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THE HERALD

  • General

    Friday Grab Bag – 07/31/2020

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    It’s a patch week Grab Bag!

    Don’t forget to check out the full 1.127 patch notes and pop on our Pendragon test server to try them out 🙂

    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.

    Onward to the questions! 

    Just curious about the % on quad/triple attack and what chances are plus if anything can effect it. Some say going 50 H2H gives you a higher chance but is there also a stat that will increase the chances etc?

    First, only your composite Hand to Hand specialization level (including any amounts over 50) affects triple or quad attack rates.

    10,000 swing tests:

    The rates at 50+16 are as follows:
    Triple: 16%
    Quad: 5.75%

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

    Is the proc rate of a ROG weapon dependent on the quality of the item?

    No, the proc rate of a ROG item is randomly generated, regardless of the item’s quality. For example: a 96% quality weapon could have an 8% proc rate and a 99% quality weapon with the same exact proccing spell could have a 5% chance; it’s entirely random.

    I’ve been wondering atm how haste debuffs actually work, or rather where they kick in. For example if I had this with a sav haste buff up:

    • Weapon: 4.4
    • Qui: 250
    • Haste: 39
    • Celerity: 15
    • ToA: 10
    • Speed: 1.5

    And get asr’d by a 40% asr ( fsls for example) will it then just look like this? :

    • Weapon: 4.4
    • Qui: 250
    • Haste: 0
    • Celerity: 15
    • ToA: 10
    • Speed: 2.01

    or like this if hit by a 30% asr:

    • Weapon: 4.4
    • Qui: 250
    • Haste: 9
    • Celerity: 15
    • ToA: 10
    • Speed: 1.8

    Thanks!

    The example provided is almost exactly correct. The only small correction is that in the -40% attack speed reduction example, there would be an additional 1% removed from the celerity stat.

    Before any debuffs:

    • Weapon: 4.4
    • Qui: 250
    • Haste: 39
    • Celerity: 15
    • ToA: 10
    • Speed: 1.5

    -40% ASR:

    • Weapon: 4.4
    • Qui: 250
    • Haste: 0
    • Celerity: 14
    • ToA: 10
    • Speed: 2.04

    Re the new GT system from patch 1.127….. I LOVE it but I can foresee issues when in crowded spaces such a towers/lord rooms when there are a ton of people and you can’t get a LOS to the ground. Is there a way to allow the targeting of a person to set a GT? Otherwise in those situations without pre-setting your GT as a defender you are screwed and the attacking force will have it worse when charging into a lord room/tower.

    Thank you for the feedback! We’ll take a look into changing the behavior to account for crowded areas.

    “Guild emblems and color schemes are no longer unique. Multiple guilds or all guilds from an alliance can now have the same emblem if they so choose.”    So does this just mean Alliance guilds can share emblems or ANY guild can have ANY emblem?

    This means that any guild can have any emblem or color scheme.

    Take a trip over the Pendragon over the weekend and let us know your thoughts!

    See you in the frontiers! 🙂
     

  • Patch Notes

    1.127 Pendragon Test-Server Patch Notes

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    The Pendragon test server is now open for testing!

    Please hop on and test our latest changes and leave us your detailed feedback! Our live launch of patch 1.127 is just around the corner and the more testing and feedback we receive the better it will be!

    Important Note:

    • We highly suggest duplicating your game directory and using the duplicate copy as a Pendragon-only game directory *before* patching and testing on Pendragon.

      • ​This means duplicating the entire “Labyrinth” folder (usually found at C:\Program Files (x86)\Electronic Arts\Labyrinth) to another location and using that copied folder exclusively for Pendragon testing.
      • ​If you do not do this, you *will* experience issues when patching from Pendragon back to live.

        • To force the live client to fix these issues, you will need to delete the mft.myp in your game’s directory and then run the camelot.exe patcher again.

    For those interested in testing on Pendragon, follow the character copy process here!

    Click the image below to check out the patch notes! 

     


    Highlights

    • Fall in love with your house all over again with brand new exterior and interior models and textures!
    • Enjoy using the expanded Market Explorer search options!
    • Check out the Endless Conquest limitations and Veteran account reward changes!
    • Upgrade your style with our new cosmetic options in the Mithril store!
    • Bainshee, Wizard, and Runemaster love – oh my!
    • TONS of Bug Fixes and Client improvements!

     
  • General

    Friday Grab Bag – 07/17/2020

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    Time for another edition of the Grab Bag!

    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.

    Let’s dive on into the questions! 

    Does ranger melee ASR from lvl 50 pierce or any ASR for that matter stack with Ranger RR5?

    No, the Ranger’s RR5 attack speed reduction works just like all other casted haste debuffs or melee style ASRs and does not stack with them. The higher version ASR will overwrite the lower version. In the case where both ASRs have the same debuff value, the newest debuff will overwrite the oldest.

    Does wild minion also give you crit heals on your BD healing pets ? Or will WP do that since they are a spell-ish ?

    Wild minion only causes critical hits from pets when they perform melee attacks, not on heals or spell casts. There is no ability that allows pets to critical hit on heals (or spell casts).

    How does mastery of magery and wild power affect Heretic focus spells? Also how do basic stats like Dex, Acuity, and Piety affect the focus spells?

    In general, each pulse of a Heretic’s Focus DD independently calculates the Heretic’s bonuses to magic damage (from Realm Abilities like Mastery of Magery or stats like Piety), critical hit chance, as well as the target’s resistance to the damage type. This means if mid-pulse your target were to get a debuff to their Heat magic resistance, you would see an increase in damage on your next pulse.

    The dexterity stat (or other cast speed bonuses) only affects the cast speed of the initial cast of the Focus DD. Subsequent pulses have a hard-set interval that are not affected by dexterity or cast speed bonuses.

    The Mastery of Magery realm ability will increase damage done by your spell casts, including the Focus DDs. That damage increase gets baked into the base damage of a pulsing Focus DD. This means that with Mastery of Magery Heretics will hit harder on their initial cast and the pulsing DD’s inherent increase will use that higher starting point to determine the subsequent pulses’ damages.

    The Wild Power realm ability affects the pulsing Focus DDs a bit differently than more traditional Damage-over-Time spells. Unlike DoTs where a critical hit on application will cause each successive tick of the DoT to hit at that critical damage level, each pulse of a Heretic’s Focus DD independently calculates its chance to critical hit while only referencing the previous pulse’s base damage (sans critical damage) to determine the damage increase on the next pulse.

    In other words, if you critical hit on the first pulse of a Heretic Focus DD for 100 damage + 25 critical damage, the next pulse will only reference the 100 damage and not the critical damage in determining how much it should hit for. However, if you don’t critical hit on the initial cast of a Focus DD, fret not because each pulse has its own chance to critical hit still!

    Hello, what is the critical hit damage (spell) based on? Sometimes I hit for 50 another for 200… thank for your support

    It is random. When attacking players, each critical hit (melee or spell) can hit anywhere from 10% to 50% of the original damage dealt. 50% of the original damage is the maximum for any critical hit except for Berserkers who can critical hit for up to 100% of their original damage when actively using their Berserk ability.

    When attacking monsters, the critical hit damage cap is 100% of original damage for all classes.

    One thing I’ve been really wondering is how snares and ASRs interact with speed buffs. For example, if a target running at 170% speed gets hit with a 40% snare, is it now running at 102% (170 – 40%) or 130% (170 – 40)?

    Snares debuff the run speed by percentage, so using the example provided a player moving at 170% in-combat speed gets reduced by 40% down to 102% speed.

    That’s it for this week. Have a great weekend! 🙂

    See you in the frontiers, or maybe even Caledonia!
     

  • General

    Weekend Battleground Event: Caledonia

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    The Caledonia battleground is open to all players starting today, Thursday July 16th until Tuesday July 21st!

    Conquer the enemy realms and capture Caer Caledon back from the Picts to earn the Pictslayer loot!

    The Caledonia battleground has the following zone bonuses:

    • 25% bonus to realm point gain
    • 25% bonus to bounty point gain
    • 50% bonus to experience gain

    Visit the Battleground Event Channelers to venture to Caledonia:

    Albion: Master Truji in Castle Sauvage
    Midgard: Stor Gothi Acheren in Svasud Faste
    Hibernia: Channeler Inarea in Druim Ligen

     

  • General

    Friday Grab Bag – 07/03/2020

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    Time for the Grab Bag!

    Just a note to remind everyone that you can keep up to date on reported game bugs and track their progress on our official DAoC Bug Tracker! Should you know of a bug/issue not listed, please report it via the bug-reports channel in our official Discord, or using our official forums!

    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.

    Onward to the questions! 

    Does savage h2h and mauler fist wraps reduce shield like other dual wield lines?

    From our August 2018 grab bag:

    Yes, both Hand to Hand and Fist Wraps have the same penetration bonus as Celtic Dual, Dual Wield, and Left Axe as they are also considered “dual-wielding” specializations. Block and evade chances are reduced by 25% vs dual-wielders.

    In testing this, the Savage and Mauler will still likely show more blocks and evades over the same number of tested styles than one of the Light Tanks would but this is because of their comparatively lower weaponskill and not due to a difference in their penetration bonus.

    Does the bonus level on weapon(s) affect the chance to proc? Ex. Drakulv axe has a bonus level of 50 vs. Hollowed cleaver bonus level 46?

    No, the bonus level does not affect an item’s proc rate chance. Only a given weapon’s (or armor’s) proc rate chance value controls this.

    Proc rates are set individually on each item and so this can depend. Typically weapon (and armor) proc rates are between 7 and 12%. Some two-handed weapon procs do have a 3-5% higher proc rate but most two-handed weapons have identical proc rates to their one-handed versions.

    Could you explain why Theurgist pets don’t die when the theurgist does?

    The technical reason is because Theurgist pets (and Animist fire and forget turrets) are non-controlled pets that receive their instructions when summoned. This means that once summoned they have their own AI and are disconnected from their owner and so are unaffected if their original caster dies.

    Conversely, controlled pets on classes are directly under control of their caster. This means the pet follows the caster, the caster can direct if the pet is in aggressive, defensive, or passive mode and can direct where it moves and who it attacks at all times, but does nothing on its own without those real-time instructions. Without a controller, this sort of pet has no one to direct it and so is set to be de-summoned whenever its controller dies.

    In terms of balance, there are many limitations Theurgist pets have specifically:

    • Can only attack 1 target for their entire duration
    • Low hitpoints
    • Only survive for their duration contrasted to controlled pets which last indefinitely
    • Limited to how many can be summoned at once

    Animist FnF pets have similar limitations as well:

    • Can switch targets but cannot move
    • Ground-targeted
    • Low hitpoints
    • Only survive for their duration contrasted to controlled pets which last indefinitely
    • Limited to how many can be summoned at once

    The above limitations are just inherent to the pets themselves but there are also many counters such as interrupting their casters before they can get the pets out, killing the pets directly with 1-2 casts or melee swings, and the myriad AoE and single-target pet-clearing abilities available.

    Both are iconic classes and provide a unique strategy and playstyle to their respective realm. These differences are part of what makes DAoC so great! Changing this fundamental aspect of these pets living beyond their caster is not something we think warrants changing. That said, if you have constructive feedback regarding these, or any classes, we would love to hear from you!

    On the DAOC website ‘search tool’ I can search for “Howling Wraith Bracer”, select the “Midgard” realm, and it displays several results.
    The top option, Howling Wraith Bracer shows it drops on ALL 3 REALMS and that it drops from “Kertom”. However, after spending roughly 50 orbs (1 orb = 5 tries. Each try yields 3 random items. So a total of 750 random items) not once did a Howling Wraith Bracer drop.

    Additionally time was spent farming KERTOM directly (30+ kills, no bracer). So the question is, is the database faulty (displaying an item for a realm that doesn’t exist on that realm) or is there an issue with the drop rate? Does this item even drop on Mid? A 3rd-party website shows this as a “Hib only” drop. A second item with this issue was also found, Grymvag Mithril-capped Fang. Says it drops on ALL 3 realms, looks like a “Mid only” drop though.

    The Howling Wraith Bracer has +Shadow Mastery skill on it, which is for Vampiirs. It is therefore a Hibernia-only drop. Similarly, Midgard only gets the Howling Soothsayer Bracer to drop from Kertom.

    The “realms” flag on the item search is looking at the item itself to see if it is flagged for a specific realm. Since accessories can work across realms (unlike armor which has different resistances depending on the realm or weapons that have realm-specific skills), most of it is flagged as usable by all realms even if it only drops in or has stats that apply to a single realm.

    For now, the database simply returns which monster or quest the item comes from but does not differentiate which realm’s monster drops it if there are multiple versions. This is something on our list to improve with the search!

    Previously there was a push to get DAOC on Steam.  It was Greenlit by Steam but never progressed because of the EA – Origin – Steam dynamic at the time. It appears that EA is now again allowing their games on Steam.   Any chance that DAOC will be allowed on Steam?   Are there any discussions with EA to do so?

    Yes, this is still under discussion. We are still working towards getting Dark Age of Camelot onto Steam as soon as possible!

     

    Have a great weekend, everyone!
    And to our US players, Happy 4th of July! 🙂

  • General

    Midsummer Spirit of War Event

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    The Midsummer celebration event is upon us!

    Midsummer’s Spirit of War event will run from today, June 30th, until August 4th, 2020.

    Read on for the full event details!

     


    Midsummer Event

    The Midsummer Event is now live!

    Find and speak with the following NPCs to participate:

    • Guy in Albion’s strength relic town (Catterick Hamlet)
    • Garmr in Midgard’s strength relic town (Godrborg)
    • Salle in Hibernia’s strength relic town (Criar Treflan)

    The event is made up of 2 stages:

    • During Stage 1 of the event, level 50 characters will be offerred the [Midsummer] Dragon Eggs quest from Guy, Garmr, or Salle.

      • Each completion of this quest grants 1,000 realm points!
    • The first realm to complete 150 of the [Midsummer] Dragon Eggs quests wins the first stage!

      • When one realm wins, the other 2 realms’ progress is not lost and they can pick up where they left off after stage 2 is complete and the event has reset.
      • After a realm wins, no realms will be able to turn in the [Midsummer] Dragon Eggs quest again until the next stage is completed and the event has reset.
      • Players can speak with Guy, Garmr, or Salle in their relic towns to check the event’s current [status].

    When a realm completes Stage 1, Stage 2 begins.

    • During Stage 2 of the event, level 50 characters will be offerred the [Midsummer] Spirit of War quest from Guy, Garmr, or Salle. A Dark Dragon will spawn and CAPTURE one of the following enemy realm keeps:

      • Albion is victorious: Nottmoor Faste, Blendrake Faste, Hlidskialf Faste, Dun Crimthainn, Dun Bolg, or Dun da Behnn
      • Midgard is victorious: Caer Berkstead, Caer Erasleigh, Caer Sursbrooke, Dun Crimthainn, Dun Bolg, or Dun da Behnn
      • Hibernia victorious: Caer Berkstead, Caer Erasleigh, Caer Sursbrooke, Nottmoor Faste, Blendrake Faste, or Hlidskialf Faste
      • The captured keep is chosen randomly.

        • However, a keep can only be captured if the winning realm does not already own it.
      • Note: Siege towers are disabled for the duration of the event on ALL keeps.
    • Dark Dragons repeatedly destroy the outer walls of any keep they are flying over.

      • For the duration of this event, keep walls on all keeps will not provide realm points when repaired. Keep doors still provide realm points when repaired.
    • Once a keep has been captured by the Dark Dragon, any realm can take it and defend it.

      • Once a realm has taken the keep, the keep behaves as normal and the Dark Dragon will not ever re-capture it; however the outer keep walls will still be repeatedly destroyed as long as the Dark Dragon is alive.
    • The Spirit of War will spawn to battle the Dark Dragon at the keep.

      • Players that fight within the same zone that the Spirit of War is currently in will receive the “Spirit of War’s Mark” – a 75% realm point buff that lasts 30 seconds and refreshes instantly so long as you remain in the same zone.

        • This buff does not stack with or overwrite Buggane Draught buffs; however if that buff is currently active it will need to be dropped for the Spirit of War’s Mark buff to affect the character.
    • Once a Dark Dragon has spawned and captured a keep, the [Midsummer] Spirit of War quest will become available from Guy, Garmr, and Salle.

      • This quest asks players to earn 25 enemy realm kills while they have the Spirit of War’s Mark buff active.

        • Players can also receive the quest by heading to the keep that the Spirit of War is flying above (8,000 units). 
      • To receive quest kill credit, players will need to fight in the same zone that the Spirit of War is currently in.
      • Complete this quest to earn the Midsummer’s Triumphant Wrap as well as a new scaly companion!
    • After the Dark Dragon and Spirit of the War have battled over a keep for 45 minutes, the Spirit of War will summon Dragon Ballista siege weapons that can be used to kill the Dark Dragon.

      • These Dragon Ballista will do negligible damage to everything except the Dark Dragon – but beware, the Dark Dragon doesn’t like their attention!
      • Killing the Dark Dragon will cause the inner keep to be destroyed and it’s door to be opened!
      • Once the Dark Dragon is killed, the Spirit of War will only remain so long as there is still a battle being waged at the keep.
    • If, after roughly 3 and a half hours, the Dark Dragon has not been killed, it will retreat from the battlefield.

      • Once the Dark Dragon has retreated, the Spirit of War will only remain so long as there is still a battle being waged at the keep.
      • If the Dark Dragon retreats, the inner keep and its door are not destroyed.
    • Once the Spirit of War leaves a keep, the event resets and the [Midsummer] Dragon Eggs quest can be obtained and completed again.

    Let the siege battles begin!

  • General

    Friday Grab Bag – 06/19/2020

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    Welcome to this week’s Grab Bag!

    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 on to the questions! 🙂

    Grapple clears stun immunity from the grappler. I understand the intent is to stun the grappler, regardless of if they have immunity, but shouldn’t I retain the remaining duration of my immunity after grapple stun ends? For example, if I have 45 second melee stun immunity and get grappled, shouldn’t I retain the immunity and come out of the 10 second grapple stun with 35 seconds of immunity?

    It may seem somewhat counter-intuitive but this is working correctly as described. Using grapple while stun immune has the downside of clearing your own stun immunity, as intended.

    How big is the area of the theurgist and animist pet cap? The cap message is that “you have too many pets in the area”. For example: if I cast 8 mushrooms, how many locs must I run to cast a 9th shroom? If I have 12 pets active, how far must I be to cast a 13th pet?

    There are two limitations to the number of pets that can be cast by a Theurgist and Animist.

    The first limitation is area-based and caster specific. The limit is 8 FnF pets for Animists and 12 for Theurgists. This means that each Animist cannot cast more than 8 FnF mushroom pets (this doesn’t count against their main controlled pet or their pet-based nukes). Additionally, if the Animist or Theurgist moves 6,500 or more in-game units away from where their pets are currently up, they will be able to cast up to their limit again.

    The second limitation is area-based and prevents any Animist or Theurgist (or any other class that tries to summon a Fire and Forget pet) from casting additional pets if too many are already in an area. That limitation is 30 total FnF pets in a 1500 unit radius, across all realms.

    What is the cap for arcane siphon?

    25%.

    I have a question about legendary weapons. How do Absorb (ABS) and the Armor factor (AF) work when using Heat legendary weapon ? Do the ABS and AF still work ? Or is my Heat resistance the only thing that matters?

    Legendary weapons are defined as a melee weapon, just one with a magic damage type and so they take their target’s ABS and AF into account just like physical weapons do.

    Why does Mid maze have no name, like Alb and Hib maze? At least in the death spam reports it just reports as killed in Jamtland Mountains.

    Mid’s maze does have a region name:  Hvedrungr Hill

    We’ve taken a look at the region and increased its size a bit to more fully encompass the maze’s area. This change will go live with patch 1.127.

    I’ve been having an issue with some of my item-based buffs (like my RP bonus potion) no longer showing on my character after zoning! Are you going to fix this!?

    We’re aware of this issue and are currently investigating but have had trouble reliably reproducing it. However, when it does happen, it appears to only be a display issue. The buff icons do indeed disappear from your screen but /using another item (like an endurance regen potion) will cause the missing icons to reappear. This means the missing effects were still affecting your character, they just weren’t showing up in your active buff icon area after zoning.

    If you run into this and think your abilities have prematurely dropped, please try this workaround until we can track down a permanent fix.

    Have a wonderful weekend everyone! 🙂

     

  • General

    Friday Grab Bag – 06/05/2020

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    Time for another Grab Bag!

    Work and testing on patch 1.127 continues with some exciting market explorer search improvements, new housing models and textures, Endless Conquest tweaks, tons of bug fixes, and more coming soon! We also want to remind folks that House Repossession for account inactivity will be re-enabled with 1.127 (not house rent!). Anyone with a currently condemned house and an active account needn’t worry though, their house will be fixed to show the correct, active state when the patch comes out and we’ll give an additional 3-day grace period for any houses that are meant to be repossessed. More details to come with the test server notes in the coming weeks!

    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 the questions 🙂

    Does the Merchants Cloak of Winters ability, stun block, negate melee stuns as well?

    No, all Stun Feedback abilities only prevent casted stuns. 

    Can a toon have more than 10 percent melee resists? i.e. melee resist ring plus ow/belt/staff etc

    There are some melee resist bonus abilities that grant more than 10% to those resistances such as the Pictslayer Runic Mace (20%, though a shorter duration) as well as class abilities like Impervious Skin in the Dementia specialization for Vampiirs (22%).

    If the question is more about whether or not these various abilities from items or classes will stack together, then the answer is no. The highest item-based melee resist bonus will overwrite any lower versions when using two or more item-based melee resist buff abilities simultaneously and when using an item-based and class-based melee resist buff at the same time they will co-exist but not stack, with only the highest delve version applying.

    What are the details behind the forest eldritch /use on the Animist loyalty cloak? What is the range of its bolt? How many attackers can it attack at once? What is the damage type of its bolt?

    The Forest Eldritch pet’s bolt is 1875 range, can only hit 1 target at a time (though the pet can switch targets), and uses Matter damage.

    Is 1% celerity, 1 point in quickness or unrelated? If you’ve the 37% celerity from warden do you still need to cap quickness?

    Quickness stats/buffs, TOA melee haste% stats, haste% buffs, celerity and the weapon’s speed are all factors in determining overall swing speed. The slower the weapon speed, the more of all of the stats and buffs you will need to reach the 1.5s swing speed cap.

    For classes like the Warden that use 1-handed weapons, which are generally much faster than 2-handed, it can be possible to obtain the 1.5s swing speed cap without capping quickness, yes. We aren’t going to give out the exact formula here but there are several 3rd party tools that will give a great approximation of how much of each stat you need to reach the swing speed cap!

    In the past it was said that raising base con and hitpoints would transfer to a necro pet (spirit aegis). Lately i was doing some testing and i have found that the necro pet has a 3000 hitpoint cap. Increasing base con, hitpoints, buffed or unbuffed before pet creation, 25% buff bonus, or increasing con/hitpoints with items in temps. Nothing seems to increase the HP of a pet. Why is this and when did it change? Also what does transfer to the pet. Does melee dmg and speed in a temp affect the pet? Does RA Toughness still work on the pet as well?

    The Necromancer class was revamped in Patch 1.122B to no longer be totally reliant on their pets. This means that the design of the class changed as well as many of their abilities and functions. Pets cast by Necromancers do not receive any benefit from the Necromancer’s stats now. However, like all other class pets, buffs cast on the pet will increase the Necromancer pet’s melee absorption, causing it to take much less damage.

    From the 1.122B notes:

    The Necromancer revamp brings forth a new and exciting direction to a class that has been at its best, difficult to manage, balance, and play; and at its worst, broken. Still, the decision to embark on this new direction did not come easily and is not without risk but it’s one that we feel strongly in as the best to take the class. The seeds of this idea were planted many years ago, back within the halls of Mythic Entertainment, and we’re happy to finally see them blossom.

    Before getting into the specific changes in the notes below, we wanted to outline some of the big-picture mechanical changes to the class:
     

    • Generally-speaking, there are 3 “classes” in one here, based on specialization: a pure caster, a melee/caster hybrid, and a pet-based, utility caster. These 3 variations of the class should cover much of what the original necromancer class could do but in a way that makes their impact on the battlefield more dynamic, direct, and approachable to more players.
    • The current mechanic involving the invulnerable Necromancer shade controlling and exclusively acting through their pet is no longer part of the class. The class will still be a unique, largely pet-based class but the aforementioned pet-dynamic will no longer exist and instead the Necromancer itself will use powerful new forms and abilities to act out its will directly on the battlefield.
    • These three forms or shapeshifts are augmented by their respective spec-line and also augment the abilities within their spec-line. We’ve tried to make them work seamlessly across all three specializations, and where appropriate, limited certain abilities (pets) to certain forms.
    • The melee-oriented form clearly brings some new itemization questions into play. If specializing in the melee-oriented line, players will want to gain melee-related stats like quickness, constitution, hits, armor factor, melee damage, melee haste, and style damage as well as the casting stats they already desire. To make things easier on players, intelligence (and not strength) will be used as the main melee damage and weaponskill stat. Some of the abilities in the spec-line address this itemization need directly already and we’ll be introducing new items that accommodate this going forward.

    Enjoy the weekend, and see you in the frontiers! 🙂

  • General

    Doppelganger Invasion Event and RvR Bonus Update

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    The traveling merchants have departed and the Doppelganger Invasion event has come to an end.

    • The event’s Doppelganger spawn rates, locations, and RP rewards will permanently remain.
    • Doppelgangers will no longer drop Invader Seals.
    • Players will have any Invader Seals removed upon logging into the game.
    • Players can no longer obtain or turn-in the [Daily] Doppelganger Invasion quest.

    RvR bonuses will continue at their existing values until July 7th:

    • 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 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 each housing zone:

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

  • General

    Friday Grab Bag – 05/22/2020

    Created by

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    ‘Tis a windy Grab Bag today!

    Just a note to remind people about our official DAoC Twitch stream on Saturday nights! Join us for a bird’s eye view of the frontiers, good chat, and of course our giveaways 🙂 This Saturday’s stream is a special giveaway stream as we’ll be giving away the following (in no particular order):

    • 30 Charge 50% RP Bonus Potion
    • Name Respec
    • 3 Month Game Timecode
    • Race Respec
    • Max Character Boost
    • Dragon Mount

    Do not miss this!! Prizes are limited to one win per person. The stream starts approx 9:45PM GMT / 4:45PM EST with the first giveaway starting at 10PM GMT/ 5PM EST! 

    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.

    Onward for the questions!

    Hello, I have a question about Archery. Why is the dex related damage from Archery capped at around 400? Every other damaging stat to my knowledge has some return even if diminishing. At this point there is no way other than Falcon’s Eye to increase archery damage, as the required dex cap is far too easy to reach.

    While it is true that archery damage per hit does not increase over a certain amount of dexterity, there are still benefits of increasing the dexterity stat beyond that cap such as increased cast speed, defense penetration, and to-hit chance all of which do increase the overall damage dealt by an archer. The lower valued damage cap also means that archers can more easily have additional dexterity over the cap and have their damage protected from any stat debuffs.

    Hello, my guild is wanting to create a guild house in the same housing region as all of our personal houses however it seems our guild is based on another Ywain server. Is there any way to have the guild transferred to another Ywain server so we can place our guild house at the desired location?

    Not at this time.

    From our Guild Housing guide:

    Once a house has been made into a guild hall, it remains a guild hall and the property of the guild. The house cannot be returned to private home status, nor can it be sold to another player or guild. Guilds that wish to move their guild hall must wait until their old hall is repossessed before they can establish a new one.

    The only way for guild halls to be repossessed currently is by not paying rent, and rent is currently disabled. We do not plan on re-enabling rent with 1.127 but are investigating other solutions for personal house and guild hall transfers.

    I have a question on absorb. Does 100 AF = 1% absorb? If so, if I have 900 AF for 9% absorb, with 27% abs from chest/boots/etc does that mean I have 27 +9 for 36% absorb? Or how does that work?

    Both Absorb% (ABS) and Armor Factor (AF) are calculated entirely separately and are not combined into a single value. An AF debuff would not reduce your ABS and an ABS buff would not increase your AF. Though increasing your ABS would decrease the overall melee damage taken just as increasing your AF does, giving an equivalent value for each is not really possible since ABS from armor is calculated in the damage taken formula differently than ABS from a buff/debuff.

    There are many factors involved in the damage taken formula such as armor condition/quality, the effective AF on the armor piece hit, that armor’s ABS value, a character’s AF buffs and stats, then any character buffs to ABS, and the character’s resistance to the damage type. And that does not even include the many variables on the attacker’s side of the equation that are combined with damage variance to determine how much damage is actually dealt.

    I have noticed that the ml ability and the reaver scare pet abilities do not work on bonedancer pets. The caster type in particular. Why is that?

    From our September 13th, 2019 grab bag:

    Bonedancer pets are a bit unique when it comes to pet scares. Because the pets /assist each other by default, if the Cowering Bellow effect does not hit ALL of the pets at once, the remaining pets will not be scared and cause the commander pet to re-aggro immediately due to the sub-pet(s) that are still attacking.

    Pet-scaring all of a BD’s pets at once can admittedly be hard to accomplish when they are spread out, but this is an intended benefit of the Bonedancer class.

    How are the RPs from killing one player split amongst group members? I’ve noticed that if a specific person at a specific RR is worth about 4k solo, then if I killed that same 1 person with 7 other members in group I will get around 800-900 RPs. 900×8=7200 RPs. It does not seem to split evenly in groups in fact it looks like RPs are buffed for groups which only seems to encourage grouping and killing smaller numbers.

    There is an inherent XP and RP bonus for being in a group and the more players in the group the better the bonus. This is done to encourage players to group up in both PvE and RvR to accomplish tasks and defeat their realm foes.

    We do agree that in some cases this can incentivize the behavior described but in many other cases it allows groups to progress as fast in XP while levelling or through realm ranks in RvR as experienced “solo” or “small-group” players. If the grouping bonus was removed there is potential for the most efficient path to progress in the game to be as a solo player and that would not be aligned with the team/group/realm-oriented gameplay that makes Dark Age of Camelot so special!

    However, we are always looking for ways to make all playstyles engaging and rewarding. If you have feedback about this or suggestions on how to improve this dynamic for smaller groups and solo players, while still maintaining a strong benefit for grouping, we would love to hear your thoughts!

    Have a wonderful weekend all, and hope to see you on our official Twitch channel on Saturday night! 🙂