Bringing back the Grab Bag!

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Trishin
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Postby Trishin » Mar 31, 2015 15:46

KatinaZ wrote:Infinitum, thx 4 info.

Trishin, can u tell us pls, Infinitum word, promises and information is something worth? Im not sure about that, he is not GM :roll:


If what he told you is the live like situation for our patch limit: yes

IF we plan to do any custom solution we will of course tell you.
But going for what infinitum have said so far / the live like situation, is a good starting point.

The only answer I am unsure about of what he has given so far is the battleground one, as we before going down had this news post: viewtopic.php?f=47&t=32813

I am not sure infinitum was aware of that though.

ps. thank you razzer for clearing up the issue with the bow classes. Our solution for basalt/brimstone bows were based on what was available through crafting I believe. (5.0 for mid, 5.5 for alb, 5.5 for hib)
Got any questions? Submit them to me and I will try to get them answered in our grab bag !
Rajnish wrote:Why didn't someone warn me that being GM means lots of boring research, logging, testing and organizing data....
I thought it was all about looking cool....

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Buzzkill
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Postby Buzzkill » Mar 31, 2015 18:04

Here's my question for the day...

How will Darkness Falls access work when the server opens?
...will all 3 realms have access until the first keep is taken?
Buzzkill - 50 Savage

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Thalien
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Postby Thalien » Mar 31, 2015 19:14

Will the exp campbonus be livelike? Uth 1.0 campbonus was gone after one kill but should slightly decrease.
Fabienne - Blademaster
Junia - Bard
Audrina - Ench
-----
Zoe - Sorc
Stella - Pala
Devon - Scout

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GreenP
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Postby GreenP » Mar 31, 2015 19:22

Thalien wrote:Will the exp campbonus be livelike? Uth 1.0 campbonus was gone after one kill but should slightly decrease.


Yes, they tested and reworked that if i remember right :p Campbonus will working correctly
Formerly known as
Touareg- RR10 noobVW on Uth1.
Crossfire- RR7 noobAnimist on Uth1.
Ohnoes- RR9 noobAnimist on Lolgins.

Click this LINK if you want to see the truth about Hibernia

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Liss
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Postby Liss » Mar 31, 2015 22:36

Infinitum wrote:
newguy wrote:im sure this is an easy one, but what are the bg levels going to be?

I know in uth 1.0 it was 20-35 was the first one and then increments of 4 lvls...thnx


The battlegrounds will be as followed: *edited through Trishin's post on next page*

Abermenai - Levels 15-19 - Highest allowed realmrank: 1L2
Thidranki - Levels 20-24 - Highest allowed realmrank: 1L3
Murdaigean - Levels 25-29 - Highest allowed realmrank: 1L5
Caledonia - Levels 30-35 - Highest allowed realmrank: 1L9
Kaldrheim - Levels 36-42 - Highest allowed realmrank: 2L9

This is in accordance to patch 1.65 (Abermenai was added 1.60)

Kaldrheim is completely custom, and a horrible idea with a 42 level cap (slam), since 95% of people will only go there then when they are level 42 for that simple reason, and that leaves casuals out as fooder.
(If you insist on making it custom, at least make it lower than 42 max.)

What about the Battleground Exp NPC mentioned in 1.60 ?
BG keeps got an 'upgrade' in 1.65, will we get those keeps, or the old ones ?
Will monsters in the BGs be excluded from the faction, like 1.52 says ?
Will dmg add have an infinite range on bows ? (making it is possible to get dmg add bonus from 2100+ range)

About the confusion surrounding the bows.
This is how it was: Mid had 5.3, alb and hib had 5.7.
(Hibs should never have had 5.7 to begin with.)
Then they nerfed them: Mid got 5.0, alb and hib got 5.5.
(0.1 more nerf for hunters, because they are so OP!)

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Juri
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Postby Juri » Apr 01, 2015 04:53

Back in the days, newly created character didn't spawn in the main cities of the realm (ex. Mag Mell for Hibernia), but they used to spawn in various places based on race and class. For example, I clearly remember spawning in Connla as a naturalist celt, or in Howth as a mage celt. Question is: as newly rolled, level 1 chars, are we going to spawn in the main cities or in different places around the map?

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Scalado
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Postby Scalado » Apr 01, 2015 07:59

Juri wrote:Back in the days, newly created character didn't spawn in the main cities of the realm (ex. Mag Mell for Hibernia), but they used to spawn in various places based on race and class. For example, I clearly remember spawning in Connla as a naturalist celt, or in Howth as a mage celt. Question is: as newly rolled, level 1 chars, are we going to spawn in the main cities or in different places around the map?


Original starting locations were already addressed in a previous news post.

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Thalien
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Postby Thalien » Apr 01, 2015 08:32

Scalado wrote:
Juri wrote:Back in the days, newly created character didn't spawn in the main cities of the realm (ex. Mag Mell for Hibernia), but they used to spawn in various places based on race and class. For example, I clearly remember spawning in Connla as a naturalist celt, or in Howth as a mage celt. Question is: as newly rolled, level 1 chars, are we going to spawn in the main cities or in different places around the map?


Original starting locations were already addressed in a previous news post.


Starter quests for gear removed then?
Fabienne - Blademaster
Junia - Bard
Audrina - Ench
-----
Zoe - Sorc
Stella - Pala
Devon - Scout

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Foneb
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Postby Foneb » Apr 01, 2015 09:09

Got another one . will the livelike lvl 20 command be impleme ted or do we keep the custom no freelevels ever rule?
Hiois - Ranger 9lX Uth 1.0
Hiois - Enchanter 6lx Uth 2.0
Mugad - Warden 4lx Uth 2.0
Esigil - Druid 3lx Uth 2.0
Hioisx - Nightshade 1lx Uth 2.0

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Lilayn
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Postby Lilayn » Apr 01, 2015 09:31

Foneb wrote:Got another one . will the livelike lvl 20 command be impleme ted or do we keep the custom no freelevels ever rule?


You know that the GM's dont like custom stuff on their server but "NO INSTANT LVL20" would be a dearly beloved one :lol:

ZerGlinG
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Postby ZerGlinG » Apr 01, 2015 13:14

How will +Focus on items work on a pure caster?

Example:
Mentalist spec: 48 mana / 24 light / 6 mentalism
holding a staff with 50 Focus for light

Will he benefit from the 50 Focus (save mana) if he cast lvl50 baseline DD from light?
Mein DAOC-Feeling: (Sound aufdrehen! :gaga:)
http://www.youtube.com/watch?v=_uJ_gdEdMp8

„Zwei Dinge sind unendlich, das Universum und die menschliche Dummheit,
aber bei dem Universum bin ich mir noch nicht ganz sicher.“ - Albert Einstein

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Trishin
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Postby Trishin » Apr 01, 2015 13:28

ZerGlinG wrote:How will +Focus on items work on a pure caster?

Example:
Mentalist spec: 48 mana / 24 light / 6 mentalism
holding a staff with 50 Focus for light

Will he benefit from the 50 Focus (save mana) if he cast lvl50 baseline DD from light?


Isn't this how focus always have worked? If you have any patch note or anything claiming differently I would love to see it before I comment on how it will work on Uthgard when we relaunch. Thank you!
Got any questions? Submit them to me and I will try to get them answered in our grab bag !
Rajnish wrote:Why didn't someone warn me that being GM means lots of boring research, logging, testing and organizing data....
I thought it was all about looking cool....

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ZerGlinG
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Postby ZerGlinG » Apr 01, 2015 13:58

Trishin wrote:Isn't this how focus always have worked? If you have any patch note or anything claiming differently I would love to see it before I comment on how it will work on Uthgard when we relaunch. Thank you!


i'm not sure .. thats why i ask. 8)

http://web.archive.org/web/20060222074756/http://roclar.net/DAoC/info.php

HOW DOES CASTING WORK?

Power usage and focus staves

Each spell has a cost to power that when cast successfully will deplete the caster's power pool. The only way to reduce this cost is to use focus staves.

From the Grab Bag: When you are not using any focus staff at all, a spell will cost you 120% of its delved cost to cast, provided it is a spell that uses focus. i.e. Healing classes do not use focus for their spells.

A focus staff will only benefit you if it has focus bonus in the same line as that spell, as modified below. (i.e. A staff with 50 levels in Mana will help Mana spells but not Void spells)

If you are using a focus staff, a spell will cost you between 80-120% of its delved power cost to cast, depending upon several factors.

If the condition of the staff is not 100%, you will not get the full focus bonus, and it will cost more power to cast spells.

If your modified spec level* is below the level of the spell, you will not get the full focus bonus, and it will cost more power to cast the spell.

If the focus level on the staff is below the level of the spell, you will not get the full focus bonus, and it will cost more power to cast the spell.

Note that all three of the above conditions factor into power cost. Thus, To get the the full 80% cost on your spells, you would use a 100% condition staff with a focus bonus greater than the level of the spell you want to cast, and cast a spell that is lower in level than your modified spec level. As each of these factors (condition, spec level, and focus level) gets further away from the optimal condition, the power cost slides from 80% to 120%.

A few examples:

If you have a staff with 50 levels in Mana, are casting a level 50 mana based spell. and your modified spec is 48 (35 spec + 11 in items + 2 for Realm Rank 3) you will get most of the power bonus from using the staff)

If your modified spec was 50 (35 spec +11 in items +4 for Realm Rank 5) then you would get all of the bonus.

If your modified spec was 16 (1 spec +11 in items +4 for Realm Rank 5) then you would get little bonus from the staff.

*Your base spec is the number of points you have put into the line. Your modified spec is that number plus items plus realm rank bonuses.

Power regeneration

It is widely known that pure cloth casters (enchanters, mentalists, runemasters, wizards, etc.) will regenerate power MUCH slower when below 50% power.

All other magic users will regenerate at rate that is constant at any level of power.

Therefore, if you're a cloth casters ALWAYS try to keep your power above 50%.

Specialization

Your specialization in a spell line affects your damage. The exact relationship is not known but the higher your specialization the less variance your spell will have and the more damage it will do.

Buff Effectiveness

Although all buffs have a delve value, the actual affect on a player is modified by their spec within that spell line. A warden with only 25 Nurture will have buffs that are MUCH less effective than a warden with 50 Nurture even when casting then SAME buff.
Mein DAOC-Feeling: (Sound aufdrehen! :gaga:)
http://www.youtube.com/watch?v=_uJ_gdEdMp8

„Zwei Dinge sind unendlich, das Universum und die menschliche Dummheit,
aber bei dem Universum bin ich mir noch nicht ganz sicher.“ - Albert Einstein

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Trishin
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Postby Trishin » Apr 01, 2015 14:03

Obviously we will implement it to behave live like as our patch limit?

If you find that it does not, you have found a bug and it should be reported. But I found nothing in that note saying something that wasn't already the case on Uthgard 1.0? Unless of course we have missed a bug. If we have, we hope you will find it in the beta and report it so we can take a look at it. But until then you can assume we are working towards having all mechanics working as they are supposed to.

Not sure if you still have a question regarding focus?
Got any questions? Submit them to me and I will try to get them answered in our grab bag !
Rajnish wrote:Why didn't someone warn me that being GM means lots of boring research, logging, testing and organizing data....
I thought it was all about looking cool....

Uthgard Rules || How to connect || FAQ

ZerGlinG
Myrmidon
 
Posts: 148
Joined: Feb 02, 2009 01:00
Location: Germany

Postby ZerGlinG » Apr 01, 2015 14:10

we'll see in beta .. :wink:
Mein DAOC-Feeling: (Sound aufdrehen! :gaga:)
http://www.youtube.com/watch?v=_uJ_gdEdMp8

„Zwei Dinge sind unendlich, das Universum und die menschliche Dummheit,
aber bei dem Universum bin ich mir noch nicht ganz sicher.“ - Albert Einstein

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