry, block, miss, or fumble are calculated by a myriad of different factors including class, specialization, character stats, styles used, and much more. Weaponskill is a derived stat that shows a rough estimate of your character’s effectiveness. It can be used to roughly gauge your chance to land attacks or defend against them but weaponskill is not directly used anywhere in the combat code.

    For multiple attacks in the same round (such as by a dual wielder), each weapon’s swing is counted like another attacker. A dual wielder that has both attacks blocked would count as 2 attackers in that defender’s combat round.

    As for multiple attackers, this was recently answered in our October 2020 Grab Bag

    For example, if 5 attackers are swinging in the frontal arc of a target wielding a large shield, each attacker will calculate through those combat checks separately at the time of their melee swing. 3 of the 5 attackers will have a chance to be blocked while 2 of the 5 will never be blocked. Which 3 attackers are blocked and which 2 are not is not always the same, but if a target wielding a large shield blocks 3 attackers in the same combat round (defined by the defender’s swing speed), subsequent attackers will not be blocked in that same combat round.

    Regarding Combat style bonuses…

    My understanding is that there are 4 tiers of modifier (none/low/medium/high)worth (0/5/10/15) % respectively for damage/to hit/defense.

    Do these bonuses stay online until another combat style is selected (I.E. you “style”, and keep the bonus for any number of unstyled normal attacks that follows) or are they tied to that styled attack only?

    In the second case (which I think is more likely, just dismissing doubts), do “defense bonues/penalties” persists until the next attack of the defender or only apply to the next attack? Or to put it differently : does an attack “consume” that bonus or would multiple opponent be suffering that defense bonus until the next swing of the defender?

    The bonuses from styles are only valid for the next combat round of the character that performed the style. This includes defensive based bonuses.

    Style bonuses are given on a combat-round basis not an attack or melee swing-basis. Combat round durations are determined by a character’s swing speed (which is based on several factors like the quickness stat, haste stats and buffs, celerity, and the weapon’s speed) but combat rounds still count down if a character swings and then sheathes their weapon. This is why characters can’t sheathe and re-style immediately, they must still wait until their next combat round is ready before they can swing again.

    For example, if a character performs a style that gives them +15% defensive bonus chance and their bonuses + equipped weapons result in a swing speed of 1.5 seconds, that defensive bonus will only last the 1.5 seconds of that character’s combat round, even if they never swing again.

    Additionally, that bonus will apply against multiple attackers for that full combat round (1.5 seconds in this example).

    How do magic resist and armor factor debuffs affect bolts?
     

    Bolts are treated in a lot of ways like melee attacks that deal a magic damage type (similar to legendary weapon melee attacks). This is why bolts hit for less against higher armor factor (AF) and absorb% (ABS) targets, just like melee attacks do, and why bolts can miss or be blocked.

    However, there is one crucial difference with bolts versus melee attacks: magic resists are half as effective against bolt damage.

    For example, a target with 50% magic resists to the bolt’s damage type would see damage like 751 (-251). 751+251 = 1,002. 1,002/251 = 25% effective magic resist (or 50%/2). The same target would still have 50% magic resists against a normal direct damage spell. The previous example assumes no spell piercing bonus on the bolt caster.

    Spell piercing’s effectiveness is also halved when bolting. With 10% spell piercing against a 50% resistant target, damage would be something like 801(-201) which works out to a 20% resist total (50%/2 = 25% with an additional 5% (10%/2) removed due to spell piercing).

    Continuing the example with magic resist debuffs, a 30% magic resist debuff against a 50% resistant target will reduce their resistances to a 20% starting value. A bolt would then be hitting the target as though they have 10% effective resistance. So a bolt that hits for 901 (-100) without spell piercing has 10% effective resistance or 952 (-50) with 10% spell piercing, which removes a further 5% (10%/2) resists has 5% overall effective resistance.

    The calculations for damage mitigation of Armor Factor (AF) and Absorb (ABS) are a bit more complex and work almost identically as they do for melee attacks except that there is potentially no damage variance involved with bolts if the bolt caster has 50 composite specialization in their bolt’s line. An explanation on how AF and ABS factor into damage reduction is discussed in our July 2018 grab bag

    AF debuffs directly subtract the character’s AF, so a 250 delve AF debuff is going to remove 250 *1.25 = 312 AF from the target’s AF total (the 25% delve bonus comes from the AF debuffer’s 50 composite specialization) and the less AF a target has the harder a bolt will hit them.

    The amount of AF removed by an AF debuff is not affected by the target’s magic resist to the AF debuff spell. In other words, magic resist debuffs don’t directly increase/compound the effectiveness of an AF debuff.

    In conclusion, using both an AF debuff and magic resist debuff will cause a bolt to hit harder than when using none or only 1 of these debuff types!

    I’ve read in a previous grab bag that “dual wield halve the chances to be evaded”. So I wonder: Does it halve the chance to be parried? Does two-handed halve the chances to parry? Does something halve the chances to block?

    Dual-wielders receive an extra 25% penetration bonus versus evade and block, not a 50% bonus. There is no such penetration bonus versus parry for any weapon type.

    Can we get clarification if merc rr5+ banespike stack please? And also clarification on vendo + banespike and trip wield + banespike?

    The Mercenary Dissolute Swings (Realm Rank 5) ability and the Blademaster Triple Wield ability do not stack with Banespike because each of these abilities already directly increase the Mercenary’s and Blademaster’s damage.

    Berserk (“vendo”) guarantees a Berserkers chance to critically hit on their melee attacks and allows them to critically hit above the 50% critical damage cap, it does *not* increase the berserker’s damage directly. The delve stating that Berserk increases their damage by a % is a bit misleading but it’s taking an average damage increase from all of the additional critical hits that the form grants and is displaying that as an overall damage increase in the delve. We’ll look at adjusting this hard-coded delve to be more clear in the future.

    Regardless, because Berserk does not directly increase a Berserker’s damage, it does stack with Banespike.

    Phew, that’s a lot of info!

    Thanks everyone, and enjoy the weekend! 🙂

  • General

    Valentine’s Event and President’s Day RvR Bonuses

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    Love is in the air as we celebrate the return of our Valentine’s Day event and celebrate President’s Day weekend with some RvR bonuses!

     

    This event will run from Thursday, February 11th until Tuesday, February 16th.


     

    Valentine’s Day Event 

    • A Matter of the Heart: This quest will give players of all realms the chance find the imp, Russel, located mainland side of Castle Sauvage/Druim Ligen/Svasud Faste. He’s ready to offer some interesting tasks from the local imp’s union in return for a Lawn Cupid trophy, experience and coin. Don’t forget to speak to Lady Payne and earn your ROG Valentine’s Ring or Bracer too!

      • ​Whitman will only continue to drop his One-Time-Drop Valentine’s Day Present reward to characters who have not completed the quest: [OTD] Valentine’s Day Present.
    • Keeping Company: This quest will be offered to characters level 45 and above and will have a unique challenge for players in Albion, Midgard and Hibernia.  As a reward, players will receive a Tiny Compatriot Crate, experience and coin. Visit Lailen in Jordheim, Pondar Cully in Camelot, and Harris MacCullogh in Tir na Nog to start the quest.
    • Valentine’s Traditions: These quests will offer three old style quests which were part of the original Dark Age of Camelot Valentine’s Day content. Players will be able to complete the quest up to eight times, which is based on the number of times the original quest has been issued online.  Players will be rewarded with a Hearts Cloak, Heart-Shaped Box, experience and coin. Visit  Rumdor in Mag Mell, Hrolf in Mularn, or Sir Prescott in Camelot Hills to start the quest.

    RvR Bonuses

    In honor of Valentine’s day and President’s Day weekend, the following bonuses are active for the duration of the event as well!

    • On Ywain:

      • 25% bonus to RPs from kills
      • 50% bonus to normal XP gain in all classic and shrouded isle zones and dungeons.
    • On Gaheris:

      • 50% bonus to normal XP gain in all classic and shrouded isle zones and dungeons.
      • 50% bonus to normal RP gain in the capital cities.
    • In each Capital City:

      • 40% Bonus to Crafting Speed
      • 20% Bonus to Crafting Skill Gain
    • In all Housing Zones:

      • 20% Bonus to Crafting Speed
      • 10% Bonus to Crafting Skill Gain

  • General

    Friday Grab Bag – 02/05/2021

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    Welcome back to the Grab Bag!

    Love is in the air next week with the return of our Valentine’s Event! Details on the Herald this coming Thursday 🙂 

    Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

    Read on for the questions! 

    Regarding “Order of Ability Override” meaning RR5 > RA > ML > Class abilities, how accurate is this? I found there are a few exceptions, as in Forceful Zephyr goes through Charge, Speed Warp will slow Speed of Sound (but not negate it entirely).

    Overall there is no hard-set rule for ability type overrides, though it is true that we do tend to reward most realm abilities over other ability types. In these two cases however we think it is more balanced for it to work the way that it currently does.

    What are the factors that determine whether a caster’s bolt hit’s or misses? And is there some kind of formula for it?

    Bolt miss-rates are calculated more similarly to other standard spell resist rates than they are melee swings.

    One major difference is that bolts cannot be resisted like other spells can, they can only miss or be blocked.

    The block rate of bolts is determined similarly to block-rates of archery shots where the block-rate of the target will determine how often a bolt is blocked, so long as the target is facing the bolting caster.

    For misses, there are two distinct types of misses. The first type of miss is a standard miss where the bolt caster will receive the “You missed!” messaging in their combat log. The second type of miss is a hard-coded miss to prevent multiple simultaneous melee attacks or bolts from hitting the target at once. The chance for the second type of miss is 100% but only occurs when other bolts or melee attacks against the target land simultaneously.

    For the first type of miss (a standard miss) the level of the bolt spell being cast and the level of the target are the two factors that determine its miss-rate, similar to how resist rates work for normal spells. This works out to a base miss rate of 10% for bolts that can be further reduced or increased based on the difference in bolt spell level and the target’s level. Players can further lower their base resist rates in RvR by using the Resist Pierce item bonus. For bolts, each bolt spell already has an inherent +20% chance to hit that applies after the initial miss rate from spell and target levels is determined.

    After all of the calculations, against a level 50 target, a level 8 bolt spell will have 17-19% standard miss rate while a level 38 bolt will miss around 6-8% of the time and a level 46 bolt will miss at a 2-4% rate.

    What causes the triple and quad hits for savage, and is there any way to “proc” them more.  I noticed that some of the styles have a buff to them Perry 7% on one 14% evade on another do they stack with the savagery buff, side note buffs from the styles are not popping up on buff bar is intended or… thanks in advance

    Double, Triple, and Quad hits for Savage’s Hand to Hand are only affected by the Savage’s Hand to Hand’s specialization level (including any amounts over 50 specialization). Rates for each will increase slightly as specialization increases. No other stats or bonuses will affect these rates.

    For an idea on these rates from a previous Grab Bag:
    The rates at 50+16 H2H specialization are as follows:
    Triple: 16%
    Quad: 5.75%

    The rates at 44+16 H2H specialization are as follows:
    Triple: 14%
    Quad: 4.75%

    For the +Parry and +Evade bonuses from Hand to Hand styles, these do not give the player a buff icon but are instead ‘hidden’ bonuses that are only valid for the next combat round of whoever is attacking the Savage at the time. These style bonuses do stack with all other Parry/Evade buffs but do not exceed the Parry/Evade caps.

    The item “Bracer of the Deep” has a requirement about Magic Damage: 2% vs Humanoid, Magical, Giant, Dragon.
    Does it apply against players in RvR ? Are players considered humanoids ?

    The item bonus requirement “vs Humanoid” only refers to monsters of the Humanoid type. The requirement listed would need to be blank, say “vs All”, or specifically say “vs Players” in the delve for it to work against players.

    There are several TOA-era item bonuses that are limited to only work versus specific monster types by default unless otherwise specified: Spell/Archery/Melee/Style Damage, Spell/Archery range, and Spell Resist Piercing. All other TOA-based item bonuses work on and versus players by default.

    Regarding chances to hit….
    1. Is it Weaponskill + Style to-hit bonus – Style Def bonus of target ?
    2. Does the opponent’s own weaponskill increases chances to miss ?
    3. More people on the same target increase chances to hit for everyone ?
    4. Positional (rear/sides) affects chance to hit (without combat style) ?

    The order of resolution in combat is Evade, Parry, Block, Guard, Miss, and Bladeturn.

    To be clear, the chance to hit only refers to a character’s chance not to miss a melee attack. Evade, Parry, and Block/Guard calculations are entirely separate from the following answer and those mechanics have been outlined in several previous Grab Bag responses.

    Weaponskill (or any character stat) has no bearing on the chance to hit or be missed.

    The first determining factor of hit-rate (or miss-rate) is the ‘enchantment bonus’ value of the weapon(s) being used and that of the armor being hit. Dropped weapons and armor all have standard enchantment bonuses set but crafted weapons and armors must be enchanted by your friendly Alchemist or Enchantment NPC to receive these bonuses. This also means that a lower level weapon (with a lower maximum enchantment bonus) targeting higher level armor will miss more.

    Assuming that both the weapon(s) and armor are properly enchanted, the base to-hit rate is 87% (or 13% miss rate). What can affect this further is a given style’s +to hit bonus/penalty as well as any +accuracy buff/debuff on the character. It can be quite common to have a 100% hit-rate when using +to-hit styles and accuracy buffs.

    The number of attackers does affect to-hit rates against monsters (including pets) but not against enemy players. The number of attackers only really enters into block calculations for enemy player targets.

    Positional attacks with or without melee styles do not inherently increase to-hit chance, though many positional styles do have +to-hit bonuses and those obviously would. And while separate from to-hit or miss rates, positional attacks are of course greatly affected by Evade, Parry, and Block chances since non-Advanced Evade, Parry and Guard all rely on attackers being in the frontal arc of the defending character.

    Lots to digest there! 🙂

     

    Thanks everyone, and enjoy the weekend! 
     

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    Emergency Server Downtime – Ywain and Gaheris

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    Update 11:55 AM EST / 4:55 PM GMT: Ywain and Gaheris are once again live!

    Ywain and Gaheris will be coming down today at 11 AM EST / 4 PM GMT to address some issues accessing some dungeon regions.

    We expect to be back online within the next 3 hours.

    Thank you for your understanding and appreciate your patience as we work to get Ywain and Gaheris back online.