- Static Crystals have been added to the faction rewards store.
- A Faction Static Crystal has been added requiring rank 1 to purchase.
- A Static Crystal has been added requiring rank 3 to purchase.
- More details on how these items function below.
- Heavy melee weapons have had their minimum damage rolls increased in order to provide more consistent damage in-line with their weapon class's role.
- Faction players who die during a faction event will now only lose 5% of their kill points if they are above neutral kill points. (100 kill points) Otherwise they will only lose 1 point.
- Faction Equipment now provides suffix bonuses equivalent to that of a magical equipment piece between the 3rd and 4th tiers.
- For example a faction weapon would provide a tactics bonus between a Force weapon and a Power weapon.
- For example a faction armor piece would provide an armor bonus between Hardening and Fortification.
- This change will retroactively affect existing faction equipment. No need to craft new items for these changes.
- The active weapon ability Maim has been re-worked so that it will only attempt to trigger on a successful melee hit instead of replacing a melee swing while toggled. The maximum chance to trigger on a successful hit is 75%.
- More details on how this works below.
- Controlled summoned pets will now scale their physical damage in the same way that tamer pets are scaled when attacking other players.
- All players who are already inside a faction pillar conflict area will be removed from a faction pillar conflict area when the event starts.
- Several performance improvements have been made which drastically reduce the amount of player desynchronization that could previously occur in heavy combat.
- Fixed a potential server crash issue.
Maim has been changed so that while toggled, the maim ability will be attempted only on successful melee hits. Each attempt still consumes stamina however the maximum chance to succeed has been raised to 75% from 50%. As a result instead of replacing a melee hit with a damage-less maim effect, the user rolls a chance to apply the effect with their successful hit.
The reason this was changed was because the first iteration was not accomplishing the goal of giving melee builds a chance to apply further damage to a fleeing target or open a kill window for others to capitalize on. Instead, using maim effectively reduced overall damage output for melee builds because a successful hit would mean no damage dealt and regardless of success or not, stamina was drained at a very fast rate. This also reduced overall damage output and as a result maim was not helping in the way it was intended to.
The rest of the details about Maim remain the same and are summarized below.
Maim is an active weapon ability has been added under the Tactics skill and is usable with any Swordsmanship, Fencing, and Macing weapons. When a successful attempt is made a 3 second slow for 50% movement speed will be applied to the victim. This ability functions in a similar way to wrestling moves now such as stun punch and disarm. The player uses a toggle ability that will indicate that they're attempting to Maim on their next successful hit. On every attempt the Maim ability chance will be checked based on their skills and dexterity. If successful, the maim ability will trigger on the victim.
- On successful activation the target is slowed by 50% for 3 seconds.
- Any Sword, Fencing, or Macing weapon is able to perform Maim.
- Every attempt costs 15 stamina when a successful melee hit occurs and the Maim toggle is active.
- Requires at least 80 skill in Tactics, Anatomy, and either Swordsmanship, Fencing, or Mace Fighting.
- The chance to succeed a Maim attempt is based on the following formula.
- ((Weapon Skill + Anatomy Skill + Tactics Skill) / 600) * (Dexterity / 100)
- Dexterity is capped between 20 and 100.
- When the Maim ability succeeds the toggle is automatically removed. If the Maim ability does not succeed it will remain on until toggled off or it succeeds.
- Players who have been Maimed will receive a 10 second immunity timer where they cannot be Maimed again.
- A player cannot be affected by a two handed weapon special and a maim on the same hit.
- There is a 30 second cooldown between successful Maims.
- When using Maim on a monster instead of a player the duration is increased to 6 seconds and in addition to the slow the monster's attack speed is reduced by 33%.
- You cannot Maim boss level monsters.
- The immunity timer is 20 seconds for monsters.
A magically charged crystal that when used produces a small shock to anyone who uses it. This is useful for removing paralysis from magic spells. Static crystals come in a standard and faction format. Standard Static Crystals consume gold to recharge and can be used by anyone. Faction Static Crystals consume silver and can only be used by faction members. Both can be found on the faction rewards store.
- Provides a small shock to the user on use.
- Consumes either gold or silver to recharge.
- 180 second cooldown between recharging the crystal.
- Usable once per second until charges are depleted.
- Every recharge has a small chance to lower the crystal's durability.
- Once the durability is exhausted the crystal will break.
- Both versions are blessed.