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  1. #1
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    Par défaut WAR - Patch note du 02/11/16


     
     
    [Combat/Careers]
     


    White Lion/Marauder

    Whirling Axe and Wrecking Ball no longer improve Dodge and Disrupt.
    Fixed an issue causing Whirling Axe and Wrecking Ball to scale with 4x the user's Strength bonus instead of 2x.


     
     
    [Open RvR Tier 2-4]
     


    The lock timer for Battlefield Objectives is now dynamic, based on population, and can vary from a maximum of 8 minutes down to a minimum of 2 minutes. Because of shorter locks with more players, the bonus to Battlefield Objective base XP for many players in a single zone has been reduced, and Battlefield Objectives will tick defense every 5 minutes rather than every 10 minutes.

    Keeps will now issue a message stating how many cannons or artillery pieces or rams are waiting to be deployed when receiving new deliveries.

    Fixed an issue causing player-deployed siege weapons to have ten times as much health as they were intended to have.

    Siege weapons will now correctly adjust DoT damage they receive.

    AoE cannons can now correctly fire over keep walls when positioned appropriately.

    The maximum rank attainable by a keep is now linked to the population of the larger realm, rather than the population of the keep's realm. Similarly, the value of resources returned to a keep is now based on the population of the larger realm.

    Fixed an issue allowing resources to be returned infinitely.


    Source: https://www.returnofreckoning.com/fo...p?f=42&t=18104

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  3. #2
    Rien du tout pomme de terre ! Officier
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    Par défaut Re : War - Patch note du 02/11/16

    That was a consequence of siege weapons having ten times too much HP.

    If the HP fix does not solve the issue, by allowing cannons and greatweapon melee users (which have a bonus against siege weapons) to destroy artillery as I intended,
    I will scale the refire rate of all siege weapons by the number of siege weapons deployed over the number of siege weapons allowed for the current rank.

    Continual process of refinement, watching all the time, etc.

    If keep rank falls, the only effect is that the supply cap immediately drops, and any destroyed siege weapons cannot be replaced until the total active number falls below the supply cap.
    This was not having any effect in the previous build, because cannons were close to indestructible.
    It should matter more in this build, as one cannon will destroy another in about 4 shots,
    so flanking an advance with ST cannons to take out their backline of artillery should be a valid tactical move.

    Clarifications.

  4. #3
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    Par défaut Re : WAR - Patch note du 02/11/16

    This patch uncovered two additional issues with cannons:

    1) The caps are too high. 12 artillery and 18 cannons at a rank 5 keep was a ballpark figure and a really bad one at that.
    2) The regeneration code is horrible. It's outrageous. I've no idea what I was thinking when I wrote it, but every minute, a keep resupplies with 35% of the cap's worth of artillery and cannons. That's removing any element of being punished for losing siege and making an endless flood of cannons.

    The following changes are in the next patch:

    - Supply caps for artillery and siege have been slashed. A rank 5 keep supports 6 artillery pieces and 8 cannons.
    - Fixed the regeneration code. A rank 5 keep will respawn a cannon and artillery piece every 2 minutes.
    - Rams are available at keeps of rank 1 or higher. The respawn time for a ram is 20 minutes at rank 1, 15 minutes at rank 2 and 10 minutes for rank 3+.
    - Heavily nerfed cannon against doors.
    - Improved the resilience of rams by 400%.
    - Artillery weapons consider targets within 15 feet of you instead of 20 feet of you for increasing damage dealt to you.

    A reminder: an artillery piece will only knock you back if 3 additional allies are within 15 feet of you.

    - The keep lord will regain abilities as the maximum population of the enemy realm increases, rather than with the rank of the keep.
    - Siege weapons other than rams suffer significantly more damage from players, and will receive double damage when hit with two-handed melee weapons. They will continue to block physical ranged fire outright.
    - Dynamic lock timers are now based on your own population rather than the average of both realms' populations.
    Source: https://www.returnofreckoning.com/fo...p?f=15&t=18128

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