土鳖小屋

 找回密码
 请使用中文注册

转载大鲨鱼 U49更新文档

[复制链接]
弗罗多 发表于 2021-4-24 20:54 | 显示全部楼层 |阅读模式


来自贴吧U49更新文档原文:https://www.ddo.com/en/planareyes
Update 49 Release Notes


Here are the Release Notes for Update 49, released on Wednesday, April 21st, 2021.



Of Special Note:

Peril of the Planar Eyes
Help scholars from Morgrave University as they search Xen'drik for the Planar Eyes, mysterious artifacts tied to the power of Eberron's planes. But be careful - the Eyes are also sought by a new and mysterious cult known as the Hidden Hand!

This new adventure pack is FREE to VIPs and available in the DDO Store! Peril of the Planar Eyes includes four adventures, available at level 12 on Heroic and 32 on Legendary difficulty:
An Element of Chaos - Questgiver: Thaddeus Donbury
Eye Know Whodunnit - Questgiver: Alban Kimble
Seizing the Dawn - Questgiver: Fain d'Phiarlan
Beautiful Nightmares - Questgiver: Electa Poole
All of the quests can be accessed from Lordsmarch Plaza in Stormreach.

Changes focused on game performance
Update 49 includes significant adjustments to melee and missile combat to address long term concerns about game performance. One of the most frequent causes of lag happens when an Effects Queue forms, which means that players have applied a ton of on-hit effects to a monster and the game has reached a buffer and must clear its queue in order to continue processing new information. We are specifically targeting Server-based lag with this change. Behind the scenes, the server crunches damage, effects, and debuffs in a big queue. We can measure how efficient the server is at processing this queue by measuring the server frames. To begin researching and addressing the root cause we put together simulations of a standard large group and their on-hit profiles. What we found was that the amount of damage dealt didn't matter, it was about the frequency that effects were being applied. It didn't matter if a simulation was against one target or many - if the effects queue was in trouble the rest of the instance had its performance significantly impacted. That means lag for not just you and your group but for other people on the server.

What's Changing:

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.
Reformatted text on Tempest's other Core abilities to be closer to current standards. (No functional changes).
A major effect of this change is that you will see much spikier damage across the board. The Doublestrike or Doubleshot calculation takes the original roll into account when determining damage, which means that you'll see much higher highs and much lower lows. Attacks that crit will multiply that increased damage, so you'll see much higher numbers on those attacks. Attacks that miss will deal no damage, as before, but rather than a Doubleshot or Doublestrike giving a chance for a second strike to deal damage, they will still deal no damage, as the original strike has missed.


Bow Adjustments:
We are updating bow combat in Update 49 for better balance, bug fixing, and to make the combat style stronger and more enjoyable overall. Our goals:

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.
Previous Bow animations were problematic to balance in addition to causing issues for DDO's game engine. They needed to be replaced.
Buff bow builds in Heroic levels.
Bows attacked a lot slower than other weapons, and that's especially problematic in lower Heroics.
Buff bow builds in Epic by retaining the existing maximum attack speed but adding more power.
Conversely, for game performance reasons we don't want Bow builds shooting much (if any) faster than they currently do in Epic levels. However, we do want endgame bow builds to be stronger, so that means making each shot hit harder.
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.
As we've said for years, Manyshot's design is one of the main sticking points in being able to increase overall Bow damage. Your damage is multiplied so much 1/6 of the time that it's difficult to buff the other 5/6 without ridiculous hoops, connected cooldowns, and weird clauses. It's time for it to go in favor of more overall power for bows. As you'll see detailed below, we've changed Manyshot to an attack, and added more stable Ranged Power and Doubleshot into Bow feats. Between those and the new Manyshot attack, you should be doing better damage overall than before, just distributed more evenly across your attacks.
Diversify the number of viable builds that can use Longbows and Shortbows.
The only builds that were really close to viable with Bows were Rangers and to a lesser extent Fighters. There are other trees that can make use of Bows, and we'd like those to be more viable than they currently are.
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.
We have a number of trees that support Bows, and we are not using this pass to shift their relative strength or focus.


Animation Adjustments:
The two most baseline elements in your attack speed are Animation Length and Base Attack Bonus. As your Base Attack Bonus goes up, we apply different multipliers to the animation speed. This isn't really displayed in-game anywhere, it's just considered to be your baseline attack speed and is also used to let us adjust for animations that may be faster or slower than we need them to be.The core of a lot of Bow attack issues is this:

The existing Bow animation is terribly, painfully slow. Much slower than you ever see in game.
This is fixed by using Base Attack Bonus' speed to make the animation much faster, but still slower than most other attacks in the game.
DDO's game engine does not let animations go beyond a certain level of speed, and this prior BAB-speed adjustment on Live brought Bow users most of the way to cap at level 1, and a Deepwood Stalker with Haste well over that cap with no other boosts.
So, we made a new animation set that does not have that issue:

Level 1 Ranger with a Longbow using former Live Animations: Each shot took about 1.14 seconds.
Level 1 Ranger with a Longbow using New Animations: Each shot takes about 1.11 seconds.
This isn't much faster! However, as we'll get into in the Attack Speed section below, attack speed bonuses are worth more in this new animation set than they were before - If you have the Haste spell applied, a Speed item, or a feat that boosts your Ranged attack speed (such as Rapid Shot), you'll be firing significantly faster than before at low levels.

As we said in Goal #3, however, we want you to fire at about the same speed you do on Live now at endgame. So, the amount of speed Bow users gain from BAB between level 1 and cap is a lot smaller than before. We are going to come back around to that, because even if the base fire rate is the same, some of your other bonuses to attack speed are going to count with Bows when they didn't before due to the engine cap.

Attack Speed adjustments:
The current animations cap firing speed with Bows at about 0.69 seconds per shot, or about 87 shots per minute. To get from the new endgame baseline speed to an attack speed of 0.69sec per shot, you only need 25% attack speed boost that will come from two sources:

Enhancement Bonus: 15%
This is the most common bonus type for attack speed, found on the Haste spell, Speed items, and the Blinding Speed feat. In most cases, it caps at 15%, but there's a significant outlier that we're fixing in this patch; the Blinding Speed feat, which currently grants 22%.
Blinding Speed was meant to be a direct analogue of the Haste spell, permanently granting you the bonuses of that spell. However, around the same time the feat was created we reduced the Ranged Attack Speed the Haste spell gave from 22% to 15%, and the feat never followed suit. In this update, we're changing it 15% to match the Haste spell. Reconstruct's attack speed portion has this disparity also, and will also be changed in this patch.
We do understand that this affects other Ranged builds that do not use Bows, and are comfortable with that change; if they need buffing after this, we'll do it in ways that are better than having them rely on a single misaligned ability.
Feat Bonus: 10%
The remaining 10% needed for Bows to reach 25% could have come from a number of sources, but we decided to keep it in place on one of the earliest sources available to most Bow users - the Rapid Shot feat.
This means that the following sources of Bow attack speed have been removed:

Shot on the Run no longer gives 10% attack speed with Longbows and Shortbows; its Ranged Power grant has been improved from +3 to +6. (Note that the Ranged Power is not Bow-specific).
Improved Archer's Focus (in Tier 5 Deepwood Stalker) no longer gives 10% attack speed with Longbows and Shortbows while Archer's Focus is active; it now also grants +10 Ranged Power.
Primal Hymn (in Fatesinger) no longer gives 10% Attack Speed with Longbows and Shortbows. (It still gives it for Thrown Weapons, though most of the time Throwers were running into the same animation cap issue that Bows were before these changes.)
All instances of 25% Ranged Alacrity have been reduced to 20%.
Better Scaling Damage
Your character's Dexterity bonus is now applied to damage by default when wielding a shortbow or longbow.
Point Blank Shot now also adds "When using a Longbow or Shortbow, you gain +1 Critical Threat Range."
Combat Archery now also grants +1 Critical Multiplier with Longbows and Shortbows.
Combat Archery's Dexterity requirement is now 17, down from 21.
Manyshot
We want to take Manyshot's power and distribute it back into passive damage:

The existing Manyshot ability is gone.
The Manyshot feat has been changed to:
Manyshot: Bow Attack: Ranged Bow Attack: Expend one charge to fire three arrows in quick succession. You have +1 Critical Threat Range and Critical Multiplier with these shots. Each of these shots can Doubleshot. 2 second cooldown. This feat gives 3 charges, you regain 1 charge every 12 seconds you don't use Manyshot (Requires a Longbow or Shortbow to use). Passive: You gain Doubleshot equal to 1.5x your Base Attack Bonus with Longbows and Shortbows. (All prerequisites for it remain the same. Rangers still get it at level 6 automatically.)
Rapid Shot now also adds " You gain Ranged Power equal to 1.5x your BAB with longbows and shortbows".
Miscellaneous other bow related changes:

Knight of the Chalice's Tier 4 Knight's Training now also grants the Shot on the Run feat.
Active Ranged attacks that have bonuses to Critical Threat Range no longer get double that range on those attacks.  
Ranger: Deepwood Stalker: Heavy Draw's Crit Multiplier should now stay on the player more consistently.
Paladin: Knight of the Chalice's Ranged Exalted Smite should now list its proper Critical bonuses.
The Critical Threat Range on the following bows has been reduced by 1 to 19-20: Pinion, Cloud-Piercer, Sapphire Sting, Epic Sapphire Sting, Bow of the Elements (Air), Silver Longbow, Epic Thornlord, Unwavering Ardency, Bow of Sinew, Collapsible Shortbow.
Bow Strength has been rebuilt to work closer to other Ability-Score-To-Damage abilities in the game; you should now see it on examining bows you have equipped, and we fixed an issue where it would disappear if you had other Ability-Score-To-Damage abilities.
Half Elf Dilettante: Ranger's "and can add up to 2 points of your Strength bonus to bow damage" portion now instead grants "+1 to Damage with Longbows and Shortbows". The feat otherwise remains the same, granting the other things that feat currently grants.
Half Elf Improved Dilettante Ranger enhancements that granted additional points of strength to bow damage now grant +1 to Damage with Longbows and Shortbows instead; they otherwise remain the same, granting the other things they currently grant.
Arcane Archer Final Strike now has its additional AOE damage scale with Ranged Power.
The first hit of additional AOE damage from Arcane Archer Final Strike no longer scales with Ranger level, both on the Ranger and Elf versions; it is instead a static number of dice, scaling with Ranged Power, like the others. (It was the only effect on Final Strike using Ranger level to scale).
Ranger Arcane Archer Final Strike no longer adds an erroneous extra +250 damage to its bow attack.
Elven Arcane Archer Final Strike no longer adds an erroneous +10% Doubleshot.

Other News and Notes:


Classes
Cleric SLAs and actives can now be used while moving.
Combat
Fixed an issue that causes bear and wolf form to throw extra attack hooks with many active attacks
Fixed an issue that caused Momentum Swing to hit more times than it should. The skill's animation has changed.
Fixed an issue that caused Holy Retribution to hit more times than it should. The skill's animation has changed.
Enhancements
Spellsinger - Maestro of Life and Death now provides its listed spell crit chance.
Vistani Knife Fighter: Rapid Strike and Rapid Throw now have their Doublestrike bonus properly typed as Morale.
Celestial Tutelage in Aasimar now works as a prerequisite for the Feydark Illusionist enhancement tree.
Epic Destinies
Fatesinger's Greater Shout has had its tooltip corrected.
Feats
Uncanny Dodge feats no longer causes a pause in auto attack.
Offhand Versatility now functions with Orbs.
Items
Glamered versions of Titania's Crown now show butterflies.
Insightful and quality Resistance Items now provide the correct amount of bonuses.
Eversight now functions as intended.
The Changestone's raid rune turn-in now mentions that it is randomly rolled.
Shieldbreaker now provides its proper Sunder bonus.
Feytwisted Raid Items are now able to be acquired by spending Raid Runes.
The named loot from the Lordsmarch Plaza quests (Eyes of Stone, Assault on Summerfield, etc.) has been slightly updated to match modern scaling effects standards. They have not been redesigned but have instead had effects that were basic static stat boosts moved over to modern scaling effects on the Cannith Crafting iLevel standard. This only applies to newly created copies of these items.
Quest and Adventure Areas
A stuck spot in Blown Deadline has been fixed.
You can now break the root walls in Combatting Corruption with ranged attacks.
An error message now displays when a player attempts to summon a mount in a quest.
The Grotto
Jeets now offers you a Longbow as a weapon choice before the Grotto.
Cellimas now offers you a Longbow as a weapon choice after completing the Grotto.
Races
Shifter Howl abilities now trigger their effect at the appropriate point in their animation, which is slightly earlier than before.
Shifter Howl abilities can now be cancelled into melee attacks or other skills at the 1.75 second mark instead of needing to wait the entire 2 seconds as before.
Shifter Augment Summoning now works.
Spells
Bard's Hold Monster, Mass now uses its correct spell components.
Word of Balance's tooltip has been corrected.
Chaos Hammer, Unholy Blight, and Order's Wrath now do their correct damage against all alignments.
Miscellaneous
Corrected an issue with male and female Tiefling footfall sounds and Bloody Footprint display.
Unconsciousness Range bonuses now appear in the + stats tab of your Character Sheet.
Appearance fixes have been made to some NPCs who had recently stopped displaying correctly (Most notably some of the Masterminds of Sharn villains.)

A. 新增4个副本(VIP免费,商城出售)
莫格雷夫大学声望(12级/32级)
入口:领主广场


B. 关于游戏性能的优化内容
1. 双击双射的额外攻击不再视作一个完整的攻击动作,修改后会按照基本伤害值及偷袭加值,按比例计算一个双击双射带来的额外伤害
2. 双击双射的额外伤害将以一个双剑图标显示
3. 可增加额外远程投掷攻击次数的技能(如手里剑精通、进阶忍者训练等)也将替换为类似于新的双射机制的计算方式。
4. 各类命中后带来的额外伤害(on-hit)也将采用新的双击机制的计算方式
5. 连弩和双弩仍会造成3/2次完整攻击(所以你还是能看到3次/2次伤害数字),且双射惩罚仍保持-66%/-50%不变
6. 双击上限仍为100%
7. 副手攻击仍然是一个完整攻击,根据副手武器计算伤害和特效,也可单独造成双击效果。但是副手双击属性已被移除,将改为主手双击的50%(最高50%)。各类增加副手双击的技能天赋将被取消
8. 盾牌仍然不能造成双击
9. 攻击穿透(Strikethrough)造成的每一个攻击仍会单独计算双击
10. 以上修改(连弩、攻击穿透等)的内在原因是,我们希望伤害数字的显示能和攻击动画动作相匹配
11. 兴奋剂(Adrenaline)的伤害倍数从300/300/300/400%下调到150/150/150/200%
12. Fury Eternal 的每个斩首击有33%机会增加兴奋剂次数,改为100%增加
13. 暴风天赋的C6(Dervish)去掉了25%的副手双击效果,改为增加10%双击
14. 暴风天赋的其他核心天赋文字修改,以符合新版的战斗规则(不含实际功能变更)


C. 针对弓的调整(大纲)
1. 增加一个人物模型动作集合,以避免由于模型动作造成实际攻速超出上限的问题
2. 增强20级以下的弓类人物卡(指攻速方面远低于其他武器的问题)
3. 针对20级以上的弓类增强,在不增加原有攻速上限前提下增加更多伤害(因为攻速增加会造成更多卡顿)
4. 修改了多重的机制
5. 目前适合使用弓的只有游侠和少部分战士人物卡,我们将调整天赋树以使得开卡多样化
6. 针对弓卡进行天赋树调整不是简单的增加其强度,而会有多种不同的途径

C-1 人物模型动作
1.2. 调整模型动作以提高实际攻速(但仍会比其他大部分武器慢一点)
3. 目前由于某种机制造成弓类角色可以提前在1级获得最高的攻速,并且密林射手加了加速术后可以超过理论攻速上限。因此修改了新的模型动作以修复这个bug,并且新的模型动作的每发间隔将从1.14秒调整到1.11秒(虽然看上去更快了,但实际并不会)


C-2 攻速调整
目前弓的实际攻速上限约为0.69秒/次,或者说1分钟约87次。所以你只需要25%的攻速提升即可到达上限(天赋15%+专长10%)
换句话说目前一部分提升弓的攻速的来源将被去掉。包括:移动射击、等等, 并且各类Ranged Alacrity都会从25%降至20%


C-3 更好的伤害倍率
1. 装备短弓/长弓时,人物敏捷调整将被计入伤害
2. PBS增加了“装备短弓/长弓时+1点重击范围”的效果
3.4. Combat Archery 增加了一点重击倍数,且学习的前提条件从21敏下调至17敏


C-4 多重射击
1. 之前的效果已全部取消了
2. 改为消耗一次次数,立即射出3支箭(每支箭将带有+1重击范围 +1重击倍数效果)其中每一发单独计算双击。2秒CD。此专长包括3次次数,未使用此专长时每12秒恢复一次。被动效果:获得等同于1.5*BAB的双射(习得前置不变,游侠6级仍免费送)
3. 快速射击增加了“使用弓时获得1.5*BAB的RP”效果


C-5 其他调整
1. 圣杯T4的骑士训练将自动获得移动射击专长
2. 一次成功的远程攻击,当有重击范围加值时,不再是增加一倍重击范围了
3. 密林的T5姿态的重击倍数将更持续地提供buff
4. 圣杯的远程破邪斩可以正确显示其重击加值
5. 以下装备上的重击范围减少至19-20:无法发表
6. 驭弓之力效果重制,以与其他“属性调整到伤害”的技能相接近。现在可以在已装备的弓类武器上看到相应加值了;并且我们修改了一个bug,以确保当你拥有其他类似效果时,此效果不会消失。
7. 半精灵爱好:游侠的“可从力量属性增加2点到弓类伤害”改为“弓类+1伤害”。此专长的其他效果不变
8. 半精灵的强化游侠爱好专长中,增加额外力量属性到弓类伤害,改为弓类+1伤害。此专长的其他效果不变
9. 魔射的T5最终一击改动:
1)AOE伤害将受RP调整
2)AOE的第一击不再受游侠等级调整(改为受一个固定骰数并受RP调整)
3)不再会增加一个错误的250点额外伤害了
4)不会增加一个错误的10%双射了


D. 其他更新
D-1 关于职业
1. 牧师的类法天赋可以在移动时使用了


D-2 关于战斗
1. 修改了一个熊/狼形态下攻击生成额外触发器的问题(可能是处理熊狼越打越卡的问题)
2. 修改了一个强者T3造成攻击次数过多的问题,并修改了技能动作
3. 修改了一个圣杯T5造成攻击次数过多的问题,并修改了技能动作


D-3 关于天赋
1. 歌法cap将按文字表述正确地提供法术暴击几率
2. 小刀T1将正确地提供双击士气加值
3. 阿斯玛的T4将正确的成为Feydark幻术师天赋树中部分天赋的前置要求


D-4 关于天命
1. 改正歌法的强化咆哮术文本描述


D-5 关于专长
1. 直觉闪避不会造成自动战斗的停顿了
2. 副手功能专长对法球有效了


D-6 关于物品
1. 时装:提塔尼亚之冠将显示蝴蝶
2. 洞察和质量加值抗力的物品将正确提供其加值
3. 永明将正常生效
4. 转换石在兑换界面将提示属性随机生成
5. 破甲将正常提供破甲效果
6. U48Raid物品可通过Rune兑换了
7. 领主广场特产(U7/U8)的属性重置,以符合新版套装体系及C家锻造体系(仅适用于更新后新掉落的装备)


D-7 副本及野外
1. U42C2P2的一个造成卡死的位置(估计是几个桥下面的路)被修复了
2. U48小本中被藤蔓封住的路可以通过远程攻击打开了
3. 玩家在副本里召唤坐骑时将收到一个错误消息了
4. 新手教程
1) Jeets会在武器列表里新增长弓以供选择
2) 完成时,Cellimas 也会提供一个长弓作为奖励


D-8 关于种族
1. 半兽化人将在模型动作中正确时点触发(早于原来的触发点)
2. 同上,此动作可被提前中断,以进入近战动作或其他技能动作(1.75秒,原为2秒)
3. 半兽化人召唤强化可正常生效了


D-9 关于法术
1. 诗人的群定将使用正确施法材料了
2. 平衡真言的提示文字修改
3. 混沌锤、邪影击、秩序之怒将对全部阵营造成正确的伤害数


D-10 其他更新
1. 修改了男女提夫林的脚步声和血脚印显示
2. 濒死稳定范围将显示在人物界面+号栏里
3. 一些NPC的模型问题修复(主要是U42的村民)


    您需要登录后才可以回帖 登录 | 请使用中文注册

    本版积分规则

    小黑屋|手机版|土鳖小屋 ( 蜀ICP备2022018145号 )

    GMT+8, 2024-3-28 22:12

    Powered by Discuz! X3.4

    Copyright © 2001-2021, Tencent Cloud.

    快速回复 返回顶部 返回列表