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AoD v1.2.3 Minor Patch 1



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Pecon
Administrator
Changelog:

Dynamic Boss HP Scaling
- (Monoblaster & I)The way world boss HP scales has been fundamentally changed. The boss's HP is no longer pre-set the moment it spawns, the HP changes only based on who is actually engaged with the boss.
+ This fixes a longstanding issue with unengaged or afk players negatively affecting the experience of fighting bosses. It also addresses some very questionable cheese behavior where players log off before spawning a boss to minimize its HP.

- When a player joins the fight, the boss HP is increased based on their level; even if the fight has already begun.
- The boss HP cannot scale downwards, and only resets to a clean state if the boss heals back to 100% HP.
- To avoid confusion and awkwardness, you can no longer see the absolute HP value of bosses. Instead, you will see their HP percentage.
+ You can still see your actual damage done in your DPS report at the end of a fight.
+ Another part of the reason for this change is because seeing the boss HP increase when another player joins your fight could lead to false beliefs that having more players in the boss fight makes the fight harder, which would cause social play problems.

- In addition to this, the level to world boss HP scaling has been changed so that levels above 60 scale the HP logarithmically.
+ This effectively means world boss HP is reduced across the board for high level parties.

Boss changes
- The FFM's blizzard ability has been reworked. It now starts off not dealing any damage, but after a few seconds deals increasing frostbite damage as you stay in it longer.
+ Frostbite damage ignores shields and armor. (Frost crystal attacks still deal normal physical damage)
+ You can spend some time outside the blizzard to warm up and reset the damage windup on yourself.
+ If you spend the entire phase in the blizzard, you will freeze solid near the end of the phase.

- Reduced the HP scaling of the excavator somewhat, increased damage across abilities.
- Excavator's challenge mode now applies +30% damage to all his attacks.
- Gave every world boss except FFM 75% resistance to blood curse buildup. FFM has 25% resistance.
- Added new FX to make it obvious when the Cursed Knight absorbs a projectile from its absorption ability.
- The Excavator and Oathbreaker's attacks and important VFX now have some networking priority to make them less likely to not show up when the server is busy.
- (Darksaber) Fixed a few bugs with the Oathbreaker.

Item changes
- Added a new item that can be crafted using a challenge stone.
- Increased the duration of the neutral crown shield from 5 seconds to 15 seconds, and made the shield's effect more consistent with the lawful one.
- World Tree Branch now cleanses 90% of poison with its special (up from 80%).
- Increased the draw time of the Wraithcutter from 0.4 seconds to 1.4 seconds.
- Increased damage for the Fire Crystal arrow mod from 100 damage over 3 seconds to 200 damage over 6 seconds.
- Made Seal Breaker a bit more rare.

Misc & Bugfixes
- Status effects now show icons when you have the 'small plant errors' client setting enabled.
- Mana drain from being overcharged now increases exponentially as you overcharge further, making it impossible to overcharge by too much.
- Removed the Mana Shock curse.
- (Monoblaster) Fixed some more bugs regarding rejoining in the dungeon.
- Fixed some instances where it was possible to regain control of your player when you're not supposed to.
- Fixed blood spells applying blood curse to immortal enemies.
- (Magus) Changed the sound effect for magic shields absorbing damage.
- Fixed some descriptions.
- Fixed a bug where potion bags didn't interact correctly with forced dropping mechanics.
- Fixed a bug where banned players couldn't see their approximate ban time remaining correctly.
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