Lamannia Update 68 Preview 2 - Release Notes

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Cordovan

Community Manager
Due to us working on a hotfix yesterday we are behind on getting the release notes ready for this preview. These notes will be updated soon:

Here are the release notes for an early preview of some Update 68 features. Lamannia is expected to remain open until late-afternoon Eastern time on Thursday, June 6th. Please find separate preview threads and release notes for each of the Major Features. As usual, these release notes are expected to change over time.

Major Features:
Bugfixes:
  • Stormsinger core 18 and 20 should now have the correct max caster level
  • Fred's First Date: It should be easier for Hirelings to move around ropes and plants during your date.
  • Fixed string error in 2nd Water Savant core
  • Fixed string error in Earth Savant's melf's acid arrow description
  • Blightcaster Everything Decays buff no longer displays an icon on player's buff bar (since it's a permanent passive ability)
  • Tabaxi Females will no longer fall through their Mount when featherfalling.
Engineering Changes:
  • Fixed an issue where the game client would fail to initialize/disappear after the player entered their login information.
  • Decreased frame drops when mousing over targets.
  • Fixed several more flickering z-fighting texture issues.
 

woq

Well-known member
Is there an eta for ingame voice working again, or a potential fix players may utilize? It is quite the detriment when it comes to leading pug raids and the like.
 

Nerosothe

Member
Hello everyone, my name is Nerosothe and I like to (to the determent of my sleep schedule) theory craft and test interactions/ builds on Lam by myself or with the assistance of friends to an unhealthy degree with all my free time. Below are my thoughts on the Eladrin, Eladrin’s Iconic counterpart and Wild Mage. (this post will be continuously updated until I am finished testing the stuff I want to test/ am testing, I’m just posting it now so it is not lost in “page x” of the forum between some more "fun" commenters

Roughly I have planned and will be testing across 7 different builds. Each build is tested at 15, 20, and 32 on r1, r1, and r4 respectively in the quests: Ghosts of perdition, Lords of Dust, and grim and Barret, respectively. These builds consisted of:

15 SacFist/ 4 Wild Mage/ 1mnk “caster” sacred fist

18Monk/1 wild mage/1wlk (this build had no identity, just wanted to confirm ki spell interactions.

16 Alch/ 4 Wild Mage negative/ Cold nuker

16 Dark Apostate/ 4 Wild Mage Curse dmg Nuker and debuffer

16 arti/ 4 wild mage Fire and Electric Caster Nuker

20 Stormsinger Chaosmancer (+1 heart used)

Pure 20 sorc Chaosmancer Iconic

12 Dark Ranger/ 8 Druid Eladrin Sneak attack burster

As per my usual formatting in these dissertations to the game I love, I have colour-coated my own findings, conclusions, and comments below for easier readings ?

In GREEN, is the point of conversation and a brief comment on how it currently stands on this lamm iteration

In YELLOW is a breakdown of my findings, how certain interactions work in the topic of conversation, and any notable bugs that aren’t in my “big bugs” section

In RED are any suggestions I may have or things I believe that should be doubled backed on and looked at again.

In PURPLE is any side commentary that can be largely skipped unless you want to hear my more biased ramblings or reasons why I believe things. Mostly this is fluff that just gives background into how I arrived at the conclusions I did ?.

To be clear, I am a singular person with my own wants and desires for this new build content, I am biased and fallible, my opinions and suggestions should be read as just that, subjective words from a person with evidently too much free time; not fact or rulings on how any class, skill, or ability “is”. I hope this helps the devs and any players who may be as deep into the buildcraft rabbit hole as I am.

Without Further ado, on to the first big thing



BUGS

OKAY THIS IS A BIG ONE: Any SLA’s, spells, and racial/class skills that don’t innately have a max caster level are not capped out by “mixed magics” MCL base cap of 20. eg Helf greater dragonmark of storm, t5 Apothecary enhanced curative admixtures, oh ya and pretty much all buff spells durations wise (lmao 1hr 20min duration holy sword)

Now look this has to be addressed but I want to stress caution that just hard capping MCL at 20 might regress mixed magics back almost to its previously very underwhelming state in test 1 as many of these “no innate mcl” abilities are locked behind 12+ levels of a class and 30 EPs so the investment is heavy. My background is not in coding at all I just don’t wanna see things that increase MCL get bricked by this and many of these cool but niche multiclass options get thrown out. But ya obviously stop this from just giving 12 free caster levels at 32 to things like Alch curative admixtures and Helf call lightning storm if that’s not the design intention (if it is HOLY HELL YA BROTHER STEELSTAR, I LOVE BIG NUMBERS ON NICHE THINGS). Also, I have a list of most if not all of these “no mcl” abilities if the devs need ?

"Power in Chaos" is not giving its +2 CL and MCL to all spells when toggled on

Wild magic surges currently do not proc on Ki magic

Wild magic Surges currently do not proc on rune arms (idk if this is intentional)

Chaosmancer Eladrin’s “winter hail” does not strip cold immunity


Idk why this is, all other 3 penetrate elemental immunity and strip immunity after but the cold version does sweet FA

Channel Entropy does no dmg

There's something funky with some but not all chaos spell power sources not actually adding their stat increases


I really can’t hammer this one down, I think with the separation of Alignment spell powers into their own stats any previously alignment spellpower boosters are broken rn but I honestly have no clue

Base Eladrin Tree

Honestly this is a wonderfully done tree which most if not all martial classes would love dipping into, some nice power spikes but nothing new in terms of innate power


I can foresee some people crying foul that the 9 SA dice at 32 from Spring’s “fey step” is crazy power creep but its finite nature and linking to the Eladrin’s dash is a great counterbalance and creates a unique “burst window” build synergy with stuff like dark hunter’s 4th core. Other racial trees have amazing power boosts like Chains, Tiefling Fire strip via scorch, Shifter shift etc so seeing this kinda temporary power in a hyper specific build and moment in time isn’t bad

Chaosmancer Racial tree

At first, I was hesitant with the seasons not being a multi selector but its honestly a good choice in the long run


The ability for each season to do a different elemental strip is all the power this tree really needs to pull people to the iconic, However the winter season fey step is by far the weakest contender of the caster dashes. With spell pen gear found throughout leveling the boost the dash grants is largely useless post lvl 12 while the other season dashes just get stronger the higher they are. You can bypass and SR checks easily throughout 13-32 content thanks to the gear and ED/EP benefits you get that are early tree pickups that you take already (heck "Arcanum" is in this tree too. I would personally like this effect to be changed into another buff for winter so its more on par with the other seasons

overall just a nice tree, love this honestly.

Possibly change winter's fey dash to "Gives you 5 Neg/Pos/Repair Amp and an addition 5 per 5 levels for 10 seconds

Wild Mage Architype

This iteration of the wild mage tree and its magic has a lot more power and cool things going for it while not being over-tuned in my opinion, great work :)


Okay lets go over the "big hitters" of the tree

Mixed magics is changed to a +2CL and MCL from its flat 100Sp boost; this essentially means the node gives you a smaller but more dynamic increase to your spells noticeable in the early and late game but less so in mid heroics. Overall, when this ability gets fixed, there will be less "exploits" such as spells that get more than 100% scaling from spell power boost like Dark apostate's 200%sp harm being a tactical negative nuke. Warlock and WM splits are a little sad to see it go but MCL boosts are more unique so I'm here for it overall. My big thing with mixed magics is for the "cool things" I wanna test, they are largely not working as intended rn (see bugs section). Hopefully there's a quick fix or we get a 3rd preview with this fully WAI.

The Chaos SLAs:

With the addition of Master of Chaos as an epic feat these spells largely do their job and are pretty to look at on top. the one thing that sucks here is that Chaos hammer is not included in master of Chaos, I think that it should because taking two "master of" epic feats just to get your chaos spells up to snuff in epics really hurts and chaos dmg focused casters. as a side, The chaos spells being added to the spellbook is great but still having no level 8 or 9 spell means you don't have a true chaos nuke unless you are pure WM.


Have hammer of chaos be included in "master of chaos". Add a potential Arcane tempest like spell with chaos dmg flavoring so there's a lvl 8 or 9 chaos spell

There's still little support for chaos magics in Epic destinies:

As with the previous Lamm, Idk what destiny a chaos caster goes unless you are also a savant. But if you're grabbing Capstone WM instead of your savant form of choice you're intrinsically nerfing yourself cause ele spells still scale better than a single chaos nuke spell with no epic destiny scaling support.

In short, its really hard arguing to go capstone Wild mage if there's no Chaos dmg themed Epic destiny.


Add a Chaos dmg epic strike somewhere into an epic destiny, preferably Shiradi cause of theming

Prismatic mind:

Free damage, its free damage, GOD I LOVE FREE DAMAGE. Good addition 10/10


Cores, Specifically Riches in Randomness

Look, I'm okay with this being in the tree, but not as a core. Having this placed in your core for lvl 6 just hard breaks all power progression in the leveling experience, especially when your other options as a pure sorc while leveling is just a flat increase to the damage of your element of choice. I would really like to see core 3 be switched out with Prismatic Mind from t3. Make Riches and Randomness a t3, 1 point, 3 tier pick in the tree (more charges per point) and have Prismatic Mind just do all its doing from the get go with the cost of being 6 sorc to get that free chaos dmg. You are definitely going at least 5 sorc in any chaos build anywho for the t5 of this tree, and the only other chaos dmg support is from Chaos cleric domain which ends at 14, so 6 WM fits perfectly into there. This makes leveling a pure wild mage more seamless in its power progression, adds something to multiclass build craft as right now you have no reason to go beyond 4 Wild Mage unless you want to go to 12 (that's a steep cost to whatever your multiclassing into).

Pure Wild Mage:

So I think its important to preface my findings here is that I am of the opinion that Wild Mage shouldn't just be the best dps tree. Savant should still hold the place of raw power scaling for its tradeoff in hyper specialization. In fact, A 20 sorc savant specializing in one element and Wildmage is just straight up stronger than current sorc; so any more power to the tree directly and no sorc will even think about base sorc unless its hardcore and they want a little more survivability or they are building a spellblade. To that end I think there's no need to add more power in the tree but instead maybe reshuffle some things as per above; but for the love of god give Chaos dmg casting some more epic scaling.

As alluded to above, the real gripe I have with pure chaos sorc right now is that it does roughly half the damage of a savant of the same level and even worse in epics. While leveling, its better to spec savant when you don't have a lot of points at 1-12, alright to go chaos spec from 12/16, then each level after you get to sharn it is harder and harder to justify casting chaos spells over any elemental ones. I ran a pure 18 sorc into r1 sharn twice, once as a chaos caster with savant support and the second time with an air savant with chaos support. It takes 3 chaos spells to clear what a chain lightning would. You still get surges too so there's literally no trade off for going savant, Chaos dmg sorc is just flat weaker even in heroics.


Now the reason I ran stuff at 18 is because Channel Entropy currently doesn't work, so pitting a savant with ele form against a chaos specced wild mage without its strongest spell is like asking me what I would choose to bench-press between a single ant or a blue whale. 18 Chaos WM vs 18 Air savant is the best "equal footing" contest i could think of and this is supposed to be when chaos dmg is at its strongest. It isn't right now and that's just rough :/

Now lets talk chaos dmg in epics. I'm gunna keep it blunt, its still very weak. Like weaker than blight caster thorn spells in epic cause at least those have force spell increases in 3 destinies. Master of chaos is a nice addition and does allow for the SLAs so scale, but again, chaos hammer isn't in it right now and it really should. The two big things that really and I mean REALLY HURT chaos dmg casting in epics is basically 0 epic destiny support, no epic strike, and the only lvl 8+ spell being a 12 second cd spell locked behind a lvl 20 sorc Capstone (which is also bugged rn). If there's any one thing I really want to see in preview 3 its some sorc of Chaos dmg synergy in an Epic Destiny

Multi Classing viability with Wild Mage

So with all the alterations done to wild mage and the builds I've tested I think I can confidently say this class has reached the intented goal as per Steelstar's test 1 post of having multi class viability. Some notable things wild mage and the iconic tree's can do are: Giving caster arti fire and lightning bypass so that you can use all of its high level spells (tact det, chain lightning with the Fire over Morgrave runearm slap hard for example). AotS now has a fire bypass and great healing through close wounds sla going 12Wlk/6WM/2 fvs. Another thing that is finally possible with the Iconic tree is Cold Warlock finally has cold bypass (praise be)! And I'm particularly happy with a 15SF/4WM/1Mnk Caster/melee hybrid sacred fist that can scale Ki explosion into epics. I think a 10 whatever you want/6fvs/4wm build has the possibility of being a great healer through mixed magics and flame of the favored too. In short, There are now Neat and viable caster multiclass options :)

All in all, this iteration truly is a "win" in terms of development goals. When the MCL bug gets fixed with mixed magics I think all these builds wont be the defacto op pick for their roles but still a strong and fun option; A pure savant is still gunna be the best caster, and the normal Melee builds will still be the defacto truck hitter for R10s. Essentially Wild Mage delivers in multi class diversity while not also creating some monster build (I mean there could be something I'm missing but it would have to be an exploit rather than by design)


That's all for me in Preview 2 of Lam
Overall I think 95% of all the new content here is amazingly well done. I have some minor gripes and if any dev reads this post (I mean first of hi hey how are ya, drink some water you're looking dehydrated), the one thing I really would wanna see in preview 3 Is epic scaling for chaos dmg now that wild mage and its respective trees are looking pretty much finished. Everything else is great but that's the one thing missing in my personal opinion. Cheers all and I hope this was helpful :) any questions are welcome.

-Nerosothe
 
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Eoin

Talhund
:cry: the Eveningstar route to Myth Drannor is blocked by rubble.
 
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Fisto Mk I

Well-known member
no new nerfs to casters?

Stormsinger core 18 and 20 should now have the correct max caster level
lE2E7Ff.png
 

Hephaestas

Master Artificer
The spellpower/crits/damage UI change is so unnecessary but if you feel the need to change it - can we request it not be practically a CSV file string of numbers?

It's incredibly hard read and follow what you're looking for, and it's not like the UI for this game scales... Please reconsider this change or reimagine the spacing between each. Perhaps with colors?
 

seph1roth5

Well-known member
I also think the spellpower UI is very bad. Anything that requires a mouseover is clunky and difficult to check when you're trying to swap various gear around and see the change. Not sure if you have the tech but can it be a new window that pops up, like an examination window we can then lock?

If not, can it, melee/ranged power, and attackspeed (whatever those other mouseover stats are in the bottom right of the character sheet) just be put into the + section of the character sheet?
 

Aelonwy

Well-known member
The spellpower UI is going to give me headaches. Just put the information in a new section on the much more easier to read + Tab please for the love of D&D.


I haven't seen any mention of the Magic Carpet Mount, not even on this Official Overview thread. I would like to make a small suggestion that could make the pre-purchase Expansion Bundle more desirable to players. Would it be possible to have the Magic Carpet randomly change colors every time you summon it like the Feywild Muse or the Scarecrow cosmetic pet? I was disappointed by the red color of it especially immediately after the all red dragon cosmetic bundle but if it had a few basic color changes such as red/blue/green or red/violet/green it would be far more appealing.
 

Cordovan

Community Manager
Visual updates seems to have cause massive lighting flickering.
Can you provide more context to this video? What seemed to cause it? What version of DX are you set to? What graphical detail level are you using? 32 or 64 bit launcher? I most definitely haven't been seeing this myself on Lamannia.
 

Lotoc

Well-known member
Tangentially related to the new spellpower layouts, the chaos spells and wild mage chaos spellpower/crit dance and so on of this update.
After seeing the new spellpower layout that lists alignment spellpowers independently wasn't properly updating with sources of alignment spellpower or anything besides universal spellpower and spell lore I decided to test a little.

Using a character build with 2 levels of warlock for utterdark blast (minimal blast dice for tighter damage variance) and equipping the Blightstaff (one of the two items in the game which claims to give an alignment spellpower/lore without radiant spellpower or lore)
- Utterdark toggled eldritch blasts were not gaining the expected damage value, only seemed to be gaining damage from the implement bonus on the weapon and not the 148 evil spellpower.
- Crit rate was below 10% despite the fact blightstaff has 22% evil lore.

On equipping Legendary Ring of Summer's Heat with Blightstaff already equipped
- Utterdark blasts gained the damage that would be expected from using blight staff from the radiant spellpower/lore, spellpower UI did not update with evil spellpower / crit chance.
- Crit rate of utterdark blasts was markedly higher, proportional to the crit on the item.

I believe alignment spellpower sources / crit % sources distinct from the 'light' umbrella simply aren't functional and question if they ever actually have been.
 

in4theride75

Well-known member
Can you provide more context to this video? What seemed to cause it? What version of DX are you set to? What graphical detail level are you using? 32 or 64 bit launcher? I most definitely haven't been seeing this myself on Lamannia.
Absolutely.
  • 64 bit
  • dx11
  • windowed mode
  • 1920x1080
  • object draw very high
  • model detail high
  • material detail high
  • landscape draw distance very high
  • frill distance high
  • frill density 1
  • distant imposters yes
  • atmospherics detail high
  • dx 11 interactive water medium
  • texture detail very high
  • texture filtering sharp
  • anisotropic filter quality 4
  • multi-pass lighting yes
  • per pixel lighting attenuation yes
  • specular lighting yes
  • surface reflections high
  • landscape lighting quality high
  • dx 10 distant landscape lighting yes
  • landscape shadows medium
  • blob shadows yes
  • stencil shadows high
  • environment stencil shadows yes
  • dx 10 dynamic shadows high
  • dx11 ambient occulsion yes
  • video post effects yes
  • volumetric sun light yes
  • glow mapping yes
  • overbright bloom filter no
  • blur filter quality high
  • bloom intensity 1
  • player mesh combining yes
  • texture cache size .5
  • player crowd quality 1
  • refresh rate 60hz
  • sync with refresh rate no
  • triple buffering no
 

Ahpuch

Well-known member
The spellpower/crits/damage UI change is so unnecessary but if you feel the need to change it - can we request it not be practically a CSV file string of numbers?

It's incredibly hard read and follow what you're looking for, and it's not like the UI for this game scales... Please reconsider this change or reimagine the spacing between each. Perhaps with colors?
I find it is better than the old model where you had to scan for the specific type in three different sections. But it would be improved if they used a proper table layout. If they can't do tables easily perhaps fake it out with fixed width fonts? Making the / a different color to break up the line might also be helpful.
 
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