Anasayfa Haberler 1.05 YEPYENİ BİR HYBORİA

1.05 YEPYENİ BİR HYBORİA

1.05 YAMASININ GENEL ÖZELLİKLERİ BURADA

1.05 yamasının KLASLARA özel yenilikleri AOC KARAKTERLERbölümünde Eşya ve silahlarınızı levelinize uygun yenilemezseniz artık level atlayınca stat larınız belli oranda düşüş gösterecek

( Anlayanlar anladı . En çok bu özelliği sevdim . Teşekkürler SİLİRRİON )



System Changes

General Itemization Changes
In general, items will now have more of an increased effect on core combat statistics than before. Hit points, stamina, mana, damage, and other mechanics will be more heavily influenced by your gear – and the scale of the numbers has increased. You will no longer see items that give a fractional percentage. With the new rating system described below, you should only see whole numbers on these statistics as well as your attributes.

We have opened up for more statistics to be available to more inventory slots. Where strength, for example, previously only was available to six slots, it will now be available on all your equipment slots. This has given us the opportunity to make a much greater variation in equipment.

The DPS stat on weapons will now have a more significant impact than before and will vary more with the power level of the item. As pure casters do not need this stat, spell damage statistics found on gear has been made high enough to match the weapon DPS stat.

As such, all the gear in Hyboria has changed one way or the other. With the removal of several stats from items, such as invulnerability ratings, defense rating and the physical bonus damage statistics (piercing, crushing, slashing, poison), we have converted the items to be more meaningful to the player with our new and enhanced set of item statistics. Inevitably, some items will have slightly changed personality – going from a class agnostic setup to a more class specific setup.

Out of combat regeneration statistics have also been removed from items, but these are replaced by new trickle-down effects from attributes.


Attribute Trickle-downs
Below is the complete list of how different attributes trickle into other statistics.

1 Strength
* Increases Combat rating when using melee weapons (except daggers) by 3
* Increases Armor by 2
* Increases Natural stamina regeneration by 0.05 (0.0125 stamina per second)
* Increases OOC stamina regeneration by 0.15
* Increases Stamina by 2
* Increases OOC health regeneration by 0.15

1 Intelligence
* Increases Spell damage by 0.6 for spells with Intelligence attribute (mage spells)
* Increases Mana points by 3
* Increases Natural Mana regeneration by 0.07 (0.0175 mana per second)
* Increases OOC Mana regeneration by 0.38
* Increases Protection from Electrical/Fire/Cold magic by 0.5

1 Constitution
* Increases Health points by a number depending on class
- Soldiers get 8
- Ranger, HoX and Assassin get 6
- Other classes get 5
* Increases Stamina points by 2
* Increases Natural stamina regeneration by 0.05 (0.0125 stamina per second)
* Increases OOC stamina regeneration by 0.15
* Increases OOC health regeneration by 0.15

1 Dexterity
* Increases Evade rating by 0.5
* Increases Stamina points by 2
* Increases Combat rating with ranged weapons and daggers by 3
* Increases Natural stamina regeneration by 0.05 (0.0125 stamina per second)
* Increases OOC stamina regeneration by 0.15

1 Wisdom
* Increases Spell damage by 0.6 for spells with Wisdom attribute (priest spells)
* Increases Mana points by 3
* Increases Natural mana regeneration by 0.07 (0.0175 mana per second)
* Increases OOC mana regeneration by 0.38
* Increases Protection from Holy/Unholy magic by 0.5


Armor and Protection Mitigation
There is a new mitigation system for both physical and magical attacks. Your items (and some spells) will now give you armor, which will mitigate damage from all physical damage types (slashing, piercing, crushing, and poison damage). You can also get items and buffs that give you protection, which will mitigate damage from all spiritual and elemental damage types (holy, unholy, fire, cold, electrical).

There are some abilities and spells that still give you invulnerability amounts, but that will no longer exist on any items (all items have been converted to use armor or protections). The effect from any invulnerability bonus (for example Defensive Stance) is applied after the damage mitigation from armor or protection is applied.

In PvP, there is a special case for your mitigation value. The defender uses their level to determine their mitigation, rather than the attacker’s level. This means that if you are exceptionally geared but attacked by a player of higher level, you keep your own mitigation and don’t suffer a penalty.


Hit Table
Conan has moved to a single roll system to determine the outcome of an attack. Previously, when making an attack, you had separate rolls to determine whether you missed, whether the target evaded, and finally whether you performed a critical hit. Your hit rating is used to overcome the miss and evade chance outcomes.

Spell attacks suffered from the same problem, with individual rolls for innate resistance, immunity, and critical hits. There is now just a single roll for spell attacks as well. Your hit rating is used to overcome the immunity outcome. Innate resistance (which some classes get through feats or spells, such as the Barbarian’s Insanity feat) is not overcome with hit rating.

Glancing Hits and Overwhelming Hits
Two new combat outcomes have been added for physical attacks. A glancing hit means you hit the target, but inflict reduced damage. You can overcome the glancing hit chance with high enough hit rating. Overwhelming hits occur only when you are being attacked by four or more non-minion monsters at the same time, and will cause increased damage. The more monsters that are attacking you at once, the higher the chance of suffering overwhelming hits.


Rating Stats
You will now see a number of new stats appear in the game, in the form of ratings. Some of these increase stats that you have seen before as percentages, while others are for all-new stats. Some of these ratings, like Immunity, will be introduced with this update, but heavier itemization around it will happen in later updates.

Rating stats will scale with level, meaning that if you do not improve your equipment the effect of the stat will go down as you level.

Converted ratings:
* Combat Rating – giving you increased damage with melee and ranged attacks
* Evade Rating – giving you the chance to evade melee and ranged attacks
* Immunity Rating – giving you the chance to fully resist magical attacks
* Hate Increase Rating – giving you increased threat generation
* Hate Decrease Rating – giving you reduced threat generation
* Fatality Rating – giving you increased chance to perform fatalities
* Offhand Rating – giving you increased chance to do offhand attacks

New ratings:
* Hit Rating – giving you increased chance to hit a target
* Critical Rating – giving you the chance to critically hit.
* Critical hits will now give you 50% extra damage
* Critical Damage Rating – increasing the damage of your critical hits


PvP Stats
Several stats will also have a PvP specific version that will exist on PvP gear. The effects of these stats will include the normal stat. For example, if you have 20 in evade rating and 20 in PvP evade rating, your effective PvP evade chance will be calculated from having a 40 evade rating.

PvP Stats:
* PvP Evade Rating – giving you the chance to evade melee and ranged attacks
* PvP Hit Rating – giving you increased chance to hit a target
* PvP Immunity Rating – giving you the chance to fully resist magical attacks
* PvP Armor – increasing your mitigation versus physical damage
* PvP Protection – increasing your mitigation versus magical damage


Pets Getting Gear Bonuses
The power of pets will now scale with your gear. Damage increases based on your highest magical damage bonus. Pets will fully inherit their owner’s hit rating and will inherit half of their owner’s critical rating. In addition, they gain one quarter of their owner’s protections. This will allow the reanimation necromancers, in particular, to scale correctly with their gear, although this affects all summoned pets and is not specific to the necromancer.


Heroic System Changes
We are removing the system with using heroic rating proficiencies on equipment. We are introducing a system with a similar effect, but we are instead checking against more natural statistics. The new system will only apply to raids.

For a tank being hit by a raid monster, there is a threshold value for armor being checked. If the tank meets or exceeds this value no damage adjustments are done except the normal ones. If the tank does not meet the armor threshold value the damage dealt to him is increased based on the amount of deficiency. This penalty comes in addition to the reduced amount of mitigation caused by having less armor. The value checked does not include contributions from temporary buffs, only from feats and items.

Such checks are also in place for combat rating, spell damage and protection. There is also a special case in which meeting your armor threshold also makes you automatically meet your combat rating threshold, but of course it still does not actually increase your combat rating. The actual threshold values will vary between classes.

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Update Notes for Update 1.05
**These notes do not necessarily reflect the final version that will be deployed on Live**

PLEASE NOTE! This update includes many changes to the game. Before reading through this list of changes, we strongly encourage you to read through the posted articles that explain each change more in-depth : Class Changes, System Changes, and Gem Revamp.


TESTLIVE
* Fate should now have a separate option for spawning the same items you get when she boosts your character. Please note that Fate will now give out a different item set. If you have obtained generic equipment (items containing class names etc.), you need to visit Fate for an upgrade since these items are now deprecated.
* Fate will also now hand out gems.



GENERAL
* The debuffs for death have changed in which stats they affect. The net change is not big, but they now reduce your damage done a bit more, and increase your damage taken a bit less than before.
* Fixed several causes of crashes and memory leaks.
* Fixed several exploits.
* You should no longer sit on the floor when attempting to sit on a bench in the Armsman's Tavern.



COMBAT
* Base HP for all characters has been increased. The HP gain per Constitution has been greatly increased.
* All combos have had their damage and stamina cost re-calculated.
* All spells and abilities have had their damage and mana cost re-calculated.
* The Rest ability will now correctly give the 10th "tick" at the end of the channeling.
* The out of combat regeneration granted by food and drink (for health, mana and stamina) has been increased to account for the increases to those stats players have received.
* Fixed animations for instant cast spells.
* If a high level in a team with lower level characters contributes damage to an NPC, he will cap/diminish the XP for the lower level characters, even if he leaves the team.
* Pets now inherit 50% of the critical rating and 100% of the hit rating from their owner.
* If you select a character after he has started to do an action, you will now always see their casting bar.
* Positive magic effects will now continue after resurrecting from a PvP death.
* The distance check for cone spells is now adapted to work the same way as for melee and normal spells.
* Archer NPCs will no longer give up chasing you when line of sight is broken.
* Offhand attacks now deal 50% of normal damage.
* The same buff, if applied to different characters at different times, should display different timeouts.


CLASSES - General Info
* All classes : You can now use all weapons open to your class from level 1.
* All classes : Updated descriptions of feats referring to Invulnerabilities to refer to Protection and Armor where appropriate.
* The Dark Templar and Conqueror classes are now able to equip full plate armor.
* You will now lose all buff effects from spells given by feats when you untrain those feats.
* Herald/Tempest/Demonologist/Necromancer/Bear Shaman - The long duration spells Arcane Abatement, Damnation of Set, Glorification of Set, Rune of Resistance, Rune of Resilience, Mystic Suppression and Quell the Ether have been changed. These are now instant-cast short duration tactical spells, rather than long duration buffs. Their effect has been vastly increased, now giving a large amount of protection against the damage type (or types) they protect against. For the Bear Shaman, Rune of Resistance and Rune of Resilience will place each other on short cooldowns when used. For the Tempest of Set, Damnation of Set and Glorification of Set will place each other on short cooldowns when used.
* Soldiers/Priest - Fixed a bug where Vindicator would not update properly when you entered Defensive Stance.
* The formula used for calculating hitpoints gained from leveling has been modified.
* The following buffs are removed from the game. Contribution from these buffs have been moved elsewhere :
Grizzled Hide (Bear Shaman)
Infernal Knowledge (Demonologist)
Diabolic Insight (Demonologist)
Mark of Dagon (Demonologist)
Sign of Xotli (Herald of Xotli)
Vile Insight (Necromancer)
Dark Knowledge (Necromancer)
Bone Ward (Necromancer)
Shielding Litany (Priest of Mitra)
Set's Armor (Tempest of Set)



Mage – General
* The natural mana regen given by the general feat Mage Blood has been significantly reduced.
* With the removal of the magic rating buffs for your class, the Archmage feat has been redesigned. It now increases the amount of mana you gain when using mana potions, by 2% per rank.
* Crimson Shield HP bonus increased to be in line with new health pools. Increased the bouns for rank 2 and 3 of this feat.
* Dark Meditation has been moved to tier 2 in the general tree. This spell will now also give you stamina each tick, so the Herald can get full benefit from it.


Priest - General
* Bear Shaman/Tempest of Set/Priest of Mitra - the power of your rank 1
cone heal (both on the target and on yourself) has been increased pre-level 24.
* Cast time for team health buffs has been significantly reduced.
* The natural mana regen given by the feat Ether Flow has been significantly reduced.
* Spiritual Aegis - Changed to increase the mage/priest magical protection. This feat will increase in power when the player levels.
* Spiritual Armament - Changed to increase the mage\priest armor. This feat will increase in power when the player levels.


Rogue - General
* Natural Protection - Changed to increase the rogues magical protection. This feat will increase in power when the player levels.
* Toughness - Changed to increase the rogues armor. This feat will increase in power when the player levels.
* Assassin/Barbarian/Ranger - Swift Shadows now increases your hiding skills. Concealment has been replaced by Lethality and will now increase your base weapon damage by 3.5% per rank. The dependency between Lethality and Swift Shadows has been removed.


Soldier – General
* Irritate: New innate taunt ability to all Soldiers. This ability is received at level 15.
* The natural health regeneration given by the general feats Recovery and Lifesaver has been significantly reduced.
* Stone Skin - Changed to increase the soldiers magical protection. Iron Skin has been changed to increase the soldiers armor. The bonuses from these feats scale with the player's level.
* Guardian/Conqueror/Dark Templar - The way that Sadism/Vengeance/Furious Inspiration triggers has been tweaked, and you will now gain these bonuses when the person in your team being attacked is your own class (previously if you were grouped with a Soldier of the same class, you would not gain your appropriate buff - now you will

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GUI
* You will now not get the need/greed dialog if the item is a unique item and you already have it.
* Corrected an issue where white or blank icons would appear on your bank/inventory window.
* The normal and detailed team GUI now displays the actual values of the player's stats on the bars (wherever it fits).
* The fixed and floating portrait GUIs (target and target's target) also display the actual stat values for team/raid members instead of percentages.
* When joining a raid (as character or team), the raid channel will be available immediately.
* When disbanding from or leaving a raid, the raid channel will now be gone for those who left the raid.
* Spell icons should now correctly reset after fear ends.
* Weapon tooltips now only show the innate weapon damage instead of the total character when equipped.
* There's now a new chat channel called 'Trial'. This is by default muted for normal accounts, but can be subscribed to in the chat window options. Trial accounts won't be able to communicate in any other chat channel.
* Fixed a bug where the quest reward system would require a free slot in your inventory to give you an item which there is room for in an existing stack of the same item.
* Added a command /who, for getting information about players.
* Revamped the look and information included in the character GUI.
* Revamped the look and information on item tooltips.
* You will now not get the need/greed dialog if the item is a unique item and you already have it.
* There is now a "player equipment inspect" GUI, accessible via right clicking on their target bar.



GUILDS
* The guild search view will now also show guilds which are currently not recruiting.



ITEMS
* All classes now have access to the cloth/silk armor type.
* Nectargold will now restore mana and increase max mana pool instead of stamina.
* All items have been changed for the new systems in the update.
* New loot has been added to Atzel’s Fortress.
* Class requirements have been removed from raid tier weapons.



NPCS/MOBS
* All monsters have changed. HP has increased, DPS has increased, they have been given armor. These changes are in place to match the increased player power.



PVP
* PVP Dropped resources are now put sorted into the loot bag based off power level and then level/tier.
* PVP Dropped resources will now automatically stack in the loot bag.
* Warnings about teammates who are involved in criminal activities will now go to the criminal system channel.



QUESTS
Destiny Quests
* Soldier and Rogues will now gain extra weapon damage from their Destiny Quest rewards instead of Attack Rating. The Ranger will gain extra ranged weapon damage.
* Mages and priests will now gain a spell damage multiplier from the Destiny Quest. If they select that at all stages they will gain 1% more spell damage. Heralds get the weapon damage bonus.



TRADEPOST
* You can now attach resources to mails straight from your resource inventory.
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Funcom
TRADESKILLS
(Details of revamp mechanics can be read about in this article)
* All crafted 1 handed items can now be dual wielded in both hands.
* The tradeskill window will no longer disappear if you try to open it when you don't have any tradeskills, and then learn some tradeskills and try to open it again.
* All crafted gear has been re-itemized.
* All crafted progression gear for weaponsmiths and armorsmiths have additionally had their gem-slots reduced from 3 to 1 as part of the re-itemization. This was in order to “make room” for inherent mods that have been added, and to generally fit with the gem revamp.
* Crafted culture recipes no longer class specific.


Gem Revamp
* All existing uncut gems (deprecated) have been replaced with new uncut gems in player inventories.
* All existing unsocketed cut gems (deprecated) have been replaced with new uncut gems in player inventories.
* All existing socketed cut gems (deprecated) have had their values adjusted to coincide with gem revamp.
* All new cut gems have been created, and the corresponding recipes should appear in the tradeskill book of players who have obtained the appropriate tier.
* New cut gems follow completely new rules and mechanics, which you can read about in the linked article.
* New cut gems stack.
* New uncut gems have had their stack size increased.
* All Gemcutting progression quests have been modified to accommodate gem revamp.


New Recipes
* New dropped recipes for gemcutters can be found somewhere in and around the commons district.
* New dropped recipes for alchemists can be found somewhere in and around the commons district.
* Planned for 1.05: an epic crafted item can now be forged somewhere in wing 3 of black rock citadel.


Vendor Purchased Resources
* A “mini-revamp” of white vendor-bought tradeskills resources has occurred, in order to be more efficient with inventory space. This will greatly reduce the amount of vendor-bought items required for the weaponsmith and armorsmith professions.


Misc/Bug Fixes
* Bluesteel Half Plate and Skymetal gauntlets are now the correct material type
* Planned for 1.05: various upgrades to dropped recipe GUI
* In some cases, the recipe "Blood of the South" could not properly be learned by players. This has been fixed.