Issue 20 Patch Notes - Build 2010.201105131851.1.0


0zymandous

 

Posted

Combined

Combat Attributes

  • Your effective Level Shift now displays in this window under Base Attributes.
  • Influence totals in the Combat Attributes windows now display comma separators.

League
  • A taskforce will no longer be able to join a league that is full, rather than break up the task force.
  • Buff sending settings now properly work in leagues.

User Interface
  • The effective interaction area of the pet window has been expanded to include the lower portion of the window.

Incarnate Trials
  • Corrected power disabling flags in Incarnate Trials, Ouroboros, and PVP zones.
    • Travel Temps, Costume Powers and MTX Powers are restored for use in Incarnate Trials.

Incarnate Trial - Lambda Sector
  • In an effort to ensure that Lambda Sector's merits are more widely available regardless of whether the league is attempting badges or not, the following changes have been made to merit distribution:
    • 1 Merit will be awarded when acquiring 10 Grenades.
    • 1 merit will be awarded when acquiring 10 Grenades.
    • 1 Merit will be awarded when defeating 30 of Marauder's reinforcements (the enemies from the doors) in the final stage.
    • 1 Merit will be awarded when defeating Marauder.
    • 2 Merits will be awarded if the league completes Antacid. This is to compensate for the 10 Grenades merit this badge precludes.
    • 2 Merits will be awarded if the league completes Well-Stocked. This is to compensate for the 10 Acids merit this badge precludes.
    • 1 Merit will be awarded if the league completes Lambda Looter. This is because the league would also have acquired the 10 Acid and 10 Grenade merits.
    • Merits will no longer be awarded for gathering all 20 powers.
      • This merit is moved to the kills in the final stage to have fewer merits dependent on power gathering.
  • The overall results are:
    • A standard run which gets all 10 of both powers and ignores badges will receive at least 4 Merits.
    • Any power-related badge run (Antacid, Well-Stocked or Lambda Looter) run has the potential to acquire at least 5 Merits.
    • In order to make sure that all raid sizes can achieve the new bonus merit in a reasonable amount of time, we have activated one of the two permanent doors which was previously not active for smaller leagues. This will increase the rate at which reinforcements spawn by 1 every minute for league sizes less than 10.
    • Please note that ONLY the reinforcements which follow Marauder will give credit for the counter. The pets of those reinforcements, the turrets, IDF remaining from a previous stage and the IDF guarding the containers during the final stage will not count for the merit.
  • Removed Marauder's base 30% S/L resistance and reduced the duration of his Unstoppable power.
  • A door blocking access to one of the lab interiors in Lambda Sector has been replaced with an openable door.

Incarnate Components
  • Added direct conversion recipes for the following:
    • Notice of the Well converts into 40 Incarnate Threads
    • Favor of the Well converts into 100 Incarnate Threads

Incarnate Powers
  • Greatly reduced the probability that Ion Judgment powers will strike the same target multiple times in the same activation.
  • Individual pet commands can now properly be issued to the Lore WarWorks Victoria Essence.
  • Lore pet combat text has been adjusted to indicate which pet is acting.
  • Rebirth Destiny powers now properly ignore buffs apart from those conferred by the Alpha Slot.
  • Ageless and Barrier Destiny powers now properly accept increases to Damage Resistance, Defense Buff, and Recovery as conferred by the Alpha Slot.
  • Team Teleport now works properly on Lore pets of all varieties.
  • Level shifted players should not longer experience strange combat results versus very low level mobs.
  • Switching Reactive Interface abilities equipped should no longer potentially result in the DoT effect being lost until zoning.

City of Heroes
  • The Woodsman Task Force (aka the Eden Trial) "Prisoners of Eden" will now properly start if the leader of the team is above level 41.
    • Members of the TF team above level 41 will be auto-exemplared to 41 for the duration as per standard Task Force mechanics.
  • Restored missing text to "The Aura of Power" hero storyarc.

City of Villains
  • On Vincent Ross's mission "Learn the Source of True Power" players should no longer find themselves entering the mission into non-playable space.
Silver Mantis Strike Force
  • Re-entering the the ship on the final mission will cause the player to now appear in the ship's interior, instead of falling through the world.
Mortimer Kal Strike Force
  • Warrior bosses on the Mortimer Kal Strike Force now count towards the Legionnaire badge.

Praetoria
  • Corrected several instances where two doors (one unopenable) were appearing in certain Praetorian Tech maps.
  • Increased time between howls of the Moon-Crazed Dancer in Studio 55.

Tasks
Rift Enclosure - Resistance
  • The nav bar text will properly update now to tell the player to enter Talos after talking with the Resistance member.
Transmuter
  • Aid your Powers Division Team - The door to the roof where Reese is located has been restored.


Kevin Callanan
Community Specialist
Paragon Studios

 

Posted

You left off "Interface Incarnate Powers are now useless in damage auras and rains." Please note, I am not referring to the correction of the proc on every tick, I am referring to the "will only work on 1 enemy, rains will only proc 1 time per casting (again impacting 1 enemy), auras will only proc once per 10 seconds (again impacting 1 enemy)."


Co-Founder: Hand of Justice, Champion Server

Currently published arcs:
1) Azuria's Difficulties (arc: 55639) - Ver 1.2

 

Posted

Quote:
Originally Posted by Freitag View Post
Incarnate Components
  • Added direct conversion recipes for the following:
    • Notice of the Well converts into 40 Incarnate Threads
    • Favor of the Well converts into 100 Incarnate Threads

City of Heroes
  • The Woodsman Task Force (aka the Eden Trial) "Prisoners of Eden" will now properly start if the leader of the team is above level 41.
    • Members of the TF team above level 41 will be auto-exemplared to 41 for the duration as per standard Task Force mechanics.
I think I love you.


@Celestial Lord and @Celestial Lord Too

 

Posted

Finally a fix to the Eden trial. Thank you. Thank you. Thank you.

Also does the change to Marauder's S/L resistance make having scrappers and brutes on a MoLambda run feasible now?


Liberty Server (@enderbean)
Arcs on Live
#1460 Hometown Rivalry

 

Posted

Quote:
Originally Posted by Freitag View Post
Combined
City of Heroes
  • The Woodsman Task Force (aka the Eden Trial) "Prisoners of Eden" will now properly start if the leader of the team is above level 41.
    • Members of the TF team above level 41 will be auto-exemplared to 41 for the duration as per standard Task Force mechanics.
This thing is the best thing, I am so ridiculously happy about this.


 

Posted

Quote:
Originally Posted by enderbean View Post
Also does the change to Marauder's S/L resistance make having scrappers and brutes on a MoLambda run feasible now?
Smash and Lethal should now be on-par with all other non-psi damage sources for the Marauder fight (95% resisted while enraged). The only advantage that psi has is that Unstoppable doesn't raise it to 100%. OTOH, the reduction of the Unstoppable duration from 2 minutes to 1 does make having a lot of psi slightly less important.


 

Posted

Quote:
Originally Posted by Freitag View Post
Incarnate Trial - Lambda Sector
  • In an effort to ensure that Lambda Sector's merits are more widely available regardless of whether the league is attempting badges or not, the following changes have been made to merit distribution:
    • 1 Merit will be awarded when acquiring 10 Grenades.
    • 1 Merit will be awarded when defeating 30 of Marauder's reinforcements (the enemies from the doors) in the final stage.
    • 1 Merit will be awarded when defeating Marauder.
    • 2 Merits will be awarded if the league completes Antacid. This is to compensate for the 10 Grenades merit this badge precludes.
    • 2 Merits will be awarded if the league completes Well-Stocked. This is to compensate for the 10 Acids merit this badge precludes.
    • 1 Merit will be awarded if the league completes Lambda Looter. This is because the league would also have acquired the 10 Acid and 10 Grenade merits.
    • Merits will no longer be awarded for gathering all 20 powers.
      • This merit is moved to the kills in the final stage to have fewer merits dependent on power gathering.
  • The overall results are:
    • A standard run which gets all 10 of both powers and ignores badges will receive at least 4 Merits.
    • Any power-related badge run (Antacid, Well-Stocked or Lambda Looter) run has the potential to acquire at least 5 Merits.
    • In order to make sure that all raid sizes can achieve the new bonus merit in a reasonable amount of time, we have activated one of the two permanent doors which was previously not active for smaller leagues. This will increase the rate at which reinforcements spawn by 1 every minute for league sizes less than 10.
    • Please note that ONLY the reinforcements which follow Marauder will give credit for the counter. The pets of those reinforcements, the turrets, IDF remaining from a previous stage and the IDF guarding the containers during the final stage will not count for the merit.
  • Removed Marauder's base 30% S/L resistance and reduced the duration of his Unstoppable power.
  • A door blocking access to one of the lab interiors in Lambda Sector has been replaced with an openable door.
Do you not get 1 merit for acquiring all 10 acids in a standard run? It only mentions grenades.
Are the 2 merits for completing the Antacid and Well Stocked badges occur in addition to the 1 merit from defeating Marauder?
Do the merit counts for the standard run assume you also kill 30 of the adds that come in?


 

Posted

Quote:
  • Influence totals in the Combat Attributes windows now display comma separators.
  • Corrected power disabling flags in Incarnate Trials, Ouroboros, and PVP zones.
    • Travel Temps, Costume Powers and MTX Powers are restored for use in Incarnate Trials.
  • The Woodsman Task Force (aka the Eden Trial) "Prisoners of Eden" will now properly start if the leader of the team is above level 41.
  • Members of the TF team above level 41 will be auto-exemplared to 41 for the duration as per standard Task Force mechanics.
Please tell Arbiter Background, TheNet, and everyone else in QA that I love them.


 

Posted

Quote:
Incarnate Components
  • Added direct conversion recipes for the following:
    • Notice of the Well converts into 40 Incarnate Threads
    • Favor of the Well converts into 100 Incarnate Threads
Given that it takes two notices and 32 shards (and two weeks time) to get a favor, might I suggest 120 threads? The separate ingredients can be turned into 110, with two shards left over...

Thanks very much for adding these, however. I think it returns the notices to something people will want to run on their incarnates again.


Synchrotron, level 50 Radiation/Radiation Defender
Fighting crime on Champion since 2004

 

Posted

Quote:
Originally Posted by Aramar View Post
You left off "Interface Incarnate Powers are now useless in damage auras and rains." Please note, I am not referring to the correction of the proc on every tick, I am referring to the "will only work on 1 enemy, rains will only proc 1 time per casting (again impacting 1 enemy), auras will only proc once per 10 seconds (again impacting 1 enemy)."
Honestly, the fact something this big was left out gives me hope. Gives the impression it is something they are on the fence about. Can a red comment on this?

These patch notes are awesome by the way. Huge shining example of why I love this dev team. Those Lambda changes are really, really good. Also...


EDEN!!!


 

Posted

Hey all,

Interface procs should have been obeying the standard 10 second per proc in toggle/auto/location power rules from the start. The fact that they weren't was the result of a bug which we are addressing with this patch. Any information I or anyone else at Paragon may have given to the contrary in the past was in error: The intention is that Interface procs behave as close to "having a proc IO slotted in all powers" as possible, and we are making these and the future changes to better achieve that intent.

The issue that rain powers are now only hitting 1 target per 10 seconds is a side-effect of the fix which we will be addressing in a future build. Rain powers should have chance to hit all targets with the proc (but only one "round" of application per 10 seconds across all powers of this category).

Your bud in the Incarnate-powered armor,
Black Scorpion


 

Posted

Quote:
Originally Posted by MTS View Post
Smash and Lethal should now be on-par with all other non-psi damage sources for the Marauder fight (95% resisted while enraged). The only advantage that psi has is that Unstoppable doesn't raise it to 100%. OTOH, the reduction of the Unstoppable duration from 2 minutes to 1 does make having a lot of psi slightly less important.
Without using pacification grenades though he had a 100% resistance to smashing and lethal which made most scrappers less than optimal for a moLambda where you are not using the temp powers.


Liberty Server (@enderbean)
Arcs on Live
#1460 Hometown Rivalry

 

Posted

Quote:
Originally Posted by AquaJAWS View Post
Do you not get 1 merit for acquiring all 10 acids in a standard run? It only mentions grenades.
Are the 2 merits for completing the Antacid and Well Stocked badges occur in addition to the 1 merit from defeating Marauder?
Do the merit counts for the standard run assume you also kill 30 of the adds that come in?
There is a line missing from the patch notes:

* 1 Merit will be awarded when acquiring 10 Acids.

Each element listed there is independently awarded (for instance, 10 grenades + 30 reinforcements + Marauder = 3 merits. Antacid (which includes 10 acids) + 30 reinforcements + Marauder = 5 merits in total.)

The "standard run" = 4 merits does include the 30 reinforcements merit. (10 grenades + 10 acids + 30 reinforcements + Marauder)

Quote:
Originally Posted by enderbean View Post
Also does the change to Marauder's S/L resistance make having scrappers and brutes on a MoLambda run feasible now?
That was the intention. His static resistance and his Berserker Rage power stacking to over 100% was an oversight. His Unstoppable will still push past 100% for that period, though.

Your bud in the Incarnate-powered armor,
Black Scorpion


 

Posted

Quote:
Originally Posted by Black Scorpion View Post
Hey all,

Interface procs should have been obeying the standard 10 second per proc in toggle/auto/location power rules from the start. The fact that they weren't was the result of a bug which we are addressing with this patch. Any information I or anyone else at Paragon may have given to the contrary in the past was in error: The intention is that Interface procs behave as close to "having a proc IO slotted in all powers" as possible, and we are making these and the future changes to better achieve that intent.

The issue that rain powers are now only hitting 1 target per 10 seconds is a side-effect of the fix which we will be addressing in a future build. Rain powers should have chance to hit all targets with the proc (but only one "round" of application per 10 seconds across all powers of this category).

Your bud in the Incarnate-powered armor,
Black Scorpion
You're the man. Er, um, the Scorpion, I mean. Anyway, thanks

This is probably an unrealistic request, but is there any Mind Control's Mesmerize could be disqualified from the Reactive DoT proc? It immediately wakes up targets that Mesmerize puts to sleep.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Thank goodness on the S/L change. Before it was a guaranteed failure if you had more than 2 or 3 scrappers on the league.


Liberty Server (@enderbean)
Arcs on Live
#1460 Hometown Rivalry

 

Posted

Quote:
Originally Posted by Black Scorpion View Post
The issue that rain powers are now only hitting 1 target per 10 seconds is a side-effect of the fix which we will be addressing in a future build. Rain powers should have chance to hit all targets with the proc (but only one "round" of application per 10 seconds across all powers of this category).
Yay! Thank you for heads up.
Edit: What is the stacking cap on the Reactive DoT?


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Awesome patch.

All the Lambda changes are greatly appreciated.


@True Metal
Co-leader of Callous Crew SG. Based on Union server.

 

Posted

Quote:
Originally Posted by enderbean View Post
Without using pacification grenades though he had a 100% resistance to smashing and lethal which made most scrapper less than optimal for a moLambda where you not use the temp powers.
That's what I mean, without his base 30%, if you don't use grenades, he'll "only" resist 95% smashing and lethal. That's the same amount he resists fire, cold, energy, negative energy, toxic, and psi damage when you don't use them.

When he pops unstoppable while enraged, he'll still resist 100% of everything except Psi, which he'll resist 95% of.


 

Posted

Quote:
Originally Posted by Freitag View Post
Incarnate Components
  • Added direct conversion recipes for the following:
    • Notice of the Well converts into 40 Incarnate Threads
    • Favor of the Well converts into 100 Incarnate Threads

City of Heroes
  • The Woodsman Task Force (aka the Eden Trial) "Prisoners of Eden" will now properly start if the leader of the team is above level 41.
    • Members of the TF team above level 41 will be auto-exemplared to 41 for the duration as per standard Task Force mechanics.
I.....it....well, wow. Something was actually done about that. I'm...impressed.

Now if only you'd remove the arbitrary and terrible influence costs from the shard upgrades and thread->Rare/V.Rare conversions and, well, it'd be golden.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by enderbean View Post
Also does the change to Marauder's S/L resistance make having scrappers and brutes on a MoLambda run feasible now?
It makes my SS Brute happy, I can tell you that much.


 

Posted

Quote:
Originally Posted by Freitag View Post
Incarnate Components
  • Added direct conversion recipes for the following:
    • Notice of the Well converts into 40 Incarnate Threads
    • Favor of the Well converts into 100 Incarnate Threads
This is a needlessly punishing conversion rate joining with the Thread Uncommon->Rare and Rare->Very Rare rates, the Shards->Threads rate, any of the component breakdown rates, and the Inf->Prestige conversion rate.

A Notice of the Well should directly convert to a Thread Rare component, not 2 common thread components. Getting a Notice of the Well is real time restricted to a 7 day period already. Getting a Favor of the Well is time restricted to 14 days.

Now, if the Notice of the Well + 60 threads converted to Thread Rare Component, that might be acceptable. Following that logic, a Favor of the Well + 120 threads should convert to a V. Rare component.




Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters

 

Posted

Quote:
Originally Posted by Black Scorpion View Post
Hey all,

Interface procs should have been obeying the standard 10 second per proc in toggle/auto/location power rules from the start. The fact that they weren't was the result of a bug which we are addressing with this patch. Any information I or anyone else at Paragon may have given to the contrary in the past was in error: The intention is that Interface procs behave as close to "having a proc IO slotted in all powers" as possible, and we are making these and the future changes to better achieve that intent.

The issue that rain powers are now only hitting 1 target per 10 seconds is a side-effect of the fix which we will be addressing in a future build. Rain powers should have chance to hit all targets with the proc (but only one "round" of application per 10 seconds across all powers of this category).

Your bud in the Incarnate-powered armor,
Black Scorpion
Thanks for the quick response and clarification on your intention with this issue. Definite sigh of relief (although we shall miss the insta-apply rains...they were really fun). Any future plans with interface powers other than reactive though? Or are they basically "done"?


 

Posted

Awesome patch.

I love the Notice of the Well conversion to 40 Threads. This gives a pretty plausible way to do Incarnate advancement for those who hate the Trials but don't mind TFs.


I'm a published amateur comic book author: www.ericjohnsoncomics.com
******MA Arcs****
Arc 5909: "Amazon-Avatars"
Arc 6143: "Escalation" (Nominee: Architect Awards, Nominee: Player Awards, and Dev's Choice!)

 

Posted

Quote:
Originally Posted by Snow Globe View Post
This is a needlessly punishing conversion rate joining with the Thread Uncommon->Rare and Rare->Very Rare rates, the Shards->Threads rate, any of the component breakdown rates, and the Inf->Prestige conversion rate.

A Notice of the Well should directly convert to a Thread Rare component, not 2 common thread components. Getting a Notice of the Well is real time restricted to a 7 day period already. Getting a Favor of the Well is time restricted to 14 days.

Now, if the Notice of the Well + 60 threads converted to Thread Rare Component, that might be acceptable. Following that logic, a Favor of the Well + 120 threads should convert to a V. Rare component.
So how is being able to convert a previous tiers worth of mats punishment at all? I think being able to do the WST and get two guaranteed commons is a real sweet deal on top of the merits you are already getting. Considering I have needed commons across my handful of incarnates MUCH more than I need rares/very rares I personally like this a lot. Running trials I get my rares/very rares normally well ahead of the Astral Merits and Threads I need to make the commons.

I'm happy there is an option at all. It also gets people doing the WSTs again. It's a win-win for everyone.


Now make Eden the WST for a month please.