Hey everybody! We've got the first round of BBO changes on test and ready to try out. This test update is a bit unique and comes with a bit of instruction. As we go over what's changed, there'll be notes about what we're looking for in the testing. What's Changed The Attached Abilities manager has been by and large rewritten and optimized. For the most part, all functionality should be the same (excluding changes mentioned here), but a lot has changed under the hood in order to reduce processing time spend in the Attached Abilities. We need to make sure everything is functioning like it used to, as it relates toAttached Abilities. Here's some notes that should help in testing functionality. An Attached Ability is any effect that occurs on the player for a set or infinite amount of time. This includes Passives, Auras, Maintained Abilities, Equipped Effects, Weaknesses, and of course, Buffs and Debuffs (including DoTs and HoTs). The only exclusions are some combat forms and all item mods. Things that are most prone to breaking or exhibiting bugs are complex abilities (ie, abilities that cast another continuous ability or have other special triggered mechanics). For players, it's sometimes hard to identify complex abilities, but most of them exist in high end content, so that's a good place to start. The Best Buff Only changes are now in effect. New BBO abilities can be learned from an NPC in Khal named "BestBuff Trainer". Best Buff functionality is: If it stacks BBO, only the best effect of that effect type will take effect (ie, +50 strength and +60 strength means you only get +60 strength, not +110 strength). If it is not listed as "Stacks Best Buff Only" then it always stacks. For now, the new BBO abilities are marked with "(New BBO)" for clarification to players. Here's an important note, while we added the new BBO abilities, we have also left in the old buffs that the new abilities are going to replace. This is to give testers the opportunity to see how their buffs used to function side-by-side with the new BBO abilities. Keep in mind that your old abilities will now always stack and they used to not do that. This means that players are now more powerful than they are on live. In addition, your old abilities will stack on top of the new BBO ones. We have allowed this so that testers can test functionality of old and new buffs while on the same server. They are not intended to actually both exist at the same time, and in a future round of testing, the old abilities will be removed. So when you are testing, be sure you have removed all buffs before you buff up again for testing to ensure the most accurate results For buffs that can modify by both a percent and a flat value is that the percent modifier is calculated first -- the flat happens afterward. For example, if you have two buffs, and one modifies damage by 1% and another modifies damage by 25 points, your final damage will be (BaseDamage * 1.01) + 25. This is not necessarily true for modifications from items, combat forms, or other sources and only reflective of Attached Ability behavior. As a reminder, the team is looking to iron out any bugs that may exist, as well we get an initial feel for balance and power. More balancing will happen in the coming days. Some Specifics Bloodmage - Favor of the Life Giver Fills your target's raid with power. +141 Constitution +70 Vitality +160 Intelligence +110 Wisdom +1500 Hit Points +15 Hit Point Regeneration +400 Physical Absorption +2.27% Flurry Resist @55 +2.27% Rampage Resist @55 Cleric - Titanic Reverence Fills your target's raid with power. +140 Strength +100 Constitution +100 Dexterity +150 Intelligence +100 Wisdom +1916 Hit Points +10 Hit Point Regen +10 Endurance per 6 seconds +2.27% Flurry Resist @55 +2.27% Rampage Resist @55 +1675 AC +410 Spiritual Resist Druid - Talisman of the Grove Fills your target's raid with power. +150 Strength +120 Dexterity +98 Vitality +1300 Hit Points +400 Fire Resist +300 Physical Resist +125 Shadow Resist +125 Holy Resist +800 AC 70 Damage Shield +80% Run Speed Disciple - Resilient Grasshopper Fills your target's raid with power. +150 Strength +100 Dexterity +148 Wisdom +350 Physical Resist +220 Mental Resist +2.27% Flurry Resist @55 +2.27% Rampage Resist @55 +1200 AC Necromancer - Favor of the Deathdealer Fills your target's raid with power. +100 Constitution +199 Intelligence +400 Cold Resist +300 Physical Resist Paladin - Blessing of Vol Anari Fills your target's raid with power. +187 Strength +120 Intelligence +1000 Hit Points +350 Fire Resist +200 Cold Resist +200 Spiritual Resist +1400 AC Psionicist - Mass Mental Focus Fills your target's raid with power. +150 Intelligence +110 Wisdom +1484 Energy +18 Energy Regen +265 Mental Resist +200 Arcane Resist +125 Shadow Resist +125 Holy Resist +15% Accuracy +15% Melee and Spell Haste -20% Refresh Rate +60 Run Speed +1400 AC Ranger - Favor of the Swift Fills your target's raid with power. +100 Constitution +141 Dexterity +300 Physical Resist +750 AC +5% Melee and Ranged Critical Chance +5% Accuracy +60% Runspeed + Damage shield Shaman - Spirit's Bountiful Blessing Fills your target's raid with power. +130 Strength +100 Constitution +100 Dexterity +120 Intelligence +1400 Hit Points +1000 Energy +706 Fire Resist +400 Cold Resist +1000 AC +2.27% Flurry Resist @55 +2.27% Rampage Resist @55 +5% Accuracy +60% Runspeed Sorcorer - Seradon's Mantle of Perception Fills your target's raid with power. +300 Fire Resist +190 Cold Resist +280 Arcane Resist +125 Shadow Resist +125 Holy Resist +35 Spell Identification
When you say "Fills your target's raid" does that mean you only have to buff once to hit the entire raid? Cuz that would be pretty nice
For the first round there was very little added to new stats, I think only Disciples got a new stat added(wisdom). The most important thing with this system was to actually try and keep player power as close as possible to what it is on live. Sorc's class buffs were fairly skimpy to begin with but under this system its fairly easy to revisit and tune at a later date. That is actually one of the things that makes us so happy about implementing this system... If I change a buff I can in a minute or two know exactly what the effects on player power are. That is however not a promise to add more functionality or power to any specific class just stating that it is much easier for us to do in the future which is very nice.
No Lev or Enduring Breath for Favor of the Deathdealer? Is it too late to copy a character over to test?
Yeah, you can only buff when in group, not sure if it will go live that way tho Sorc buffs are not very useful, to say it in good words. Also I don't get the +148 Wisdom on disciples...
There is a little more work that needs to be done on binary effects See Invis, Enduring Breath, and Levitate. Basically since you might want to click off these effects (mostly just lev) we didn't want to fold them into the BBO buffs. While we won't want to remove the functionality of these effects from any class we didn't want to fold them into the BBO's like how you used to cast one ability and get multiple buffs. Those changes are just fairly safe and while they have to be in before we release this system live they just didn't make it to Test as we wanted to make sure the changes were up before the long weekend.
The final version yes... Although Graye is saying hes failing to buff outside the group which means targeting might need a little more work.
The raid only buffing is HORRIBLE!!! Change it back to targeted buffing please. It will only cause us to waste more time inviting and buffing everyone.
So buffs will be raid-wide (on defensive target once they fix it), as well as instant for those classes that don't have 55 all-in-one buffs. That will be SO nice. As long as we end up equal or better overall with raid buffs than we are now, I'm happy with it.
The goal is that overall player power from class buffs remains 100% unchanged.The convenience and ease of buffing are just something nice to do. There might be some buffs as things like EE's will now all stack instead of having really complex rules to stacking or not.
I would like to see some +X Counter spelling added to sorc buffs. TBH we need to be given more love... Shoot add see invis again just to make my buff list long.. just add targeted buffing to it? Raid wide buffing will really (well not really) make getting ready for a kill faster (kinda)... Here is a pic of Sorc buffs New VS Old... If other players can do the same and post their buffs it would be much appreciated..
1) This isn't related to the new BBO system, but it is buff related. When you use a size altering effect (Sorcerers Veil) and then you use an illusion (say Illusion: Dark Elf), your size is reset to normal. So the shrink effect isn't being applied like it should. Canceling a buff will cause it to get reapplied. 2) Please fix the character copy name issue on the test server! Every time your character is copied to test your old name remains in use and you have to rename your character every since time you do a copy to test. My guess is that the old character isn't being deleted from the database like it should.
So the question then moves to Shamans, since there are 3 different types. Wigin on test mentioned something about auras, but I'm not liking the sound of that. Even if the aura is made raid wide for them (currently group only), it'll mean shaman buffbots basically become useless if their unique buffs can't be applied while out of raid.
Rakurr SHaman: Aura of Rakurr +10% Melee Damage - Does not add anything to myself or group +2% Critical Damage - Workign correctly +2% Melee Strikethrough - Working correctly +7% Melee and Ranged Critical Chance - working correctly The 3 that work all stacked properly with a Ranger Also we are missing the Proc chance in the new BBO so thats a nerf I suppose. I assume it would be in my "Aura of Rakurr" Also a side not for Rakurr's: My Skin of Rakurr III is not adding any melee damage either. It is suppose to add 18% Also to add what Kay said about the Aura's. Currently it makes all patron buffs useless to anyone in the raid sans your group. Not to mention anyone outside of your group. There goes those run by buffing. Not liking so far. Will keep digging.
yep and even the see invis part is gone, so no beef up for sorcs in the buff department, dare we ask for more spell ID or (given the recent spate of encounters needing CS) some Counterspelling added ? Still, gotta love the raid wide cast and persistence as you change groups