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Version 0.75 - build 3697


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#1 Mojawk

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Posted 20 March 2013 - 22:13

We're just pushing build 3697 to the server these fixes include

  • Ethereal drops from farming now fixed.
  • Increased potion cooldown +5 seconds.
  • Made the group invite notification stay on the screen until it is closed.
  • Improved group chat and added two new group chat commands /oom and /heal.
  • Killing Scar for the Northam Church quest now works.
  • Improved the talent screen to help new players.
  • Fixed an issue with group loot not working correctly when a group member is in another realm.
  • Damage over time against vastly higher level creatures will be less effective.
  • Deaths Door conversation now displays the correct price for Deaths Door removal.
  • Sword of Othalo should no longer be given twice on completing 'Final Touches' quest.
  • Fixed an issue where skill experience was incorrectly being multiplied.
  • Fixed an issue with the Blacked Belt not being able to store food.
  • Fixed an issue where a stairway was being incorrectly shown in the Eldevin Sewers.

Dungeon Changes

  • Othalo Guard House
  • Decreased the duration between Warden Teathon's stun attack.
  • The Boondocks
  • Increase Cleavius movement speed and slightly increased his cleave damage.
  • Fixed an issue with Galim not attacking properly, and slightly increase his detonate damage.

~The Eldevin Team


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#2 Lelouch Lamperouge

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Posted 20 March 2013 - 22:18

Love it, besides the potion cool down....


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#3 Neon

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Posted 20 March 2013 - 22:23

Love it, besides the potion cool down....

This is gonna make a prophet almost necessary  :P. Gonna be harder to solo now though :o.


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#4 Lelouch Lamperouge

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Posted 20 March 2013 - 22:49

This is gonna make a prophet almost necessary  :P. Gonna be harder to solo now though :o.

I might just switch to prophet since we'll be needing one ^_^


"Hero? No! We're pirates! I love heroes but.... I don't wanna be one! Do you know what heroes are? Say there is a chunk of meat. Pirates will have a banquet and eat it, but heroes will share it with other people. I want all the meat!" - Monkey D. Luffy


#5 RebornJedi

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Posted 20 March 2013 - 22:51

oh look! i'm useful now :P


 


#6 RebornJedi

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Posted 20 March 2013 - 22:51

wait..now i have to manage my mana?!?!?


 


#7 Whane The Whip

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Posted 20 March 2013 - 22:55

Grew 230 Jute to get 1 Ethereal... for anyone interested in numbers.


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#8 RebornJedi

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Posted 20 March 2013 - 22:59

go my first one around there.. believe it was 11 harvests. looks like they reduced the Jute yield by 50%. a needed nerf. especially for people who are going to be growing it just for the ethereal. too much discarding/selling at 40+ a yield 


 


#9 Minerexstacy

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Posted 20 March 2013 - 23:14

I do hope the AoE Dot's were also included for the normal DoT's

 

-1 for the potion cooldown lol

 

I never had a problem with the quest to kill Scar

 

I'm sure cleave's damage did 900 damage on me when I was level 10... I'm afraid to see what it can hit now.. lol


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#10 Killen4fun

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Posted 20 March 2013 - 23:40

The experience gained in Armorsmithing from crafting armor was reduced WAYYY too much...

 

It took forever to level it as it was now it gives you less?

 

Bad decision IMO.

 

Was getting 10-15 XP for crafting a Crafted Copper Pants, now I'm getting 5~.

 

really guys?''

 

500~ xp for my next level. so You mean I have to craft 100 items? really?

 

soo 600 Copper Ore and 100 Copper Rivets for 1 level? too much.



#11 Mojawk

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Posted 20 March 2013 - 23:47

There was an issue with the crafting experience scaling faster than we expected, may be too low at lower levels - we'll take a look at it.


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#12 Minerexstacy

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Posted 21 March 2013 - 00:53

Why have scaling? Why not just have everything have specific experiences? :\


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#13 Nordom0

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Posted 21 March 2013 - 03:07

There was an issue with the crafting experience scaling faster than we expected, may be too low at lower levels - we'll take a look at it.

 

i went from getting 9-11 for soemthing to 4.... regardless of the level at which the skill is at

 

Why have scaling? Why not just have everything have specific experiences? :\

 

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#14 Killen4fun

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Posted 21 March 2013 - 03:21

Why have scaling? Why not just have everything have specific experiences? :\

 

Agreed. Example, Copper Ore mining gives you say 1-10 Xp per mine regardless of level. So when you're at high levels this will seem like a very insignificant amount.

 

Than bronze or could be something like 11-20 XP per mine. etc..

 

Same with crafting, a Level 1 Armorsmith Recipe grans 1-5 XP per craft level 2 6-10 XP etc...



#15 Nordom0

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Posted 21 March 2013 - 03:52

Agreed. Example, Copper Ore mining gives you say 1-10 Xp per mine regardless of level. So when you're at high levels this will seem like a very insignificant amount.

 

Than bronze or could be something like 11-20 XP per mine. etc..

 

Same with crafting, a Level 1 Armorsmith Recipe grans 1-5 XP per craft level 2 6-10 XP etc...

 

i can agree with this in a way, but with the crafting professions i think seeing as how its requires the same amount of exp for as the gathering professions, but instead of xp based on levels i think it should be based on tier... so basically tier 1 (1-10) it be 7-11 per crafting like before but for tier 2 (11-20) it be higher seeing as how you have to get that far in the first place



#16 Killen4fun

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Posted 21 March 2013 - 04:12

Also, to add to this. I just spent well over an hour Mining Copper/Coal and smelting them into Copper Bars Than crafting a ton of armor. It ended up being about 250 Copper bars.

 

I went from 177/450 in my Armorsmithing

to 357/450

 

A total gain of 180 XP in 250 Copper Bars = 500 Copper Ore + 250 Coal + 250 Weak Flux.

 

umm.. That number is MAJORLY low.



#17 Crasken

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Posted 21 March 2013 - 04:48

I would understand it if gaining one level up took hours of work at medium levels ( like at level 15-20 ) but we are talking about level range of 2-5.. Xp rates at low levels really need some tweaking.  :rolleyes:



#18 OldGamer71

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Posted 21 March 2013 - 16:30

I would still like to know if the Coarse crafted gloves for the Tailoring tut quest part 2 are supposed to require Ethereal Jute. Seems like a mistake for such a low level item. If this has been adressed and I have not noticed forgive me. 



#19 Minerexstacy

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Posted 21 March 2013 - 17:04

I would still like to know if the Coarse crafted gloves for the Tailoring tut quest part 2 are supposed to require Ethereal Jute. Seems like a mistake for such a low level item. If this has been adressed and I have not noticed forgive me. 

All level 2 forms of gloves in crafting require the rare item counterpart for everything.

Tailor needs Etheral Jute

Leatherwork need Rugged Hide

Blacksmithing needs Pure Copper Ore

 

At least to my knowledge


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#20 OldGamer71

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Posted 21 March 2013 - 20:09

All level 2 forms of gloves in crafting require the rare item counterpart for everything.

Tailor needs Etheral Jute

Leatherwork need Rugged Hide

Blacksmithing needs Pure Copper Ore

 

At least to my knowledge

I see, well that seems kind of extreme for such a low grow item and a level 2 tailoring quest. I have grown about 500 jute and never gotten a single one.




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