*** Echoes of Faydwer
***
- The EverQuest II team is proud
to announce that Echoes of Faydwer has launched!
- Adventure through the
lush and magical continent of Faydwer.
- Play the enchanted, powerful,
winged race that inhabits Faydwer – the Fae. Or choose to start in Kelethin as a
Wood Elf, High Elf, Half Elf, Dwarf, or Gnome.
- Enhance your abilities by
finding favor with your chosen deity!
- Customize your character with new
Sub-Class specific Achievement Trees.
- Artisans can enjoy two new secondary
tradeskills. Check out tinkering and transmuting!
- Show off your sense of
style with new customizable cloaks and beautiful new armor sets.
- Ride the
boats to new exotic locations and discover new heritage, signature, and
collection quests.
- Echoes of Faydwer is available in your local retail
outlet or via digital download. It can now be purchased online at The Station
Store: https://store.station.sony.com/
*** Headlines
***
- The maximum guild level has
increased to 60, with new guild rewards and nobility titles. In addition, all
guilds can choose various heraldry options for their cloaks once they reach the
appropriate level.
- Starting at level 10, all
characters who own the laceType w:st="on">KingdomlaceType> of laceName w:st="on">SkylaceName> or Echoes of Faydwer expansions can
now earn and spend Achievement points.
- Check out the new and improved character
generation flow!
- Horses have improved animations across the board. And they
have learned how to jump!
- All characters can now wear a second earring. Go,
glitter!
- Crafters and consumers alike rejoice over the new secure
commission system.
- We’ve made many small tweaks to
improve the quality of combat. Take a look at this post (http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=66299)
for more details.
*** Gameplay
***
- Guilds now receive 10% of the personal status gained by any member,
regardless of the size of the guild.
- 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.
- Harvestables will now first try to
go into any special harvest bags that you have equipped.
- When you defeat an encounter that
only has one member you will no longer get a separate message about encounter
experience. But rest assured that the amount of experience you get in this
situation has not changed.
- Below is a simple listing of the
many small tweaks we have made to improve the quality of combat. For more
information on our motivations and goals, please see this post http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=66299]
Damage Mitigation and
Resistance
- Maximum mitigation/resistance
numbers for your current level have been increased from [ Level * 80 ] to [
Level * 150 ].
- Damage mitigated now has
diminishing returns, with the point at which the old system and new system meet
set at 3675 armor/resist value or (52.5%) for level 70
players.
- The new mitigation cap for any
type of damage is 75% which is reached at [Level * 150] armor or resist
value.
- The mitigations / resistances for
some item bonuses will appear to have dropped. This was due to a rounding error
in their display. Their actual resistance / mitigation values have not changed
in most cases.
Stat Caps
- All stat cap maximums have been
increased from [ 7 * Level + 20 ] to [ 15 * level + 20 ]
- Stat benefits are now on a
diminishing returns curve
- The maximum benefit that each stat
provides, including power pool size, melee damage bonus, spell damage bonus, hit
points, and defense has been increased
- Classes that use multiple stats
for power pools have had their maximum power possible increased by up to +25% if
they are high enough in both stats. This is meant to offset the difficulty of
having to increase multiple stats
Avoidance
Skill
- Skill caps have increased from [ 6
* Level ] to [ 6.5 * Level ]
- Base Parry chance has been lowered
from 10% to 5%
- Base Deflection chance has lowered
from 30% to 25%
- Increases to avoidance skills now
have diminishing returns similar to the changes made for mitigation/resistance.
Players experience more gains in avoidance when further away from the cap, and
less gains as they reach closer to the cap
Avoidance in
Combat
- Display: The way avoidance is
displayed has changed. A value similar to mitigation is now used to show your
overall avoidance. A tool tip displays details for those who desire more
information.
- Parry Check: (Base 5%, Chance
increases with additional parry skill.) The chance to parry an incoming attack
is modified by level and offense skill of the mob you are fighting. Note: A
base 20% of parries turn into ripostes. (Modified by certain
achievements)
- Block Check: (Shield
Required). The quality of the shield determines the block chance. Block is
only modified by mob level and is not a contested roll vs. mob
skill.
- Deflection Check: (Monk /
Bruiser only) Base 25%, Chance increases with additional Deflection skill. The
chance to deflect an incoming attack is modified by level offense skill of the
mob you are fighting.
- Dodge Check: (Everyone) Base
chance is determined by type of armor worn. Chance increases with additional
Defense Skill and Agility. The chance to dodge an incoming attack is modified
by level and offense skill of the mob you are fighting.
Casting
Skill
- Skill caps have increased from [ 6
* Level ] to [ 6.5 * Level ]
- Skills also use a diminishing
returns curve similar to avoidance skills
- Actual hostile spell resistance
modification has increased from -10% to -20% at maximum
skill
- Beneficial spells that use casting
skill, mostly affecting ministration and ordination, now have their power costs
reduced with increased skill
Fizzling
- The entire Fizzle mechanic has
been removed.
Focus
Skill
- Skill caps have increased from [ 6
* Level ] to [ 6.5 * Level ]
- Focus has a maximum 20% instead of
10% to prevent interrupts from taking damage
- Focus Skill also reduces the
chance of spell based Interrupts, Stifle, and Stun Effects from interrupting a
spell that is already casting
- When interrupted by damage a spell
will attempt to auto-recast itself. The spell will try this up to 3 times
before stopping this action. Using the escape key, ducking, or moving will
cancel the current spell being cast as before.
Attack
Skill
- Skill caps have increased from [ 6
* Level ] to [ 6.5 * Level ]
Haste and DPS
Mods
- Haste and DPS are now shown as a
modified score instead of a percentage.
- The Haste and DPS mods can be
increased to a rating of 200
- Haste and DPS mods also use a
diminishing returns curve to determine the amount of attack speed and DPS
modification. This is a 125% modification when reaching the 200 point capped
value.
- The values for most DPS and Haste
spells have been increased slightly.
Item Procs
- Item Procs have received a general
increase in proc rate. As an average the prior mechanic would calculate the
number to earn 1.0 procs per minute. The new mechanic raises this value to an
average of 1.8 procs per minute. Given the speed of combat within EQ2 this
should see more procs per fight on average for anything which had a lower than
9% chance to proc in the previous system. See this post (http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=66299)
for examples.
- Items that proc from Physical
Triggers: The proc rate for triggers such as successful attack, melee attack,
or ranged attack can now be calculated by taking the delay of the weapon and
multiplying it by 3.
- Items that proc from Spell
Triggers: The proc rate for triggers such as hostile spell or beneficial spell
can be calculated by taking the cast time of the spell plus the 0.5 second
recovery time then multiplying it by 3.
- Items that proc from Combat Arts:
The proc rate for combat arts works similar to spells. Most combat arts have a
cast time of 0.5 seconds and a recovery time of 0.5 seconds and are treated as
if you are using a 1 delay weapon. Longer cast combat arts obey the rules in
the same manner as spell triggering procs.
- Spells and Poisons: Poisons
remain unchanged in the rate at which they proc. Spells which apply a proc to a
character also remain unchanged in the new system.
- Reactive Procs: Procs which take
effect after a character has taken damage, been killed, cross below a threshold,
or other 'reactive' triggers have not changed.
- Haste and Casting Speed
Enhancements: The calculation for proc percentage uses the base value not the
modified value. In this way the percentage will stay the same for chance to
proc per trigger even if casting and attacking faster. It will raise the number
of procs seen the higher the haste value.
Equipment Quality
Levels
- The Mitigation / Resistance Values
of Armor and Accessories bearing the Mastercrafted, Legendary, and Fabled
quality tags have been lowered to conform to the new combat mechanics and
philosophy of diminishing returns.
- The damage values of Weapons
bearing the Mastercrafted, Legendary, and Fabled quality tags have been lowered
to conform to the new combat mechanics and philosophy of diminishing
returns.
- The mitigation and damage value
gap between Mastercrafted, Legendary, and Fabled quality items has been
narrowed.
Spell / Combat Art / Weapon Damage
Bonuses
- The damage bonus received from
higher statistics for spells, combat arts, and weapon damage will no longer drop
off as you level up and your cap increases.
Spells:
- Furies have a new Root spell
line!
- Coercer Spell Lash and Haruspex
lines should show the proper trigger counts now.
- The duration on wood elemental
spell 'Vicious clubbering' has been reduced
Berserker:
Juggernaut: Increased upgrades will reduce the penalty amount.
Shadowknight:
Despoiling Mists: For each affected target, it adds to the Shadowknight's armor
mitigation.
Monk: Thrust Kick: deals damage type based on weapon
type.
Monk: Pouncing Leopard: deals damage type based on weapon
type.
Monk: Face of the Mountain: Casting time reduced from 3 to 1
second.
Monk: Stone Stance: Casting time reduced from 3 to 1
second.
Bruiser: Heavy Scarring: Casting time reduced from 0 to 1
second.
Bruiser: Strapping Spirit: Reduced amount of mitigation
bonus.
Bruiser: Shoulder Charge: deals damage type based on weapon
type.
Bruiser: Rapid Swings: deals damage type based on weapon
type.
Bruiser: Sonic Fists: deals damage type based on weapon
type.
Ranger:
Hawk Dive: Hawk reduces hate with the target it strikes, greatly reducing the
amount of hate that gets dumped on the ranger when it expires.
Ranger: Hawk
Dive: Duration is now 20 seconds and increases through
upgrades.
Swashbuckler: Poke: Reduced parry skill reduction
amount.
Brigand: Gouge: Reduced parry skill reduction amount.
Brigand: Beg
for Mercy: Cannot target Fighters.
Brigand: Deceit: Fixed DPS increase to
Haste increase as mentioned in the examine text.
Brigand: Amazing Reflexes:
Changed ability so that AOE avoidance is a short duration percentage trigger
from melee attacks.
Troubador: Quiron's Joyous Celebration: Increased health
regeneration amount.
Cleric:
Soothe: Reduced casting time to 1.5 seconds.
Templar: Involuntary Healer:
Reduced casting time. The heal portion of the triggered effect now heals in an
area near the ally that is struck.
Inquisitor: Heresy: Is now target
encounter.
Defiler: Repulsion: Reduces attributes by a set amount instead of
a percentage. Duration increased.
Defiler: Distill Soul: Is now a group buff
that costs a small amount of the defiler's health every time it triggers. It
grants group allies a chance to summon a Lore minor area effect healing item
whenver they kill an enemy.
Wizard:
Tongue Twist: Increased hate reduction amount.
Wizard: Accord: Slightly
increased hate transfer percentage. Proc also increases caster's
power.
Warlock: Boon of the Dark: Slightly increased hate transfer
percentage. Proc also increases caster's power over time.
Warlock:
Interference: Increased hate reduction amount.
Warlock: Curse of Darkness:
Heroic and Epic targets have greater amounts of health and power
reduction.
Warlock: Added area effect avoidance to nullmail's triggered
effect.
Summoner: Call Servant: Reduced casting time to 1
second.
Conjurer: Splinter of Essence: spell will not attempt to cast on a
player that already has a summoned essence.
Necromancer: Splintered Heart:
spell will not attempt to cast on a player that already has a summoned
heart.
Melee Defensive
Stances
- Melee defensive stances have a new
effect. They now enhance the quality of armor you wear instead of adding a flat
amount of physical mitigation to your character. This bonus will get more
pronounced with better armor.
Class
Modifications
- Assassins, Rangers, Brigands, and
Swashbucklers now gain some of their power pool from strength as well as
agility.
- Troubadors and Dirges now have
more benefit to their power pools from agility.
- All Fighter classes now share the
same modifier to their auto attack
damage.
- Shadowknights now gain their power
pool benefit from Intelligence and Strength instead of
Wisdom.
Falling Damage and Safefall
Skill
- Falling damage is no longer taken
as a percentage of your total health.
- Distance is now the only modifier
in the amount of damage taken, falling velocity is no longer a variable.
- Damage is calculated as (Distance
Fallen * 125).
- A safe distance fall is 13 meters
or less (Just under the height of a griffon tower
platform).
- A terminal fall is 80 meters. Any
fall from that height (without safefall skill or some magic) will deal 30,000
points of damage.
- Safe Fall Skill increases the safe
distance fall by 1 meter for every 5 points of skill. A skill of 250 would
increase the distance a character could fall without taking damage from 13
meters to 63 meters ((250 / 5) + 13).
- Super jump abilities will now fall
at the normal rate when jumping off very high places.
NPC
Changes
- All NPC's have had the variance on
their auto-attack damage narrowed. A mob who had a base damage value of 100
could swing between 50 and 150 points in the damage they dealt. Now that same
mob would be swinging between 75 and 125 points.
- Gray, Green, and Blue mobs can now
present a bit more of a threat than they could previously.
- High Yellow and Orange mobs are slightly less difficult
than they were previously.
- The overall damage modifier on
auto-attack for most epic mobs has been reduced to bring them in line with the
new combat system modifications.
- Nearly all damage immunities on
creatures have been removed. Many still remain highly resistant to certain
types of damage and spells but immunities should be quite
rare.
*** Player vs. Player
***
- Additional PvP Titles before and
after the rank of Master have been added.
- In addition to status, experience,
title adjustments, coin and loot from killing fellow players, good and evil
aligned players can now loot faction based coin from the chests of their fallen
player enemies. These coins can be used to increase your faction based on the
level of the target you have killed.
- It is now possible to gain PvP
rewards if you are within 75m of your targets death.
- Melee Attack Damage, Ranged Attack
Damage, Melee Combat Art Damage, Pet Melee Attack Damage has all been slightly
reduced in PvP Combat. Spells have should now be slightly harder to
resist.
- Brigand: The Debilitate, Rake and
Dispatch line of spells have had their mitigation debuffs lowered in PvP
combat.
- Level 70 PvP Item Sets can now be
purchased from Privus Nocte (Evil) and Helena Flutterling (Good) in Lesser
Faydark.
- Pets should no longer force you
into combat.
- Healers who heal themselves while
being attacked by another player will now go into combat.
- Evacuate type spells and abilities
can no longer be used while in PvP combat.
- Casters should find it easier to
land spells closer to the displayed pvp damage now.
- The Hidden Refuge is no longer a
respawn point for Tenebrous Tangle on PvP servers.
- PvP rewards for Qeynos/Kelethin
Citizens can now be purchased in Kelethin in addition to
Qeynos.
- Gento Fizzledabbler is now
available in Kelethin for all your Spell Transcription
needs.
- The Butcherblock, Nektulos and
Thundering Steppes docks now carry PvP immunity much like Kelethin for wary
adventurers wishing to travel between Antonica and
Faydwar.
- The valid target level ranges of
many zones have been modified. Refer to the following post for
details:
http://eqiiforums.station.sony.com/eq2/board/message?board.id=pvp&message.id=107833
- Respawning from PvP deaths now
provides players with unlimited immunity until they travel 20m from their
respawn point.
*** Achievements
***
- Unhappy with your ability to
Summon Lager? The merchants who sell achievement respecs also now sell character
traits respecs.
*** Items
***
- Rujarkian Clydesdales have been
renamed Rujarkian Hillrunners to better fit their new
appearances.
- The nightmare horse whistle should
now spawn a horse with a default saddle.
*** Tradeskills
***
- 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.
- Symbol of
Pinzarn should now be spelled correctly in recipes.
- Imbued Ebony Wands now explain
what damage type they will do.
- Imbued Moonstone Ring of
Intelligence now has the proper name.
- Carpenter Reaction Arts
Metallurgy, Geology, and Solder should now use % of mana instead of straight numbers.
*** User Interface
***
- We’ve made a number of
improvements to hotkey bars and inventory icons. In addition to improving
functionality, these changes also improve client performance.
- When you link an expendable item
to your hotkey bar it will now display the total number of charges you have of
that item in your inventory.
- The chat window has undergone some
appearance changes. Try it out!
- The dialog box that displays your
current slayer quest progress now has a scroll bar.
- The skills information has been
relocated to a tab within the persona window.
- When chatting on a global channel,
the chat channel number will be auto-replaced with the channel names while you
are typing.
- Significant changes have been made
to the majority of UI XML files.
- The default hover time to pop up a
tooltip has been increased from 0 seconds to 0.25 seconds.
- There is now a slider in the
options window to control how fast tooltips appear over hotkey buttons. It
defaults to 1 second.
Message Edited by Raijinn Thunderguard on 11-14-2006 02:35 PM