Eq2: Live Info
Quests
Grey quests are now easier to find, will award adventure experience and, in many cases, will award more achievement experience. (GU# 45) You can now gain Achievement Experience from gray con quests that are level 10 or higher. The first time you complete a repeatable quest it will now grant achievement experience(GU #37) Quests that come from an item will be removed if that item is destroyed (with confirmation). Quest Rewards that have not yet been accepted (and have no item selection to choose) and have been available for more than 5 minutes will be automatically accepted upon zoning or logging in. Language quests are slightly different to help clean up unwanted information
Gameplay
You can now resist the damage done by most lava. But be careful! Some areas of lava may be more potent than others. (GU #41) Only items in ranged and melee weapon slots can be swapped while in combat. (GU #40) Usable Items that are not usable from inventory will always show darkened out while not equipped.(GU #39) To ensure you are serious about starting the Avatar of tranquility challenge process, the "Challenge the Avatar of Tranquility" verb is only available to players in a raid of 12 or more.(update note 6/09/07) - There is no longer a base NPC in-combat regen. This was causing issues a low levels yet was insignificant for low levels, so it was removed. Note that spell-based NPC regens will still function normally.(GU #19)
Bank
- On all servers: Banks how have four extra slots for a total of twelve bank slots per character. Shared banks now have four extra slots for a total of eight shared bank slots per account. Shared banks now allow you to share coin between characters on the same account. Exiled characters continue to be unable to use shared banks with other characters on the same account. - On PVE servers: Shared banks are now shared between good and evil characters on the same account. If you have all four slots filled in both good and evil shared banks currently, they will be combined into a new eight slot shared bank. Both coin and items can be shared with characters on the same account regardless of alignment. - On PVP servers: Shared banks are still alignment based. However we have added four extra slots to each alignment's shared bank (for a total of eight shared bank slots per alignment) and the ability to share coin between characters of the same alignment on one account.
Guilds
Guilds now receive 10% of the personal status gained by any member, regardless of the size of the guild. - A message is now broadcast to the entire server when a guild reaches level 10, 20, 30, or 40.(GU #19)
Guild Banks
Guild banks have been extended with several new options: - Each guild bank tab can have its own name. - There is a space on each guild bank tab for a comment. - Each guild bank tab can now be set so withdrawing any quantity from a stack is considered as withdrawing one item for the purposes of the withdrawal limit.(GU #39) ZONES Lava and ‘bottomless' pits will no longer teleport you immediately.(GU #35) - Antonica - Evil players should now evacuate near Thundering Steppes all the time. - Commonlands - Good players should now evacuate near Nektulos all the time. Zone reuse timers are being modified to have greater consistency. Reuse timers will now follow these guidelines(GU #26)
- Small solo zone: No fail timer | 4 hour success timer
- Large solo zone: No fail timer | 8 hour success timer
- Group zone: No fail timer | 18 hour success timer
- Small raid zone: 8 hour fail timer | 3 day, 20 hour success timer
- Large raid zone: 12 hour fail timer | 5 day, 20 hour success timer
Tradeskills
- Tradeskill skill-ups will now increase based on your tradeskill level, not your adventure level.(update note 10/29/2007) - Tradeskill reaction arts now auto-upgrade as you level up, no more hunting in knowledge books to find your latest! - Tinkerers and transmuters now have 6 reaction arts like other classes. These still need to be purchased from the appropriate vendors, however.(GU #40) - Low green recipes for Tinkering will have a significantly better chance of granting a skill up. This new chance now mirrors the Transmuting chance at the same difficulty ratio. - High blue recipes for Tinkering will have a slightly better chance of granting a skill up. This new chance now mirrors the Transmuting chance at the same difficulty ratio.(update notes 3/22/2007) - Items modified by Adornments will inherit flags from the Adornment (i.e. NO TRADE, NO VALUE, etc). - Items modified by Adornments will only be equippable in slots supported by the adornment (i.e. an Amulet that is equippable in wrist or neck slots will only be equippable in neck slots if a neck adornment is applied). - Item Adornments that are only usable by certain classes will potentially reduce the classes that can use the item that they’re applied to (i.e. if an adornment is only usable by wizards and it’s applied to something that all mages can use, then only wizards will be able to use that item). - The above changes affect existing items. Adornments that would restrict the slots of the items that they were applied to have been popped off and placed in your overflow slot. Adornments used in the future will warn about how they will modify an item. Items that will not accept adornments now have an ‘ORNATE’ flag on them.(GU #31) Not happy with your tradeskill profession? Consult a tradeskill career counselor in Neriak, Kelethin, Qeynos Ironforge Exchange, Freeport Coalition of Tradesfolke or Haven about the possibility of starting over! (GU #36) Doors will now open as you approach them in the Qeynos Tradeskill instances.(GU #36) No tradeskilled or store-bought ammunition may be adorned. All tradeskilled arrows should now have the ORNATE flag to reflect this.(GU #32) You will now get a failure message if you do not attempt to counter a tradeskill event. You should now see an interrupted message when you move while transmuting. You no longer need to have a tradeskill device targeted to start a recipe, as long as you are close to the appropriate device. - You can now move while tradeskilling however moving too far away from your current device will cancel the item creation.(GU #29) You will no longer fail to find something when you harvest in an area that is trivial to you.(GU #24)
Achievements
- Level 120 and higher for achievements have been made more difficult Achievement spells/combat arts in the second row of Class achievements that are passive or temporary buffs have been placed on their own reuse timers different than those that deal damage.(GU #36) Achievement respec costs now start out at 10 gold, followed by 1plat and then cap at 10plat. 30 days after your respec the cost will reset to 10 gold.(GU #32) HOUSING - The obsolete option to "Relinquish" homes has been removed. It's no longer required since of the advent of automatic moving crates. To move your belongings, simply go to your new home and buy it. Your items will be moved into the new home automatically. GU #35 It is now much easier to move houses! - Just go to the new house and purchase it. Your old house will be relinquished automatically and all of your items will move to your new house. - When you enter your house for the first time, you will notice a moving crate on the floor. You can move it around and retrieve items from it, but it cannot be picked up or destroyed. - Items in the moving crate count towards your total item count in your house, but do not provide status cost reduction and are not useable. - Items cannot be put into the moving crate. - The moving crate will disappear when all items are removed from it. - When moving, your house vault will overflow rather than putting the extra items into your overflow slot. This means that you cannot put new items into it until it shrinks to the intended size. - NO-TRADE items that were placed in your house by another player will move along with your items, but will keep the same restrictions. The original placer will receive an email indicating that you moved houses. - House items may only be moved by one player at a time. - House Items can now be placed on the ceiling in multi-level houses without disappearing. - The distance at which you may pickup and move house items has been increased. - You now have the option to move a house item from the ‘collect an item' window.
Looting
- Attempting to loot a chest/corpse that gives you the ‘There are no items that you can loot’ message will now destroy the chest/corpse as long as no one in your group can loot the item. - When access restrictions wear off of a chest/corpse, all items that are picky about who can loot them will be removed. If this would leave the chest/corpse empty, it will be removed.(update note 08/14/07) - The drop-down box to select players in leader-only loot is now smart about LORE items and items that start or update quests. Only eligible players will appear in the drop-down box. - Loot windows will hide items that are LORE that you already have or quest items that you don’t need/can’t use(GU #37) Coin will now automatically roll up to the higher coin type. For example, if you have 100 copper, it will automatically become 1 silver in your inventory.(GU #36) EoF Fabled and Legendary class armor distribution will now consider the makeup of those who participate in the encounter.(GU #34) Coin is now weightless and automatically changes up to the best denominations. No more destroying copper!(GU #36) Looted items will prefer to go into bags rather than an empty, top level inventory slot. Bags still prefer to go into empty top level inventory slots.(GU #29) Harvestables will now first try to go into any special harvest bags that you have equipped.(GU #29)
Harvesting
If someone finishes harvesting the same node before you do, you will stop harvesting immediately. Items Having a set item equipped in an appearance slot will no longer be ignored by the smart loot system.(update note 09/18/2007) Adornments will no longer be silently destroyed when imbuing an item: - If the finished product is ORNATE, you will get a popup before crafting starts asking you to confirm that you want to destroy the adornment - If the finished product is not ORNATE, the adornment will automatically appear on the finished product. (3/9/2007) The bosses that drop Legendary and Fabled armor-set pieces in Echoes of Faydwer are now aware of which set pieces characters in the group/raid currently possess. These bosses will only drop an armor-set piece that someone attending needs. As long as you have the item either equipped, in inventory, or bank, you are counted as "possessing" the item. Stat/Resist bonuses from equipping an item will be removed when the item is in a disarmed state.(not really sure what this means will have to test this out.) (GU #37)
NPC
(GU #19) - Most creatures are no longer immune to certain damage types. Many will have retained high resistance to particular forms of damage but should no longer be completely immune. - NPCs just got smarter. They will now use abilities only from their subclasses and have a larger selection of abilities and spells to choose from as they level. - NPCs that are Rangers, Assassins, Brigands, or Swashbucklers will now use poisons when attacking. - Necromancer NPCs will now use Lich correctly. - NPCs are less likely to use control abilities on player characters. - The effects of NPC-cast knockbacks and stuns have been slightly reduced. - The pets of NPC Necromancers and Conjurors now have less health than a standard NPC of their level. This makes killing NPC pets in combat more of a viable tactic.
Stats (str/agi/sta/int/wis)
Hard Cap: [15 * level + 20] = 1220 at level 80. Soft Cap: approx 800
Mitigation (same as resists)
Hard Cap: [Level * 150] = 12000 at level 80 or 75%. Soft Cap: approx 4400
Skills (slash/pierce/def/parry/focus/ministration and so on)
Hard Cap: [6.5 * Level] = 520 Soft Cap: unknown
Hate
Hard Cap: hate loss, transfer -50% to hate gain +50% each (no soft cap)
+Spell Damage / +Combat Art Damage / +Heals
Hard Cap: 50% of damage/heal of the skill
Critical Mitigation
This has a base % dependent on your AGI. Hard Cap: 100%. Critical Mitigation applies to only TSO mobs. 100% Crit Mit will absorb all additional damage done from the mob criting an attack.
Armor/Shields
The level of your armor and shield compared to you makes a difference in how much mitigation% and block% you receive from your items. For example when you are level 80 and you wear a level 80 item with 100 mitigation, it will give you more absorbing% then a level 10 item with 100 mitigation. Same goes with the protection on shield, a level 80 shield with 1000 protection will give more block% then a lvl 20 shield with 1000.
Weapons
Double Attack and Crits Hard Cap = 100% (no soft cap) Weapon Crit Calculation: [ Crit% * 1.09 [ max - min ] + max + min ] / delay Use /weaponstats to get the real numbers depending on your gear/current buffs. Haste/DPS mod Hard Cap: 200 points. The 200 points equates to 125%. Haste/DPS mod Soft Cap: approx 80 points. Generally speaking, 40% of the hard cap is roughly the breakeven point on most the diminishing returns graphs for resists, stats, and skills.
Contested vs Uncontested (for skills/stats)
Contested means that your level is compared to the mobs level to calculate the outcome of the action. Uncontested means that it doesn't matter what your level is compared to the mobs level. The action will take place the same % of times regardless of level. There are only a few things that are Uncontested. These are a few that I know of. As of GU #50 - Shield Block chance is no longer an uncontested avoidance. It will now multiply your base chance to block with a shield rather than add. 2. Riposte% on items or AA 3. Parry% on items or AA (NOT +parry) Generally if your item or AA has plus to a percentage of something then it is considered uncontested. For example: A chestpiece with +1% parry is MUCH better than a chestpeice with +10 parry. Pretty much everything else is contested against the mobs level. That’s why an orange mob is more dangerous than a yellow mob. edit added in a change and took the code tag off edit: outdated 1. Block% (+% Shield Effectivness works as a addition to Block% depending on the base protection of your shield)
GU50 # As a result of the critical mitigation addition, damage formulas have changed slightly. Damage is now calculated the following way:
base damage calculation
weapon attacks add in dps and weapon multipliers
spell and weapon tier multipliers
attribute modifiers
base damage multipliers
normalized damage ( +spell/ca/heal amounts )
critical multiplier
General
Harvesting and Adornment application will be immediately interrupted by taking any damage when in combat.
Combat Arts
Combat arts will now properly use the max damage + 1 as the minimum critical amount when attacking an npc. PvP combat arts will still use damage time the critical multiplier.
SPELLS
Spells which do not expire have been made uninterruptable. There are some exceptions which include spells which summon pets or have limited uses. GU#48 Damage Over Time ticks, double attacks and flurry will no longer trigger damage shields and similar spells which trigger off of taking damage. GU #43 Epic mobs in Kunark will now have increased wisdom and resists. To compensate for the increased resist rate a number of debuffs have had their chance to be resisted lowered. Hostile maintained spells will now drop if there are no valid targets in the area. GU #32 Mitigation adjustments from items and spells now offer protection and penalties much closer to the amount listed. Previously, lower level spells and items that granted mitigation bonuses would sometimes not offer any increase at all if the level difference was extreme enough. Now the bonuses scale properly by comparing the level of the item or spell versus the level of the player. For example: A level 70 Dirge casting the level 35 spell "Zander's Choral Rebuff" will see an appropriate amount of mitigation decrease on the target now, whereas before that spell would have had no effect at all. Enemy Level is compared only once in determining mitigation adjustments and is now calculated before the mitigation diminishing returns curve is applied. This fixes situations where often plate armor's longevity plummets much faster than lower mitigation armors against high yellow and low orange content.
Combat
GU # 44 - Ranged ammo has been adjusted to have a minimum level that represents the start of the tier. Ranged weapons will no longer scale down to that level unless the ammo is significantly lower than the weapon. For example, all ferrite ammo is now level 70 to use. Level 80 ranged weapons will use level 80 for calculations now instead of scaling down to level 70. Overall damage of current level 80 items will stay the same. - Combat text will now display if you double attack, flurry, ranged double attack, etc. - Melee hit rates should now be slightly better against orange con mobs.
Items
GU #38
Dual Wield Changes
To allow for a better selection of weapons for all classes, the Dual Wield designation on weapons has been removed. These weapons are now either, One Handed, Main Hand, or Off Hand. The damage on these weapons has increased, bringing them in line with pre-existing One Handed weapons. While wielding two weapons, the base delay of your melee weapons will be increased by 33%, yielding a small net gain in damage compared to what existed with Dual Wield weapons. For example: A 3 second delay weapon will instead act every 4 seconds while you are dual wielding. These weapons will also use the longer delay when determining whether or not to proc any special effects on them, gaining a more beneficial proc rate. The damage rating on Two-Handed has also been raised slightly to ensure that Two-Handed weapons remain appealing. - All Dual Wield weapons are now One Handed, Main Hand, or Off Hand. - While wielding two weapons, the base delay is increased by 33%. - Two handed weapons now do slightly more damage. - A few, powerful weapons will be flagged Main Hand but the majority will be useable in either hand if your class can dual wield. - Ranged weapons will no longer trigger procs on weapons equipped in the primary or secondary slot. - +damage and +heal items have been changed. Instead of normalizing by casting time you will get the full benefit on non AoE spells if the casting time is greater than .5 seconds and the reuse time is greater than 2 seconds. - AoE spells gain 1/3 of the amount per target as do triggered reactive spells. - Lifetaps continue to function the same. Also, damage is applied up front based on the amount of damage/healing the spell will do over time. - Combat art damage has also been added to the system and the Bruiser Brutality line will buff this raid wide. - There is now a 2-second usage delay for using most widgets in the world (i.e. quest widgets). - Menders will now repair items in general inventory slots when you use the Repair All
Mentoring Achievement reward
As of GU #49 - Mentoring other players now grants greater achievement reward for the mentor. - 0-5 level difference: 0% bonus - 6-10 level difference: 50% bonus - 11-20 level difference: 100% bonus - 21-30 level difference: 150% bonus - 31-50 level difference: 200% bonus - 51+ level difference: 300% bonus - This bonus is only applied to achievement experience gained through combat or loot items, not through quests or exploration. - Mentors will now receive experience when their apprentice has disabled combat experience. Food and drink will now scale appropriately while mentoring.(GU #36) (GU #19) - Your high level spells are now useable (at a reduced effectiveness) when you mentor a lower level player. No more messing with your hotbar when you want to help out a friend! - Most spells will no longer drop or suspend when you start mentoring a lower-level player. Instead, they now adjust themselves accordingly.
References
Bion [1]