READ THIS! Upcoming Patch Information.....

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READ THIS! Upcoming Patch Information.....

Postby Skullcleava » Sat Jun 28, 2003 8:13 pm

Ok guys, I have been doing alot of reading in the forums, and I compiled a list of all major changes, and alot of information regarding the new patch. Happy reading!
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I. Inner Sanctum General Information
This is a new static dungeon (for levels 125+), located at the same playfield as the Temple of the Three Winds. There is now a portal nearby the normal entrance to the Temple, which is used to gain access to the Inner Sanctum. It is pretty much an upgraded version of the Temple, with newer, better versions of all the weapons such as an upgraded Sytgian, upgraded Scythes, and new rings, tank armor, ect. More on those items later. To gain access to the IS, there are a few ways of doing it. As you all know, the To3W is a static dungeon made for those up until level 60. After that you may not enter. One of the drops in the Temple is the Exarch Cloak. This cloak is not very rare and pretty easy to obtain. To gain access to the IS, you must have a key. Heres how the process works: Person A gives the Blind Cultist outside of the Temple an Exarch Cloak. Person A recives a package which contains a TEMPORARY key. (THE PACKAGE *IS NOT* NODROP, meaning people who never had a chance to get into the Temple can still gain access to the IS by buying, or getting a lowbie to get a package for you.) Person A can open the package, and out pops a TEMPORARY NODROP KEY. This key is used on the portal to gain access to the IS. Though the key is temporary, and does dissapear once you have used it, mobs inside IS drop another cloak which can be used to gain another key if you die. NOTE: Beacon Warp *DOES NOT WORK* in the IS. There is a way to gain a permanant key but it takes a little work and the combination of two parts. (I have been reading on the forums, and I will test this myself, but it seems that AS OF NOW, when the Blind Cultist is given an Exarch Cloak, the permanant key is recieved. So if you do have an Exarch Cloak, you might want to trade this to the cultist and save yourself a little time, because after the patch it is assumed that giving an Exarch Cloak will only give you a temporary key in return. NOTE: I am very unsure about this, because it is only vaugely mentioned in the forums. I will explore it further.)

II. Inner Sanctum Drops Information
Ok, 2HE Enforcers have a few new goodies to check out in the IS. BUT, there are some serious downsides to these weapons, and FC have found a few new and creative ways to nerf them:
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Frost-Bound Reaper-This baby is an upgraded version of the Frost-Scythe. Like the original one, the min and max damages are exactly the same number, meaning this thing plows through armor like butter. Now if you look at the AODB top weapons site, this weapon ranks out as numero uno. FC has managed to creativly nerf this weapon by adding two effects to wielding it:
Modify Wearer MeleeInit. -1110
Modify Wearer NanoC.Init -150

As an Enforcer, I do not agree with this new tactic, but this is not a bitching post and I will not voice my opinions anymore. :D
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Abyssal Desecrator-This is an upgraded version of the Stygian. The damage is increased many fold, and like it's weaker cousin, it too has a high min and high max damage. Now, the effect on this heavy hitter is a little different from the Reaper:
Effective Attack Rating capped at 1200
I haven't played AO long enough to know the equations and rules behind weapons, but from what I have read in the forums, this *SERIOUSLY* nerfs this weapon.
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Permafrost-This is the counter-part to the Energy Scythe. Not much to say about this one, but it too suffers the same effect as the Desecrator:
Effective Attack Rating capped at 1200
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*More will be added soon

III. New additions
-Engineer Upgraded Solar Powered Pistol can now be built. (Can anyone throw me a Cog? :D)
-Tango Dirks can no longer be Improved without a pre-patch PPPE (Correct me if I'm wrong on that one, not totally sure)
-New Enforcer-only armor: Pilgrim Protector Body Armor
-New Profession Specific Merit Boards (1750+ Tokens)
-New Nomad-based armor: Mosquito Body Armor
-New Adventurer-only Armor: Pilgrim Seeker Body Armor
-New MP-only Armor: Pilgrim Visionary Body Armor
-Note: Three Profession-Specific armors are all CLAN only. Yay!
-Note: Too lazy to list that there are also a few types of OMNI only armor. Nay!
IV. Other Changes
-Dyna-camp changes? : http://forums.anarchyonline.com/showthread.php?s=8b73ce4bcc3824cfdfe89499822e34c4&threadid=149849
-WTF? Watering plants???: See Links
-Tir and Omni-1 Arena now have seperate playfields from thier respective cities.
-Note: Few other changes, but I'm getting tired so I will update more tomarrow.

V. References/Links (goto these for more information!!)
-http://www.aodb.info
-Token Boards
-Enfie Weapon Nerf
-Fertilizing the Plants???
-Tango Dirk Situation
-First Team in IS (Test Server)
-Arena Information

/me Sighs....
Getting really tired here, so I will take a break and maybe add more tommarrrow. Hope you all really enjoy this guide! NOTE: I still have ALOT more to add to this.

*UPDATE*
:( The Blind Cultist now CANNOT be traded with. Oh well, guess we will just have to wait until IS. It might have been a bug...
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Postby Flameforge » Sat Jun 28, 2003 11:03 pm

Awesome post, Skull. Thanks a lot for all that effort!

I was going to make some comments, but between my cold and my sister's bongo playing, I can't think coherently right now.

Nice to see they're finally putting in the high level version of the temple.
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Postby BigSwede » Sun Jun 29, 2003 2:30 am

Nice post Skull!
About the capped attack rating:
I'm aswell unsure about the exact math behind it, but at my level (154) I have around 1200 AR wich is relatively low compared to others since I have no melee init imps and I am using LLTS with a -200 or so to Melee Init.
So I guess it's a way to keep people from using the Desecrator above around level 150. Wich is in my book quite good. Why, you might ask.
Look around you. What kinds of weapons are Enforcers using nowadays? Well above 100 there are quite few on beams or bats nowadays. Either they are on 2he (Stygian or other swords) up to 161 then QB and later on EQB, or they are on Improved Tango Dirks. People are on q200 weapons as early as around level 100 nowadays (or even earlier if they twink real good) and my opinion is that it's getting a bit boring to allways know that an enf is either 2HE or Piercing.
This ofcourse reflects the current best weapons in the game, and I'm well aware that noone wants to be gimped damagewise.
Still, I find it boring.
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Postby Flameforge » Sun Jun 29, 2003 2:45 pm

Actually, inits is not the problem here, it's Attack Rating. AR is not based on inits, it comes from your weapon skill and your AddAllOff and it's how easy you are going to find it is to hit something. It also adds a bit to damage dealt.

There's a real uproar on the forum about this. If FC wanted to reduce damage they should have fiddled with the weapons' Min/Max damage, not reduced how well an enf can actually hit something.

In particular, against the "big guys"... 250+ mobs, let's say, capped at 1200 AR you are going to have a seriously tough time hitting. Most tanks with decent buffs will achieve 1400-1500+ AR. That number doesn't even include AddAllOff imps, which can provide another +60%.

It's a big nerf :(
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Postby Cogs » Sun Jun 29, 2003 4:23 pm

I have to agree!! I mean...wow...cap AR...how stupid is that?? I seriously doubt this is well thought thru....and I hope, really hope it wont carry over to live. It is another nail in the coffin of diversity, and the ability to develop your character differently....I just cant beleive it. And..its not just the Enfs...this will affect gun users as well....just cap ppl at 1200....and thats that! ARRGHHHHHH........it really pisses me off. More stunts like this...and Rubi-Ka might end up a ghost planet :x
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