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THE HERALD

  • Patch Notes

    Live Client Update

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    Thanks all for your feedback and bug reports on the 1.127 Patch thus far! 

    A new live client is now available with the following fixes: 

    • The Camera Reset hotkey will now return to the proper saved camera angle when used.
    • Ground Targets can now be set in all dungeon locations.
    • Players can now target players, monsters, and other boats when riding a boat.
    • The Consignment Merchant window should no longer close when delving items when the window is positioned over the house art.

    If players are currently in-game they should logout to re-run the patcher to receive these fixes.

  • Patch Notes

    Live Server Downtime – Patch 1.127

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    Update2: Archived servers are all up now as well as Ywain and Gaheris.

    A new live client is up with the following fixes:

    • /Qbinds being set properly and saving correctly on logout and zone.
    • Users who were crashing when logging in with certain Custom UIs should no longer crash.
    This client also temporarily disables the ‘match all bonuses’ feature on the market explorer so it can be updated to return results faster.

    Players that are currently in-game should logout and re-run their patcher.

    Update: Ywain and Gaheris are once again live! Archived servers will be up later today.

    Developer’s note: Please remember to login and run the /listmerchant command at your house so that its items can be found on the Market Explorer as all houses have been delisted with server-up.

    All live servers will be coming down tomorrow, Tuesday September 1st, 2020, at 5:45AM EDT / 10:45AM GMT for patch 1.127!

    Please check out the patch notes below!

    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!
    • Explore new ways to defend and capture keeps with the revamped Stormlord Master Level line!
    • TONS of Bug Fixes and Client improvements!

  • General

    Friday Grab Bag – 08/28/2020

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    It’s a wet and windy Grab Bag this week! 

    Our August newsletter goes out soon so make sure you are signed up to get the latest DAoC news direct to your inbox 🙂

    RamikOaken’s amazing generosity continues with a 10 hour DAoC Charity Stream today supporting http://GamersOutreach.org a charity that provides equipment, technology, and software to help kids cope with treatment while in hospital. Ramik will be jumping between realms, soloing, grouping & zerging, with special guests and giveaways! Tune in to Ramik from 1PM EST/7PM CET on his Twitch channel.

    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 🙂

    With 1.127 and the stormlord changes, if I MOC and cast a storm, is its effectiveness reduced in any way or are storms as is?

    Great question! The Mastery of Concentration realm ability will only allow the caster to summon the storm uninterrupted. The RA does not affect the duration of the storm itself nor the duration and effectiveness of what a storm casts.

    Storms are unique in that their effectiveness or duration are not modified at all by their caster since they are an object. Once summoned, the storm’s spells are also cast by the object and are hard-set in their values (with normal variance on damage spells). Therefore the caster of the storm having buffs, duration gear, resurrection sickness, or MoC will not affect the storm at all.

    What is the duration on warden loyal cloak block/parry buff use, and does duration gear make item use group pulses last longer?

    The group aura will last around 10 minutes. There is a hard-cap on the number of times the aura can pulse and so duration% gear does not increase its duration. This is the same for all aura’s cast by items.

    Does the RA serenity work in combat?

    Yes.

    With the resist buffs change in 1.127, what if you have the 3 piece set.   Does that still apply to the resists meaning that the 5k radius is void?

    After 1.127 all versions of the Bard, Paladin, and Skald resist buffs will last forever so long as the targets of the buff stay within 5,000 units of the caster. The 3 piece curse set bonus grants +4% to the magic resists and that will remain after 1.127. Players that move further than 5,000 units from the caster will lose all versions of the buff.

    Is the change to the Ranger R5 intended to kill or just scare theurgist pets? Other pet scares kill them.

    The pet scare on the Ranger RR5 works  identically to all other pet scares. Theurgist pets are not directly killed by any pet scare (or confuse spell for that matter).

    What kills theurgist pets is when they try to switch targets. If you’re testing the new pet scare in a 1v1 situation on Pendragon where the theurgist pet’s target isn’t grouped and being healed or the theurgist pet isn’t being attacked by another player, the theurgist pet will simply be scared and then return to its original target after the fear’s duration. 

    I started leveling a mentalist speccing in dots. I am level 39 and full spec in the dot line, but I notice that while the spec dot ticks for a consistent amount, the baseline dot ticks are all over the place on the same target.
    Sometimes its equal to the spec dot, other times its 2/3 of the delve damage of the dot. Why does the baseline do inconsistent damage when the spec has points equal to my level? 

    Baseline spell damage variance is determined by how far away from composite level 50 your character’s specialization is and not whether your character has the maximum specialization for their level.

    For instance, a level 24 Mentalist that has 24 specialization in Mentalism and +4 to their Mentalism magic skill has only 29 composite specialization in Mentalism and so baseline damage variance will still be quite large. At level 39, a character can have a maximum of +8 from items and +2 skills from realm rank for a total of 49 composite in a specialization. There will therefore still be some variance when using the baseline damage spell, although very little. Once the composite specialization hits 50 or more, baseline spell damage variance should be zero.

    Mind yourselves out there, and enjoy the weekend 🙂
     

  • Patch Notes

    1.127B Pendragon Test-Server Patch Notes

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    The Pendragon test server is now open for testing!

    All tracked bugs on Pendragon should now be resolved with this update and barring any additional issues or feedback 1.127 will be going to the live servers next week!

    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!

    Here are the short and sweet 1.127B notes!


     

  • General

    Emergency Server Maintenance – Ywain

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    Update 10:00 AM EST / 3:00 PM GMT: The Ywain server is up, thank you for your patience!

    The Ywain server is coming down now to perform emergency server maintenance to fix an issue accessing some battleground and housing regions.

    This downtime should be completed in under 2 hours.

    We appreciate your patience and understanding as we resolve this matter!

  • General

    Friday Grab Bag – 08/14/2020

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    The Grab Bag is here with your questions and our answers!

    Hope you’re all planning on hopping over to Pendragon to check out and try our latest changes in the Patch 1.127b update! 🙂

    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.

    On to the questions! 

    How long will there be between when the patch goes live and houses being repossessed?

    Here’s a full breakdown of how house repossession will work when 1.127 goes live:

    1. Any houses that are currently showing as condemned and with a repossession timer on live now, but have active accounts will have their repossession timers cleared on 1.127’s launch.
    2. Accounts that have been inactive for >90 days at the time of 1.127’s launch will have any houses set to a 3-day repossession timer. This will give those accounts some time to reactivate if they so choose and ensure that nothing is immediately repossessed by mistake.
    3. Accounts that have been inactive for 30-90 days at the time of the launch will have any houses set to a 59-day repossession timer.
    4. Accounts that have been inactive for less than 30 days at the time of the launch will not have a repossession timer set. When those accounts hit the 30-day inactivity mark their houses will be set to the normal 59-day timer.
    5. After 1.127’s launch, any newly inactive account will have no action taken for 30 days. At 30 days of account inactivity, the account’s house(s) will be set to the 59-day repossession timer (for a total of 90 days of account inactivity before repossession).

    Recent tests have shown that equipping the Freezing Winter mythirian increases melee resistances past the cap. In a June 2017 Grab Bag, you mentioned that mythical physical defense does not allow resistances to go past cap. Is this a bug?

    Yes, it looks like a display bug on the client where it shows the resists not going above the cap. The Myth: Physical Defense stat does indeed work above the traditional resist caps. Because this is on so few items and the bonuses are relatively small, this is likely to stay as is.

    After a fight has happened at a tower or keep I have noticed a couple things but I wanted to be sure. 1) EV towers keeps seem to give a bigger bonus than those in the frontiers. 2) The longer it takes for people to move storms out or they just stand in the damaging storms to delay the bonus for the enemy it also hurts their bonus too. Is any of this true or just a bad coincidences ?

    You have a good eye! Towers on Ellan Vannin are defined as “keeps” in the outpost system since they allow teleportation. And the outpost contribution system treats keeps and towers differently, per the 1.121 patch notes:

    • 50% of RPs earned through kills/rezzes at a keep will be added to a player’s individual contribution pool
    • 20% of RPs earned through kills/rezzes at a tower will be added to a player’s individual contribution pool

    There is no penalty for delaying the contribution rewards. The only requirement is that participating players be within 8,000 in-game units of the outpost to receive their reward when the successful defense or capture occurs.

    Most cursed 3 piece sets give a composite 5% to one stat or another, for example the cabalist set provides 3% spell pierce off of one item, and 2% off another, this goes for all classes that I know of with one exception, the minstrel, who (like many other classes get conversion and spell pierce) however his bonuses only add up to 4% rather than 5%. I’m curious as to why this is. It is a minimal difference, but it is a factor in template building. Thank you in advance

    Yes, these bonuses of either resist piercing OR conversion should add up to 5% on all class curse sets. The Minstrel’s set is being adjusted in 1.127!

    With the change in Stormlord adding a stun feedback storm, does this storm affect Static Tempest also?

    No, Static Tempest and other Realm Ability-based stuns like the Theurgist’s Realm Rank 5 ability Minion Rescue have been changed to bypass all stun feedback spells. This change includes stun feedbacks from the new Dazzling Array storm as well as those from item /uses.

    Have a great weekend! 🙂
    See you in the frontiers, and Pendragon! 

  • Patch Notes

    1.127 Pendragon Test Server Hot Fix#1 and Patch Update

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    Feedback and replies on testing has been amazing, thank you all for taking the time and sending in your thoughts and trying things out on Pendragon.

    We’re aware of and working on the following issues on Pendragon that will be fixed in the next test server’s downtime:

    • Allowances for the new Ground-Target system in crowded areas.
    • Market Explorer search issues with the match all bonus option.
    • The /housefriend command not functioning properly.
    • Siege weapons colliding with other siege weapons.
    • Issues with equipping One-handers into the Two-hand slot.
    • Bodyguard’s radius not matching the Battlemaster styles’ interrupt radius.

    In the meantime, please enjoy the notes below!




     
  • 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!