Quote (phuckina @ 25 May 2011 15:57)
what is being done to dex for scouts and rogues? anyone got a link i did not find this info in the patch notes.
-ty
Standard [Statement] Chapter IV Release & Balancing
Another week has passed so it’s time for some more info on Patch 4.0.0, Chapter IV – Lands of Despair.
Save the date – the 16th of June 2011 is when you can get stuck in and put a stop to Sismond’s devious plans. Save Lord Grafu and his daughter Annelia from his curse and bring an end to Sismond’s control of the region’s inhabitants. Drive the hordes of un-dead from the land and head into battle on the northern front to shine light upon the mysterious war between the Rhinos and the Dwarves.
There’s a lot to look forward to: new epic and legendary loot in two challenging instances and most exciting of all – the long-awaited balancing of the classes. We plan to bring inflicted damage for each class in line with all other classes and in some circumstances, increase damage values. We will be applying these adjustments, in most cases, to skills that have previously been perceived to be less useful than others.
While our game improvement and quality assurance teams work at full speed with Runewaker on the upcoming balancing patch, we’ve decided to give you another couple of examples of what you can expect once the work is completed.
With this in mind, this information is only provisional but we intend to include the final and complete information in the 4.0.0 patch notes for Chapter IV.
Scout:
Balancing
Dexterity will no longer influence the ranged weapon damage calculation. Scouts should now be affected by the physical defence of enemies in the same way as other physical damage classes.
Blood Arrow
* The HP reduction now has a fixed value of 10% at all levels and the increase of ranged weapon damage has been reduced. Additionally the skill now has a cooldown of 2 minutes. Players now have to decide at which moment in a battle they want to activate this skill to get the best benefit, because they are no longer able to reactivate it immediately after cancelling the effect.
o Before (Lvl 1-65): No cooldown. For 60 seconds, every 2 seconds your HP is reduced by 2.0% - 9.8% and the physical damage of your ranged weapons is increased by 10% - 42.5%. (Right click the Buff icon to stop the effect.)
o After (Lvl 1-65): 2 minute cooldown. For 60 seconds, every 2 seconds your HP are reduced by 10% and the physical damage of your ranged weapons is increased by 5.0% - 34.3%. (Right click the Buff icon to stop the effect.
Mage:
Electrostatic Charge
* The amount of damage which will be absorbed has been changed from a fixed amount to a value based on the maximum HP of the character. The skill will now be more useful even in higher levels. The cooldown has been increased to prevent the skill from becoming too powerful.
o Before (Lvl 1-65): 20 second cooldown. Absorbs up to 40 - 1080 points of direct damage from enemies for 60 seconds.
o After (Lvl 1-50): 2 minute cooldown. Absorbs up to 2% - 30% of your HP of direct damage from enemies for 60 seconds.
Intensification
* The bonus damage added by the skill will no longer be a fixed value. The damage is now directly increased by a percentage of the current damage.
o Before (Lvl 1-65): Magical damage increases by 50 - 667.5 points. Effect lasts for 20 seconds.
o After (Lvl 65): Magical damage increases by 10%. Effect lasts for 20 seconds.
Bugfixes:
* Title: DoT / HoT effects
Description: The first tick of DoT and HoT effects should no longer be missing.[/FONT]
* Title: [Siege War] Herald
Description: If the herald disconnects during a siege war, it is now possible for any player to re-obtain the herald status if that player has at least 1000 Guild War Merits.