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  1. #1

    PTR Patch 1.1.2 Notes

    • Classes and Combat
      • Combat Ability Responsiveness
        • Further improved response time for ability activation requests, especially in low-framerate situations.
        • The activation bar now appears at the correct time (when the activation of an ability begins) and disappears when activation is complete.
        • Instant combat abilities no longer occasionally start their combat animations twice, resulting in jerky behavior on the executing player's client.
        • The display of the floating text from instant healing abilities is no longer delayed by the animation on the client and now properly reflects the time the effect happens on the server.
        • Abilities on cooldown are now more easily distinguished from abilities that can be used.

      • General
        • If Sprint was active when a player died, it now remains active when the player is revived.

      Jedi Knight (Forums)
      • Sentinel
        • Pacify: This ability can no longer be used on Operation Boss enemies.
      • Watchman
        • Plasma Blades: Now increases damage dealt by burn effects by 5% per point.
        • Searing Saber: Now correctly modifies the critical damage dealt by burn effects.
        • Changes to Searing Saber and Plasma Blades result in an overall increase in Damage Per Second.

      Sith Warrior (Forums)
      • Marauder
        • Obfuscate: This ability can no longer be used on Operation Boss enemies.
        • Annihilation
          • Hemorrhage: Now increases damage dealt by bleed effects by 5% per point.
          • Bleedout: Now correctly modifies critical damage dealt by bleed effects.
          • Changes to Hemorrhage and Bleedout result in an overall increase in Damage Per Second.

      Jedi Consular (Forums)
      • General
        • Unity: Now properly provides damage reduction when used.
      • Shadow
        • All Techniques now cost 100 Force.
        • Force Technique’s Force Breach now also deals damage when applied. Overall damage dealt by this ability has not changed.


        • Kinetic Combat
          • Technique Mastery: No longer increases the duration of Force Technique’s Breach effect. It now increases the damage dealt by Force Technique.
          • Particle Acceleration: This skill now also triggers from Spinning Strike. It now triggers from damage dealt (rather than ability use) such that each hit of Spinning Strike, Double Strike, and Whirling blow have an individual chance to yield the Particle Acceleration buff. The chance to trigger has been reduced to 30% per hit, and it now properly increases the critical damage dealt by Project when a Force Potency charge is consumed.
          • Harnessed Shadows: Stacks of Harnessed Shadows now last 30 seconds. Using Slow Time now yields a stack of Harnessed Shadows.


        • Infiltration
          • Circling Shadows: Now requires the purchase of the Shadow Technique skill. Shadow Technique must be active in order to trigger the Circling Shadows buff. This skill now also triggers from Spinning Strike.


        • Balance (Shared Tree)
          • Force Focus: Now additionally lowers the cooldown of Force Breach while Force Technique is active.
          • Force Strike: Now triggers from activating melee attacks that hit a target affected by Force Technique’s Breach effect. This effect now triggers more easily but cannot trigger as frequently.
          • Force in Balance: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Force Potency charges.
          • Psychic Absorption: Now doubles the amount of healing generated by Force in Balance and Focused Insight.

      Sith Inquisitor (Forums)
      • Assassin
        • All Saber Charges now cost 100 Force.
        • Lightning Charge’s Discharge now also deals damage when applied. Overall damage dealt by this ability has not changed.

        • Darkness
          • Charge Mastery: No longer increases the duration of Lightning Charge’s Discharge effect. It now increases the damage dealt by Lightning Charge.
          • Energize: This skill now also triggers from Assassinate. It now triggers from damage dealt (rather than ability use) such that each hit of Assassinate, Thrash, and Lacerate have an individual chance to yield the Energize buff. The chance to trigger has been reduced to 30% per hit.
          • Harnessed Darkness: Stacks of Harnessed Darkness now last 30 seconds. Using Wither now yields a stack of Harnessed Darkness.

        • Deception
          • Induction: Now requires the Surging Charge skill to be purchased and requires that Surging Charge is active in order to trigger the Induction buff. This skill now also triggers from Assassinate.


        • Madness (Shared Tree)
          • Crackling Charge: Now additionally lowers the cooldown of Discharge while Lightning Charge is active.
          • Raze: Now triggers from activating melee attacks that hit a target affected by Lightning Charge’s Discharge effect. This effect now triggers more easily but cannot trigger as frequently.
          • Death Field: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Recklessness charges.
          • Devour: Now doubles the amount of healing generated by Death Field and Parasitism.

      Smuggler (Forums)
      • Gunslinger

        • Sharpshooter
          • Diversion: This ability can no longer be used on Operation Boss enemies.

      Imperial Agent (Forums)
      • Sniper
        • Marksmanship
          • Diversion: This ability can no longer be used on Operation Boss enemies.

      Bounty Hunter (Forums)
      • Powertech
        • Advanced Prototype
          • Hydraulic Overrides: Visual and sound effects are now easier to recognize.

      Trooper (Forums)
      • General
        • Troopers can now access their ship after leaving and returning to Corellia within 30 minutes.
      • Vanguard
        • Tactics
          • Hold the Line: Visual and sound effects are now easier to recognize.

      Companion Characters

      • General
        • Companion Characters no longer occasionally appear unclothed when summoned.

      • Companions
        • Doc
          • Crazy Talk (mission): Male characters can now complete the conversation related to this mission.

      Crew Skills

      • Crafting Skills
        • Crafting skills no longer inform the player that no missions are defined for the Crew Skill.

        Biochem
        • Energized and Exotech stims and adrenals no longer require Biochem to use.
        • Energized and Exotech stims and adrenals are no longer bound, allowing them to be traded or sold to other players.
        • Rakata reusable stims and adrenals have been reduced in power, providing buffs equal to Energized stims and adrenals.
        • The Exotech Med Unit schematic obtained from the Eternity Vault Operation now functions properly and can be learned.
        Gathering Skills
        • Harvesting nodes in Ilum no longer spawn in friendly bases.
        • Slightly lowered the amount of resources gathered from harvested droids and creatures.

      Flashpoints and Operations

      • General
        • Players are now able to obtain destined loot from chests when Master Looter is enabled and they are not the Master Looter.

      • Flashpoints
        • The False Emperor
          • Jindo Krey’s ship no longer occasionally enters a state that prevents it from taking damage.

          Kaon Under Siege
          • Infected Mercenaries can no longer permanently stun players.

      • Operations
        • Eternity Vault
          • Soa no longer resets if he uses Mind Trap on the main tank.
          • Soa now frees all players in mind traps before transitioning to his platform phase. Players will no longer be stuck in mind traps during the platforming sequence as a result.
          • Players released from Soa's mind trap after he is defeated are now teleported to the appropriate location, allowing them to claim their loot.


        • Karagga’s Palace
          • The chest that is awarded for defeating Karagga on Nightmare Mode no longer appears partially inside a wall and now properly spawns.
          • Foreman Crusher’s Perforating Rend now correctly applies itself to targets caught within the conical attack.
          • Jarg & Sorno: The Carbonizer Probe no longer disappears if all of the players who attacked it died before the Carbonizer Probe was destroyed.
          • Karagga no longer appears above portions of the walls during the fight.
          • Karagga's chest no longer spawns after defeating Bonethrasher in Nightmare Mode.

      Items

      • General
        • Rakata weapons are now correctly rating 140 and are fitted with mark 25 modifications. These items were previously less powerful than intended.
        • Battlemaster Bags now contain more Champion Commendations.

        Vendors
        • It is no longer possible to purchase items while holding down the Shift, Alt, or Ctrl keys.

      Legacy

      • General
        • The Legacy Experience required to advance to Legacy Levels beyond 20 has been increased.

      Missions and NPCs
      • General
        • Commendation rewards for Hard Mode Flashpoint daily and weekly missions and Operation weekly missions have been increased.
        • Players can no longer accept missions from mission boards if they have reached the pending mission reward cap.
        • Resetting a mission that is dependent on completing other missions no longer prevents players from receiving mission credit.

        Missions
        • Imperial
          • Fifth Time's the Charm: Gholan no longer grants experience when killed.
          • General Faraire: Khourlet’s Elite Guards no longer hide behind a door, preventing progression in this mission.
          • Last Stand: Players are now able to complete this mission as long as the Voss Scholars are inside the prison cell.
          • The Big Show: Using Force Cloak, dying, or leaving the phase while on the step “Defeat the Screaming Blade Cultists” can no longer cause the necessary NPCs to disappear and prevent mission progress.
          Republic
          • Leave Nothing Behind: The Frozen Biomass Container now remains lootable if the loot window is closed.
          • Most Wanted: A mission item can no longer be rolled on if it is looted while the player is in a group.
          • Need to Impress: Players can now speak to Ambassador Jannik if they have already completed the mission Gormak Country.
          • The Lightspring: The toughness of Vaverone Zare and Nariel Pridence has been decreased. This mission can no longer be failed.
          • The Shadow Fist: Mission progress for players who are on this mission has been reset to the first step. Players can no longer become locked out of the stealth generator room.

        Bug Fixes
        • Bonus Series missions on Tatooine can now be abandoned.

      PvP

      • Warzones
        • Huttball
          • Class abilities that pull a hostile target (like Grapple, Harpoon, and Force Pull) can no longer be used to pull enemies onto the spawn shelf.
          • Players standing in the spawn area no longer catch the Huttball when it is thrown, and will no longer immediately be killed for having the ball in an illegal position.

      • World PvP
        • Ilum
          • Chests on Ilum now respawn less frequently to reduce potential gains from farming.
          • Particle Cannons can no longer be permanently disabled.
          • Players now receive notification when they kill a target that is not worth Valor due to being killed too recently.

      Space Combat

      • General
        • The speed of enemy Ion Cannons has been reduced to improve balance in high-level Space Combat Missions.

      UI

      • General
        • The reverse engineering button no longer occasionally disappears after a crafting skill is initially learned.

      Miscellaneous Bug Fixes

      • Loading screens no longer appear in low resolution if the player selects the low-resolution texture option in preferences.
      • Facial animations no longer fail to play correctly in some instances.
      • During brief teleports, the splash screen does not appear incorrectly over loading screens.
      • Players will no longer experience limited audio, black portraits, or the inability to initiation conversations when they reconnect after being disconnected.
      • Fixed a rare crash when updating inventory items when the player loads into the game.
      • The loading screen no longer appears during "fade to black" sequences.
    Last edited by ohnoto; 2012-02-07 at 03:17 PM.
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  2. #2
    Over 9000! Glorious Leader's Avatar
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    If Sprint was active when a player died, it now remains active when the player is revived.
    Dear god thank you....

  3. #3
    Improved response time for ability activation requests in low-framerate situations.
    Implemented further improvements to ability responsiveness and client-side anticipation of ability executions.
    The activation bar now appears at the correct time (when the activation of an ability begins) and disappears when activation is complete.
    If Sprint was active when a player died, it now remains active when the player is revived.
    Abilities on cooldown are now more easily distinguished from abilities that can be used.
    These are full of win.

  4. #4
    Mechagnome Lewdrumpslap's Avatar
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    Quote Originally Posted by Atrahasis View Post
    Dear god thank you....
    was going reply saying the same thing,

    having to reactivate sprint all the time in WZ was so annoying..


    will this patch be rolled out on next maintenance day you think?

  5. #5
    Quote Originally Posted by Lewdrumpslap View Post
    was going reply saying the same thing,

    having to reactivate sprint all the time in WZ was so annoying..


    will this patch be rolled out on next maintenance day you think?
    Doubt it, week after next would be my guess. Bugs from 1.1.1 next week methinks.

  6. #6
    The old system: (you can see a small test sample and a continuation of this discussion here)
    The current system tooltips do not match up with actual in game math. The currrent system is doing the following:
    Bleedout is currently giving us 30% damage to all bleed effects, not crit chance.
    Deep Wound is unconfirmed. Without watching and counting 1000 ticks (or combat log) we can only assume it is affecting Rupture's direct damage correctly.
    Hemorrhage is adding 4% instead of 6% additional damage to bleed damage. The first point provides ~2% increase, each additional point is ~1%.

    New system proposed:
    Hemorrhage: 15% bleed damage increase
    Bleedout: 30% critical multiplier increase

    Using the following stats as an example:
    131 unmodified unskilled Rupture/Deadly Saber dot
    25% crit chance
    70% crit multiplier

    Old System
    In the old system with Bleedout, Hemorrhage:
    131 * 1.3 * 1.04 = 177 normal dot
    131 * 1.3 * 1.04 * 1.7 = 301 critical dot

    To explain those numbers we have the 131 base dot (no skills). We multiply that number times 1.3 for the 30% increase we WERE receiving from Bleedout. We then multiply times 1.04 for the 4% increase we WERE receiving from Hemorrhage. In the 2nd row, we multiply 1.7 for the critical multiplier.

    Let's normalize that across 1000 dots. With a 25% crit chance that is 750 normal dots and 250 critical dots.
    177 * 750 = 132,750 normal dot damage
    301 * 250 = 75,250 critical damage
    Grand total = 208,000

    New System
    In the new system with Bleedout, Hemorrhage:
    131 * 1.15 = 150.65 normal dot
    131 * 1.15 * 2 = 301 critical dot

    131 is still our base unskilled dot. The 1.15 is the new Hemorrhage (3 points at 5% for each point = 15%). The 1.3 is the "corrected" Bleedout critical multiplier number. We are multiplying times 2 because 70% is the base critical multiplier and Bleedout provides an additional 30% critical multiplier. We would assume it is additive. If that is incorrect and Bleedout is multiplicative then critical dot is 332 (and the final number still show new system a dps loss). We don't think Bleedout is multiplicative though.

    So lets normalize the new system across 1000 dots. Same as above, 25% base crit chance gives us 750 normal dots and 250 critical dots.
    151 * 750 = 114,000
    301 * 250 = 75,250
    Grand total = 189,250

    What about Juyo form and Juyo Mastery? The new system does value critical chance more than the old system, but you would still need over 98% crit chance for the new system to overtake the old system.

    TL;DR
    The old system and new system critical dot amounts are exactly the same. All that has changed is non-crit dots will be less than the old system's non-crit dots.

    Unless there is something we are missing, this is a damage decrease.
    Last edited by masterkiller; 2012-02-02 at 05:39 AM.
    SithWarrior.com - #1 TOR class and game mechanics forums
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  7. #7
    If Sprint was active when a player died, it now remains active when the player is revived.


    WOOOOOOOOOOOOOOOOOOOOOOOOOOOTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTah. this is win win win.
    /thank you Bioware
    Retired from hardcore raiding in wrath. Unsubscribed Dec. 20th 2011.
    Quote Originally Posted by Wyrmrider View Post
    SW:TOR. So good, it's better than SW:TOR.

  8. #8
    Quote Originally Posted by ohnoto View Post
    If Sprint was active when a player died, it now remains active when the player is revived.
    So pretty much I can take Sprint off my bars completely. Why is it even an ability? Just to annoy players for the first 13 levels when rolling a new alt?

    Quote Originally Posted by ohnoto View Post
    Implemented further improvements to ability responsiveness and client-side anticipation of ability executions.
    And I really, really hope this means I won't get booted off my speeder from moving too soon after it is clearly visible that I am on it. That alone would increase my enjoyment ten-fold.
    Last edited by shoooter; 2012-02-02 at 06:40 AM.

  9. #9
    Oh yes, yes.... YES! No more sprint reactivation! And the reengineering bug is gone ... hopefully.

  10. #10
    Quote Originally Posted by shoooter View Post
    So pretty much I can take Sprint off my bars completely. Why is it even an ability? Just to annoy players for the first 13 levels when rolling a new alt?



    And I really, really hope this means I won't get booted off my speeder from moving too soon after it is clearly visible that I am on it. That alone would increase my enjoyment ten-fold.
    Bolded: Hey I use that to quick heal my companion... Can i have an option to have a broken speeder
    Retired from hardcore raiding in wrath. Unsubscribed Dec. 20th 2011.
    Quote Originally Posted by Wyrmrider View Post
    SW:TOR. So good, it's better than SW:TOR.

  11. #11
    Bleedout only applies to critical strike damage, so the multiplication of 1.30 on normal cannot be applied. Further, the old system of hemmorrhage was 1.06, not 1.04.
    Following your sample, the damage under the old system woul be
    NORMAL 131*1.06=138.86
    CRIT 131*1.06*1.30*1.7=307

    Under the new system, the damage would be this:
    NORMAL 131*1.15=150.65
    CRIT 131*1.15*1.30*1.7=333.
    There is a damage increase. Your calculations were slightly off because on the calculation of the new system, you added the damage multipliers while in the old system you multiplied them with the base damage.

  12. #12
    i see dirty kick will still root you in place while debilitate does not...

  13. #13
    Pulledtea, while the skills in question claim to work that way, to do not in fact function in that manner at the moment. Bleedout is bugged, applying to all damage rather than just crit damage as it claims, and Hemmorrhage is bugged, providing 2% damage for the first point, then 1% each for the next 2, for a total for 4% rather than 6% as it claims.

    Thus the calculations are accurate to the actual mechanics currently in place, though these mechanics differ from those actually claimed in the skills.

    On a side note, effects that "increase the damage of critical effects" increase the crit multiplier additively. They are not multiplicative damage modifiers to criticals.
    Last edited by daelyn; 2012-02-02 at 07:36 AM.

  14. #14
    Yes they may be so, but following masterkiller's calculations, notice he does multiply for the old system, but adds it for the new system. Either way, the new system does do more damage. Masterkiller erred because of the different methods he used for the same type calculation.

  15. #15
    In the old system, Bleedout is not a crit damage modifier, it affects all damage (bugged), and thus is multiplicative (though probably additive with Hemorrhage). In the new system, it would be a crit damage modifier, and thus additive (this, btw, is a large part of why it's a damage reduction instead of increase).

  16. #16
    Actually, wouldn't bleedout be multiplicative under the new system? The damage modifier in this game appears to be placed from what damage you have may dealt, judging on the power attribute and how it affects abilities.

  17. #17
    Imperial Agent (Forums)

    * Sniper
    o Marksmanship
    + Diversion: This ability can no longer be used on Operation Boss enemies.

    Bah, as if MM wasnt in a poor state already. Now they are taking away the little bit of utility it had.

  18. #18
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    Improved response time for ability activation requests in low-framerate situations.
    Implemented further improvements to ability responsiveness and client-side anticipation of ability executions.
    The activation bar now appears at the correct time (when the activation of an ability begins) and disappears when activation is complete.
    If Sprint was active when a player died, it now remains active when the player is revived.
    Abilities on cooldown are now more easily distinguished from abilities that can be used.
    This is basically all I care about in this patch, thank you BW!!

  19. #19
    Quote Originally Posted by ohnoto View Post
    [*]Death Field: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Recklessness charges.
    [*]Devour: Now doubles the amount of healing generated by Death Field and Parasitism.[/list][/list][/list]
    Death field heals for like 120-140 per target hit right now doesn't it? So about 420 max, but with the new change Death Field will heal for about 900 health on a player with 15k health. Plus all 3 of the dots will be giving you 300 health per tick (at 15k health). They're pretty much doubling the healing you do when your madness, I'll be interested in see the changes in PvP.

  20. #20
    Actually, wouldn't bleedout be multiplicative under the new system? The damage modifier in this game appears to be placed from what damage you have may dealt, judging on the power attribute and how it affects abilities.
    Anything that affects critical damage only is additive with Surge (as Bleedout under the new system would be). Anything that affects total damage (as Bleedout is currently bugged to) is multiplicative with the base damage. Ie. if we have an effect that deals 100 damage and we have 10% crit for 50% damage, and we had two effects, one that increased total damage by 30% and one that increased crit damage by 30%, we have:

    Base damage = 100 * (1 + Crit * Surge) = 100 * (1 + 0.1 * 0.5) = 100 * 1.05 = 105 damage
    With 30% damage = (100*1.3) * (1 + Crit * Surge) = 130*1.05 = 136.5 damage
    With 30% crit damage = 100 * (1 + Crit * (Surge + 0.3)) = 100 * (1 + 0.1 * (0.5 + 0.3)) = 100 * (1 + 0.1 * 0.8) = 100 * 1.08 = 108 damage

    You can easily test this in-game with crit damage increasing talents.

    On a side note, if it looks odd, multiplying average non-crit damage by (1 + Crit * Surge), with crit being your percentage crit change and surge being the portion of your crit modifier greater than 100% (ie. if your crit multiplier is 162%, Surge in this case would be 62%), gives you your averaged damage including crits. You can actually prove this with a little algebra starting from the more intuitive equation:

    AverageDamage = NonCritAvg * Crit * (1 + Surge) + NonCritAvg * (1 - Crit)

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