This just in from Smokejumper on the EQ2 Forums: There are a number of things that we’re going to revisit on items: a) The green stats matter. Progression of green stats will be attended to in the new pass. b) There will be more variability between the value of stats on items. This was removed erroneously at the last minute. It will be returned. (Getting rid of the “all items have +29 STR on them in the same zone” effect.) There will be more “min/max-ability” on the items. c) The dev team will be playing a lot over the...
Itemization
Note: This article will be periodically bumped to the top of EQ2Wire. UPDATED: JUNE 18th, 2011 If you miss the pre-Expansion Zone Previews, Interviews with Artists, Animators, and Developers, as well as the quarterly Question & Answer , Developer Chats, and ‘What Bugs You Most?‘, you’ve got company. We’re not sure that 20 minute Stickam videos fully replace all those forms of communication. That said… There have already been several hotfixes tackling some of the bigger issues introduced by Game Update 60, but there are others which have yet to receive confirmation from developers. We delve into this category...
As we first discovered in our Critical Oversight in Public Quests Gear? article, the progression from solo quest gear, to Public Quest gear, to Group Instance gear, and on to Raid gear, has not made a whole lot of sense. In particular, Critical Mitigation has been all over the map. Silius has announced some upcoming changes in the Critical Mitigation numbers of various gear throughout the Velious itemization range.
Big changes to Mechanics and Itemization have coincided with the last 2 expansions and Destiny of Velious is no exception. Today we delve into changes to: Procs (Item Effects) Adornments Critical Chance Critical Avoidance Primary Stats (Stamina, Intelligence, Agility, Wisdom, and Strength) Health Power Melee Range Multiattack Ability Mod
Here are some notes from Friday night’s live Webcast of Rich Waters, Dave “SmokeJumper” Georgeson and Salim “Silius” talking about the upcoming Destiny of Velious expansion, including player-submitted questions. Getting into the mechanics and itemization changes, we get very close to a full transcription as there is a lot of detail and information here. We recommend listening to the webcast to get a complete picture of what was said. Some bullet points: The EQ2 team have the next year of Game Updates planned out with more group zones, raid zones, heritage quests, etc. The first Game Update will add...
The Itemization Battle When examining any piece of equipment, players must evaluate whether that item is an upgrade for their class based not only on their existing stats, but also whether the stats and effects on that item are of benefit to their class. The character’s spells, combat arts, AA setup, and existing gear must all be considered. Choosing item upgrades has never been an exact science. At one time, all 5 main stats including Intelligence, Wisdom, Stamina, Agility, and Strength had a part to play in the effectiveness of an item for every class, not just hybrid classes....
Amnerys has posted the complete Game Update Notes for Game Update 58: Arcanum Revealed on the EQ2 Forums. Here they are after the break:
Aidis Darvidas
July 14, 2010 11:06 am
Procs. We’ve all seen them. “On a successful healing spell.” “On a successful attack.” “On a successful melee attack.” (this one makes Rangers cry) But how often do they really trigger? How big a part do they play in actual healing, spell damage, combat art damage? Aidis, newly minted EQ2Wire contributor has crunched the numbers and found that one such special effect — Flash of Intuition — isn’t so special: After a review of several healing procs, and how important base is for healers, many items that proc a temporary increase to base [for the players next ward or...
Feldon
July 13, 2010 2:19 pm
Hirofortis has posted a thought-provoking thread on the EQ2 Forums regarding Critical Mitigation on raid gear and pondering just how much Crit Mit is needed to proceed in raiding. Just looking at the Tier 1, Tier 2, and Tier 3 raid gear available in-game, a player can acquire critical mitigation amounts of 110%, 127.8%, and 141% respectively, not including any critical mitigation achieved by having high numbers in the necessary stats. Critical Mitigation from Raid Armor Sets T1 T2 T3 Head 10.00% 12.00% 15.00% Chest 20.00% 20.00% 20.00% Shoulders 10.00% 12.00% 15.00% Forearms 5.00% 9.60% 12.00% Hands 5.00% 9.60%...
The previous Thursday and Tuesday hotfixes have brought some itemization changes, specifically with the increase in the number of items holding Red Adornment slots, the introduction of Yellow Adornments for heroic gear, and the addition of Resists to Legendary and Fabled gear (previously, players were expected to run around with 2-3 pieces of Mastercrafted jewelry). Now, we are starting to see the second prong of these changes, intended to fix the itemization mess that Sentinel’s Fate launched with. Frizznik brings us: Thanks for your patience with us as we look at items, spells, and combat arts. We are reading...
Today brings the first part of a two part story about how we got to the Itemization situation we are in now. Part history lesson, part recap. Part 2 will try to sort out the Sentinel’s Fate Itemization picture as we have it so far. I assure you that Part 2 will be MUCH shorter. 🙂 After the posting of Part 2, we will be posting a survey to get your feedback on these long-form articles.
If you’ve been thinking that the pieces of the Sentinel’s Fate itemization puzzle just have not fit well together, you are not alone. While we have not spent a lot of time covering itemization in SF, it is because things have continued to be in such a state of flux during, and after the Beta. The smooth progression of TSO gear was seemingly replaced by a scattershot approach, with some of the x2 raid items being the best in the game, the x4 Hard Mode gear being only 1-2% better than the x2 Easy Mode gear, and Battlegrounds gear...