Update 49

From DDO Compendium

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Overview[edit]

Changes[edit]

  • New Adventure Pack Peril of the Planar Eyes
  • Game improvements changes
    • Doublestrike and Doubleshot will no longer apply a full subsequent "attack" as part of your attack chain. Instead, when a player Doublestrikes or Doubleshots the game will instead multiply the base amount of damage dealt (first number and sneak attack) by the amount of Doublestrikes or Doubleshots generated. This means that a player who deals an average of 100 damage on their first hit will now deal 200, or 300 damage, or however many Doublestrikes or Doubleshots multiplied by their base damage, when their Doublestrikes or Doubleshots go off.
    • When a Doublestrike or Doubleshot happens, you'll see an icon of two swords next to your damage in the floaty text, similar to how Point Blank Shot provides its feedback.
    • Abilities that apply additional ranged projectiles (Shuriken Expertise and Advanced Ninja Training) no longer apply multiple hits or projectiles. Instead, just as if they had been purely Doubleshot scalars, they will simply be additional chances to Doubleshot.
    • Effects that trigger on-hit will also have their damage multiplied comparatively. This means that if you deal 10 Law damage on each hit, on a Doublestrike, it will deal 20.
    • Repeating Crossbows and the Dual Crossbow style still fire 3 or 2 full projectiles (so you'll still see 3 numbers or 2 numbers, respectively) and are still affected by their Doubleshot penalties of 66% and 50%, respectively.
    • A player's 100% effective Doublestrike cap still applies in this system.
    • Offhand strikes will still be a separate "hit" and will roll their own damage from their own weapon and can still Doublestrike. However, we have removed the stat Offhand Doublestrike from the game. Your offhand now Doublestrikes at 50% of the Doublestrike of your mainhand. This means that if you have a 50% chance to produce an offhand strike, and 100% Doublestrike, your offhand will hit 50% of the time for 50% Doublestrike (so a 50% chance to deal double damage). Abilities and enhancements that used to provide Offhand Doublestrike no longer do so. Your offhand can only doublestrike a maximum of 50% of the time.
    • Shields still cannot Doublestrike.
    • Strikethrough attacks still proc their own Doublestrike roll individually per target struck.
    • The main reasoning behind these changes (letting repeaters and offhand strikes still proc rather than fully condensing) is that we want to keep our damage numbers appropriate to the amount of animations that a player actually produces.
    • Adrenaline's damage multiplier has been reduced from 300/300/300/400% to 150/150/150/200%
    • Fury Eternal's 33% chance to regain an Adrenaline charge on vorpal has been increased to 100%
    • Hunt's End damage multiplier has been reduced from 400% to 300%
    • Hunt's End cooldown has been reduced from 24sec to 18sec
    • Aasimar Scourge has lost its 2% Offhand Doublestrike per copy (as that stat no longer exists) and has gained an additional 1% Doublestrike per copy in its place (It now grants a total of 2% per copy, because it gave +1% before)
    • Fury Eternal and Fury Made Placid's tooltips no longer claim that the two abilities are antirequisites of each other; they aren't.
    • Tempest Capstone (Dervish) has lost its 25% Offhand Doublestrike (as that stat no longer exists) and has gained +10% Doublestrike.
  • Bow changes
    • Add an animation set to Bow combat that allows us to balance the Bow combat style without incredibly-high Base Attack Bonus values that break the speed cap.
    • Buff bow builds in Heroic levels.
    • Buff bow builds in Epic by retaining the existing maximum attack speed but adding more power.
    • Remove the combat style's over-reliance on burst damage by eliminating Manyshot and adding most of that power back to bow stats in other places.
    • Diversify the number of viable builds that can use Longbows and Shortbows.
    • Don't significantly shift the role or strength of individual Enhancement Trees - Let the other features of the pass bring all of them up together.
  • Miscellaneous Bug Fixes

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Update 49 splash image.jpg
Patches
Peril of the Planar Eyes
Release Information
Released on April 21, 2021
Changes
  • New Adventure Pack Peril of the Planar Eyes
  • Game improvements changes
    • Doublestrike and Doubleshot will no longer apply a full subsequent "attack" as part of your attack chain. Instead, when a player Doublestrikes or Doubleshots the game will instead multiply the base amount of damage dealt (first number and sneak attack) by the amount of Doublestrikes or Doubleshots generated. This means that a player who deals an average of 100 damage on their first hit will now deal 200, or 300 damage, or however many Doublestrikes or Doubleshots multiplied by their base damage, when their Doublestrikes or Doubleshots go off.
    • When a Doublestrike or Doubleshot happens, you'll see an icon of two swords next to your damage in the floaty text, similar to how Point Blank Shot provides its feedback.
    • Abilities that apply additional ranged projectiles (Shuriken Expertise and Advanced Ninja Training) no longer apply multiple hits or projectiles. Instead, just as if they had been purely Doubleshot scalars, they will simply be additional chances to Doubleshot.
    • Effects that trigger on-hit will also have their damage multiplied comparatively. This means that if you deal 10 Law damage on each hit, on a Doublestrike, it will deal 20.
    • Repeating Crossbows and the Dual Crossbow style still fire 3 or 2 full projectiles (so you'll still see 3 numbers or 2 numbers, respectively) and are still affected by their Doubleshot penalties of 66% and 50%, respectively.
    • A player's 100% effective Doublestrike cap still applies in this system.
    • Offhand strikes will still be a separate "hit" and will roll their own damage from their own weapon and can still Doublestrike. However, we have removed the stat Offhand Doublestrike from the game. Your offhand now Doublestrikes at 50% of the Doublestrike of your mainhand. This means that if you have a 50% chance to produce an offhand strike, and 100% Doublestrike, your offhand will hit 50% of the time for 50% Doublestrike (so a 50% chance to deal double damage). Abilities and enhancements that used to provide Offhand Doublestrike no longer do so. Your offhand can only doublestrike a maximum of 50% of the time.
    • Shields still cannot Doublestrike.
    • Strikethrough attacks still proc their own Doublestrike roll individually per target struck.
    • The main reasoning behind these changes (letting repeaters and offhand strikes still proc rather than fully condensing) is that we want to keep our damage numbers appropriate to the amount of animations that a player actually produces.
    • Adrenaline's damage multiplier has been reduced from 300/300/300/400% to 150/150/150/200%
    • Fury Eternal's 33% chance to regain an Adrenaline charge on vorpal has been increased to 100%
    • Hunt's End damage multiplier has been reduced from 400% to 300%
    • Hunt's End cooldown has been reduced from 24sec to 18sec
    • Aasimar Scourge has lost its 2% Offhand Doublestrike per copy (as that stat no longer exists) and has gained an additional 1% Doublestrike per copy in its place (It now grants a total of 2% per copy, because it gave +1% before)
    • Fury Eternal and Fury Made Placid's tooltips no longer claim that the two abilities are antirequisites of each other; they aren't.
    • Tempest Capstone (Dervish) has lost its 25% Offhand Doublestrike (as that stat no longer exists) and has gained +10% Doublestrike.
  • Bow changes
    • Add an animation set to Bow combat that allows us to balance the Bow combat style without incredibly-high Base Attack Bonus values that break the speed cap.
    • Buff bow builds in Heroic levels.
    • Buff bow builds in Epic by retaining the existing maximum attack speed but adding more power.
    • Remove the combat style's over-reliance on burst damage by eliminating Manyshot and adding most of that power back to bow stats in other places.
    • Diversify the number of viable builds that can use Longbows and Shortbows.
    • Don't significantly shift the role or strength of individual Enhancement Trees - Let the other features of the pass bring all of them up together.
  • Miscellaneous Bug Fixes


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