Posts Tagged ‘Itemization’

GU61 – Adjustments Being Worked Out

Written by Dethdlr on . Posted in Game Updates & Maintenance, Itemization

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 weekend to assess item strength in the earlier zones. (Complaints we see are that low-leveled items are now overpowered.) Those zones had such outdated itemization previously that players are now seeing a huge increase in power in drops…we *think* at least partially because the items have been changed to be actually useful now. However, we’ll be assessing this over the weekend and then meeting first thing next week to discuss what will be done, if it’s out of adjustment.

NOTE: The items a, b, and c above will not affect the discussion of the balance of power between raids and the new heroic content. (Although “a” will have some affect on that.) That’s a separate discussion mostly.

ALSO PLEASE NOTE: These items will go to Test first. They are likely to be on Test before the end of the week (possibly even tomorrow). We *will* be listening to comments about them on the “In Testing” forum and responding to comments. Please *do* post if you test on that server.

   

What Bugs You Most? (Velious and GU60 Edition)

Written by Feldon on . Posted in Game Updates & Maintenance

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 today. This is a mixture of bonafide bugs, and also outstanding issues which rise above simple griping into things that are causing significant gameplay problems.

Details after the jump…

Coming Up Short on Critical Mitigation

Written by Feldon on . Posted in Game Updates & Maintenance, Grouping, Itemization, Raiding

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.

GU59: Mechanics / Itemization Changes

Written by Feldon on . Posted in Expansion News, Game Updates & Maintenance, Grouping, Itemization, Raiding

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

Notes from Destiny of Velious Feb 11 Webcast #3

Written by Feldon on . Posted in Expansion News, Grouping, Itemization, PvP/BG/Proving Grounds, Raiding

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 more dungeons.
  • Items will become a lot more modular and straightforward, with procs largely moved to adornments.
  • Group players in Sentinel’s Fate should be able to jump right into grouping in Velious such as Tower of Frozen Shadow.
  • Casual raiders in Sentinel’s Fate may want to test the waters with the contested Kael Drakkel dungeon which falls right before the easier raid content.
  • High-level raiders who are already doing Underfoot Depths should be able to move into the easier raid zones in Velious without grouping, although Kael Drakkel is a good stepping stone.
  • Silius went into detail on the new Adornment scheme including a new type of adornment War Runes.
  • We won’t see new Battlegrounds gear or other PvP content until the Game Update after Velious.
  • A new mechanic on mobs (NPCs) called Critical Avoidance which means you’ll need well over 100% Crit Chance to succeed harder dungeons and raids. This effect reduces your crit (including healing!).
  • Flying mounts start at level 86.
  • On March 1st, everyone will be able to fly as a live event. The gnomes are putting in experimental test pilot tracks in Lavastorm, Tenebrous Tangle, and Butcherblock. You’ll be able to grab a tinkered craft and run through the race against time.

Would a GearScore Stat Affect How You Play?

Written by Feldon on . Posted in Commentary, Expansion News, Itemization

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. This is not to mention +Health, +Power, Offensive and Defensive Skills, and the various Resists. The last 3 expansions have added or greatly expanded upon effects such as Crit Chance, Multi Attack (formerly Double Attack), Crit Bonus, Potency, AOE Autoattack, Flurry, Strikethrough, etc.

Flash of Intuition — Not so bright

Written by Aidis Darvidas on . Posted in Itemization

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 heal] have been sought after. However, there is a problem with Flash of Intuition. It effects other heal procs before main healing abilities.

After one test of 500 casts, Flash of Intuition activated 32 times. Out of those 32 activations only 3 were used by a main healing ability, as the rest were used up by other heal and ward procs. This is counter productive some say, and have tossed these items to their backpacks in hope of some fix to these procs effecting procs issues, while others continue to gamble on luck.

The Importance of Crit Mit in Sentinel’s Fate Raiding

Written by Feldon on . Posted in Itemization, Raiding

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% 12.00%
Legs 20.00% 20.00% 20.00%
Feet 5.00% 9.60% 12.00%
Sum 75.00% 92.80% 106.00%
Max from Gear and Adorns 110.00% 127.80% 141.00%
Max with Gear and Stats 120.00% 137.80% 151.00%
Increase Critical Mitigation (Red Adornments)
Head 5%
Chest 5%
Gloves 5%
Boots 5%
Shoulders 5%
Bracers 5%
Leg 5%
Total Crit Mit 35%
Critical Mitigation from Intelligence/Agility
AGI/INT 500 5%
AGI/INT 1000 10%

Critical Mitigation is a measurement of how much your armor (plus a small amount of innate protection from Agility (for scouts/fighters) or Intelligence (for mages/priests) reduces the Critical damage abilities of the enemies you are fighting.

There is a lot of useful information in this thread already — it’s worth a read.

News Rollup for March 14-20, 2010

Written by Feldon on . Posted in Commentary, Game Updates & Maintenance, Grouping, Itemization, Live Events, Raiding

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 your concerns and are trying to make adjustments where we can.  This week we have been hard at work on raid item changes.  Those changes should happen in the next hotfix, so please don’t transmute those drops, you may want them after the changes hit.  After the changes next week, we are going to be looking at resistances on Legendary drops and some other things as well.

Please understand, we have a lot to think about.  The expansion, battlegrounds, and the golden path added a lot of content that we have to keep an eye on.  The content team did an excellent job with the golden path and if you haven’t tried it, you might want to talk to a chronomage or roll a new character to check it out.  Battlegrounds are a lot of fun too, even if you don’t like PVP combat you might want to give it a shot because the cooperative team play is a lot of fun.  I am not trying to make any excuses, but instead I am trying to say that there are only so many hours in the day.

Defense/Parry — Useless?

An interesting thread, which I’ve been following, on whether the +Defense and +Parry skills have any utility whatsoever.

Additional

  • Frizznik and Xelgad are looking into the Crit Multiplier for Wards with regards to Shamans. They are currently falling behind Druids.
  • Ward of Elements (T3) Armor may become available without the prerequisite of T2 Shard Armor. (link)

Yellow Adornments

A handful of Legendary items from level 80-83 received Yellow Adornment slots, however Yellow Adornments were all initially flagged level 84.  This has been remedied in the March 18th hotfix, as they are now level 80 adornments.

Flurry, Double Attack, and AE AutoAttack

When you Auto-attack with your mainhand weapon each of the following has their own independent chance firing off in addition to that mainhand attack (from EQ2 Forums):

  • Flurry — results in 2 to 4 additional mainhand weapon swings. These swings do not proc additional procs.
  • Double Attack — Auto-attack the target a second time, this can also proc (trigger) off an offhand weapon swing
  • AE Auto Attack — Attacks up to 4 targets in front of the player, but cannot flurry or double attack

AE Auto-Attack is primarily an AA line that points can be spent in. Double Attack has a cap of 100% and now appears widely on gear of all kinds. Flurry is much rarer to find, and is mostly found in AA lines, but look for it on items.

Making Sense of Tier 2 & Tier 3 Raid Gear

Whether you are rewarded Tier 2 or Tier 3 raid gear is dependent upon which raid mob you are killing, and whether you are taking on the “easy” version of that mob, or the “hard mode” version of that mob. Hard mode mobs typically have more adds, more hitpoints, unique effects, stronger detrimentals, etc.

I have to tell you, even after reading this thread laid out by established raiders, I’m not clear on every single mob and Tier. 😉

Moonlight Enchantments

Don’t forget that Moonlight Enchantments start tonight!!

Itemization Puzzle Pt 2

We’re still working on part 2 of the Sentinel’s Fate Itemization Puzzle. SF Gear is still in a state of flux, and we now know that the “Tier 3” Sentinel’s Fate raid armor, which drops from the hardmode version of each mob are all being upgraded, loot tables adjusted, etc. so it’s hard to get an accurate picture of the gear at this point.

Development

Fyreflyte, itemization lead for EQ2, has been conspicuously absent from the EQ2 Forums in the last couple of weeks. Further, Xander, Frizznik, and timetravelling have all been stepping in to answer itemization-related questions. It is unclear what, if any conclusions can be drawn from this.

Meanwhile, a former EQ2 developer, Aeralik, has been posting some of his perspectives on how the Shadow Odyssey expansion played out behind-the-scenes. He still holds forth that he fought the good fight for the players against the Fighter Revamp and other sweeping, ill-considered changes. EQ2 team members I’ve spoken to on the condition of anonymity dispute this viewpoint.

The Itemization Puzzle Part 1

Written by Feldon on . Posted in Commentary, Grouping, Itemization, Raiding

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.

A Light at the End of the Itemization Tunnel?

Written by Feldon on . Posted in Game Updates & Maintenance, Grouping, Itemization, PvP/BG/Proving Grounds, Raiding

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 the red herring, providing a confusing shortcut to skip instance gear altogether. In short, the “plan” has not been clear. Until now.

After the jump, check out what Frizznik has posted regarding the EQ2 Team’s itemization plans:


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