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3.1.7 - Engineer Profession, New Consumables [Whetstone, Armor Patches, Magic Thread, Stims], and Appraiser QoL


Raidou

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This one is going to be one hell of a whammy, so instead of getting into too deep this will elaborate on the surface. This patch includes an additional profession (Engineer) as well as a lot of consumables to existing Professions. While also adjusting the elephant in the room with Appraisers needing to make more then 100 rolls per day to craft. Without further ado, lets break it down.


<<Engineer>>
Specializes in consumables much in the vein of Cook/Alchemist/Performer, but these items are more offensive then buffing/defensive. They have three item types:

Spark Stones [Free Action] | Works like 'on hit' consumables [Rhino's Horn and/or Crystal of Divine Light] that apply an additional effect to the successful attack.

Traps {Limit 3 active at a time, per party} | Traps are set at the beginning of a thread or encounter, during the buff phase. While a Trap is active, any time the boss makes an Attack Roll, they must succeed a “Trap Check” of LD: 11+ made before their post action, in order to avoid a Trap. If they fail, the Trap is sprung. Traps are sprung in the order that they are placed down.

Bombs | Works much akin to Mass/Debuff Crystals from performer, dealing debilitations/debuffs to hostiles the party is facing.

Enhancements:
► Technician Cost: 3 Slots Cap: 1 Slot Effect: As a Free Action, combine the effects of any two Tech Sword Arts that your character knows into a single attack. This effect has a cooldown of 3 turns. Applicable to: Spark Stones ► Insidious Cost: 3 Slots Cap: 1 Slot Effect: As a Free Action, apply the effects of all Status Effect Enhancements present on your weapon, regardless of your natural BD.. This effect has a cooldown of 3 turns. Applicable to: Spark Stones

► Wrathful Cost: 3 Slots Cap: 1 Slot Effect: As a Free Action, apply the effects of any Holy/Fallen Enhancements present on your weapon, regardless of your natural BD. This effect has a cooldown of 3 turns. Applicable to: Spark Stones

► Rebounding Cost: 3 Slots Cap: 1 Slot Effect: Take an extra 15% damage until the beginning of your next turn. Applicable to: Traps

► Blinding Cost: 3 Slots Cap: 1 Slot Effect: Reduce Accuracy by 2 until the beginning of your next turn. Applicable to: Traps

► Fate-Weaving Cost: 3 Slots Cap: 1 Slot Effect: When rolling a critical hit, the target that activates this trap must roll a second time and take the lower result. Applicable to: Traps

► Gating Cost: 3 Slots Cap: 1 Slot Effect: Apply the <<Gating>> debuff to the target for three rounds. While the debuff is active, render the boss immune to damage from Damage Over Time effects. Secondary effects apply as normal. After three rounds, all Damage Over Time effects that the boss has been affected by from all sources will deal their damage all at once, gaining a x2 multiplier. Applicable to: Bombs

► Fractal {For those of you in the raid, this is probably familiar} Cost: 3 Slots Cap: 1 Slot Effect: Deal 100 Unmitigated damage to up to 4 targets. If any targets are affected by any Negative Status Ailments, refresh the duration and spread those effects to all targets damaged by this effect. Applicable to: Bombs


<<Alchemist>>
Is gaining 2 new item types: Blade Oils & Stims.

Blade Oils | Blade Oils are designed to offset the lack of need in their current consumable repertoire {Given its only Damage 3, and Mass Heal Crystals as of late being useful} which will moderately buff the users equipped weapon for the duration of a thread much akin to that of Burning Determination, Serpent Venom or Toxic Venom.

Stims | Stims are designed to give Alchemists a useful [Instant]/Free Action consumable outside of Mass Heal Crystals with decently potent effects.

Enhancements:
► Searing Cost: 3 Slots Cap: 1 Slot Effect: For the duration of a thread, any Burn Effects you inflict are treated as one Tier higher than your weapon’s Tier. Applicable to: Blade Oils

► Frozen Cost: 3 Slots Cap: 1 Slot Effect: For the duration of a thread, any Frostbite Effects you inflict are treated as one Tier higher than your weapon’s Tier. Applicable to: Blade Oils

► Hemophilic Cost: 3 Slots Cap: 1 Slot Effect: For the duration of a thread, any Bleed Effects you inflict are treated as one Tier higher than your weapon’s Tier. Applicable to: Blade Oils

► Corrosive Cost: 3 Slots Cap: 1 Slot Effect: For the duration of a thread, any Blight Effects you inflict are treated as one Tier higher than your weapon’s Tier. Applicable to: Blade Oils

► Miraculous Cost: 3 Slots Cap: 1 Slot Effect: When an attack would deal lethal damage to a Player, instead set their HP to 1. Their health cannot be lowered below that value until the end of their next turn. This effect can only trigger once per thread. Applicable to: Stims

► Energetic Cost: 1 Slot Cap: 3 Slots Effect: Increase Base EN recovery by 1 per slot for the duration of a thread. Applicable to: Stims

► Shielding Cost: 3 Slots Cap: 1 Slot Effect: As a free action, apply the <<Shielding>> to yourself for one round. While under the effects of <<Shielding>> any excess healing you do is converted into a barrier equal to the amount over-healed. This barrier will last until the next of the targets’ next turn. This effect can only be applied once every 3 turns. Applicable to: Stims

► Stimulating Cost: 3 Slots Cap: 1 Slot Effect: As a Free Action, reset a single active Cooldown, making it that skill available for use immediately. Players may only benefit from this effect once every three turns. Applicable to: Stims


<<Blacksmith>>
Are gaining a new consumable item type to offset the lack of need for their wares: Whetstone. The enhancement available on them are not the end goal, but this is to begin the process of adding more value to permanent gear crafter professions.

Whetstone | Lasts for a thread, when applied to the users equipped weapon. it adds a buff to the equipped player much like potions/food do.

Enhancement:
► Honed Cost: 3 Slots Cap: 1 Slot Effect: Gain +2 Base Damage and +1 Accuracy for the duration of a thread. Accuracy gained this way bypasses Consumable Caps. Applicable to: Whetstones


<<Tailoring>>
Will gain the benefit of two new item types: Magic Thread & Armor Patches, which both function similarly. Much like Blacksmith, this is a starting point with more enhancements to come later.

Magic Thread | Lasts for the whole thread, applies a buff an equipped armor which modifies stats for as long as that armor piece is worn.

Armor Patch | Lasts for the whole thread, applies a buff an equipped armor which modifies stats for as long as that armor piece is worn.

Enhancements:
► Thorned Cost: 3 Slots Cap: 1 Slot Effect: Critical Attacks (BD 9-10) will now also activate Thorns. Applicable to: Magic Thread

► Untouchable Cost: 3 Slots Cap: 1 Slot Effect: The first time you receive a Critical Attack (BD 9-10), ignore the autohit properties of that attack. After which, this buff is removed. Players may only benefit from Untouchable once per thread. Applicable to: Magic Thread

► Bolstering Cost: 3 Slots Cap: 1 Slot Effect: Gain an additional 9*tier Mitigation, ignoring Armor Class caps. Players may only benefit from this effect once. This cannot be used on Heavy Armor. Applicable to: Armor Patches


<<Appraiser>>
Oh boy the elephant in the room. The goal here is to reduce the number of rolls appraisers need to do DAILY, which as written are currently in the upper 100~200 rolls per set of attempts/IDs. We find the nature of the 'randomness/gamble' to be lack luster and unfun to engage with. As a result the following quality of life adjustments have been made:

  • Appraisers no longer need to roll for every slot on an UNID item
  • Appraisers can no longer randomly roll Unique Enhancements as a result of #1
  • Appraisers now only roll per ID not per slot, to determine the amount of <<Mystic Essence>> obtained from that attempt.
  • Appraisers no longer randomly obtain enhancements, but choose which standard enhancements go on an item being identified.
  • When an Appraiser would choose an enhancement for a given slot on an Identification, they can expend 3 <<Mystic Essence>> to choose any Unique Enhancement.
  • Rerolls are being relabeled as Rewrites, and allow the Appraiser to pay col and choose a standard enhancement to go on an existing item or expend 3 <<Mystic Essence>> to force a Unique Enhancement of their choosing.
  • The random element for determining both standard & unique enhancements, including the tables involved have been removed.

 

Yours truly, Weinerheimer and the Glasses Man

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