Update 71 Release Notes

nobodynobody1426

Well-known member
The following has been added to the release notes:
  • The Myth Drannor Saga now has a chance to grant one of the nine Rare Sun/Moon Augments from Myth Drannor as an option in its reward list. This chance is 10% on Normal, 16% on Hard, 25% on Elite, and 34% on True Elite. The Heroic Saga drops Heroic Augments, and the Legendary Saga drops Legendary Augments.
  • The drop rate of named items from the purple-named landscape bosses in Myth Drannor has been raised.
  • Legendary Affirmation from item upgrades in Threats Old and New now properly works on spellcast.
  • Heroic and Legendary Glasses of the Studious Mage that had lost their Magical Efficiency effect should regain it on logging in or removing it from your Bank.
  • Expanded Clip no longer gives more Doubleshot than listed, and no longer grants Doubleshot with weapons other than Repeating Crossbows (also as listed).
  • AOE Crossbow Attacks in Battle Engineer and Inquisitive no longer fire one more shot than your crossbow normally shoots.
  • Dripping with Magma on the Reflection of the Warblade now works for both attacks and spells. (Note: The tooltip still only mentions attacks).
  • Many Fear effects now properly block Rune Arm use.

The Lantern of Order is still only getting 6 XP per Mist Stalker regardless of it's size.
 

_fully_carroted_

Well-known member
So now it's an average of 318 quests to pull a specific rare named augment, more or less: 1/0.34 x 9 augments x 12 quests (after vip skip) = 318.

It's still annoying. There should be two separate chances, and even that needs 247 average quests for a specific augment if I did the math right.
 
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mikarddo

Well-known member
So now it's an average of 318 quests to pull a specific rare named augment, more or less: 1/0.34 x 9 augments x 12 quests (after vip skip) = 318.

It's still annoying. There should be two separate chances, and even that needs 247 average quests for a specific augment if I did the math right.
The augments being tradeable makes all the difference.
 

saekee

long live ROGUE
Is the Legendary augment still only giving 6% untyped instead of 15% Legendary spell crit damage?
 

_fully_carroted_

Well-known member
The augments being tradeable makes all the difference.
Only if there is a functional in-game economy, which there isn't.

You can only buy something with that kind of value for arcane shards, which are largely bought for cash, and taxed 30% every time they are used in the ASAH.
 

ChaoticDrivel

Well-known member
What does "Reduced the difficulty of the traps that appear in the final room of 'Finding Doris'." mean?

Is it the DC? Is it the damage? Is it something else?

Those traps at the end really make the dungeon for me. And it makes sense for them to be challenging. It's the part of the quest that stands out the most to me. In a good way.

So I'm not sure that an adjustment was necessary.
 

Weaponalpha

Well-known member
Trapping has been a joke for years on any appropriately built trapper build so this is to help those who are not as well geared, tomed, past lived, etc. 11 pts in Inq and you are a trapping god. Until they fix it...
 

Axcarth

Active member
  • Expanded Clip no longer gives more Doubleshot than listed, and no longer grants Doubleshot with weapons other than Repeating Crossbows (also as listed).
  • AOE Crossbow Attacks in Battle Engineer and Inquisitive no longer fire one more shot than your crossbow normally shoots.
I'd rather see this enthusiasm directed towards fixing the issue of bolts disappearing into thin air. It's really frustrating to hear your weapon firing and deal no damage due to this. But, hey, it's more important to fix something that actually benefits players, isn't it?
 

Eme

Well-known member
  • The drop rate of named items from the purple-named landscape bosses in Myth Drannor has been raised.
many, many, many runs and ransacks later, and I can't say i've noticed a difference. It's still beyond woeful on some items.
 

Positive thinking

Well-known member
Then you'll be happy to know that more than 20x the amount of time and effort has been spent on investigating that than fixing the above two issues. It's something we're still investigating with no root cause identified at this time. No ETA on a fix.
Tip it has to do with actions not being aboe to be completed while the firing animation is happening.

To do my best at explaining this, you fire your repeater, while that animation is going you can not click to pick up bags or objects or levers/runes. This is the basis of the problem.

To further explain acknowledging the above basis, a first volley is fired, the standard three bolts are fired pew pew pew, the bolts fire faster than the animation(ridiculously slow animation), so while the animation is still completing you are still able to click and fire another attack. Due to the basis above that actions dont trigger while the animation(ridiculously slow) is completing the next set of pew pew pew drifts off into the nether of never happening, but hey the animation triggers again, so yet the next volley of pew pew pew can also disappear into the nether.

Solutions - there are two

Player solution - start learning the timing of the animation, it actual is right around the time you see the repeater reloading and hear the click for the reload. Player can time their attack button based off that sound and visual and you will not have the nether shots. So basically this means dont keep clicking your attack button, but patiently wait with a click then wait then click then wait.

SSG solution - coordinate the timing of your animation properly with firing speed including any variables that increase the players firing speed. In short make sure the firing speed is properly syncronized with the animation speed. PS this applies to dual crossbows and regular bows as well, just easier to spot the problen with repeaters.

There you go steelstar no need for extra time to figure out the problem, you have the root of the problem and the solution so make it happen.
 

Abax11

Well-known member
Just to mention that it happens with bows and even on a lvl 1 toon so while animation speed could be a problem, is not the only one for sure.

(surprised they actually actknowledge the issue)
 

Positive thinking

Well-known member
Just to mention that it happens with bows and even on a lvl 1 toon so while animation speed could be a problem, is not the only one for sure.

(surprised they actually actknowledge the issue)
It is a problem even at first level because the animation even then doesnt match the rate of fire
 
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