Search Results

Search results 1-20 of 152.

  • Hi everyone, thank you very much for reporting those issues. This one turned out to be a pretty evasive bug. Since we have trouble reproducing this bug in a controlled environment it would really help if you could send me, @Amoebius76 or @Dagother the following when it occurs: - type #where in game - create a screenshot with the empty chest and chat - send the screenshot, your character and a UTC timestamp to us - type of RD (solo/group) - premium/non-prem - region type (red/black etc) - party/n…

  • Fame and loot modifier are indeed different from each other. Also the loot and silver factor in black zone is 2.75 which in game would show as +175% loot. No changes has been made. Have you been using a map? Those change the factors for loot and fame in a dungeon.

  • Regarding Siphoning Mages: After the playtest we made the following changes: Old version: - 1 - 3 players, 3 normal mobs per ice block, 1 ice block - 4 - 7 players, 3 veteran mobs per ice block, 2 ice blocks - 8+ players, 3 elite mobs per ice block, 3 ice blocks - 2 tornados Current version: - 1 - 3 players, 3 normal mobs per ice block, 1 ice block - 4 - 7 players, 3 normal mobs per ice block, 2 ice blocks - 8+ players, 3 veteran mobs per ice block, 3 ice blocks - summoned mobs are about 25% wea…

  • Talked to our UI team about this and they agree that it would be very nice to have. Thus it had been added to their "to-do" list.

  • First: The current state is intentional. Mobs have two values: min respawn and max respawn. If a mob is defeated it rolls a value between those two to determine the time when a new mob should be spawned. Those values haven't been changed for Guardians since a long time ago. But what changed then? Well, there was an issue with random respawn times that are larger than 24h. Those weren't saved and a respawn was scheduled for the average of those values. For Guardians this is 48h. This was fixed a …

  • Psst...hier sind die aktuellen Zahlen: * Zonen Typ * Faktor * Expedition * 1 * Blaue Zone * 1,8 * Gelbe Zone * 2 * Rote Zone * 2,75 * Schwarze Zone * 3,5

  • Quote from Captainrussia: “EDIT: Im going to take a wild guess, but just "eyballing it" - these changes will nerf solo RDG farming, because: 1) Poison pots got nerfed by 60% (DMG reduced to 30% of whats on live) - so good luck soloing RDG bosses 2) "Cheese" builds (like 1h holy) don't have armor pierce...so with higher armor = SOLO clear speed will slow down ” The damage done to mobs by poison potions needed to be nerfed because those completely ignore armor. The amount of damage done relative t…

  • no IP cap in yellow / blue With the addition of Randomized Dungeons that are mainly targeting solo players and small groups we are introducing enchanted maps for those as well. But especially tier 4 level 3 maps have been way to hard on Royal with an IP cap. Thus we took a step back and reevaluated the IP cap in blue and yellow. The result was that we completely removed them for open world content. We are convinced that the PvE upsides outweigh any possible griefing potential. However IF griefin…

  • The value to determine how much a mob can take before it dies is called Effective Hit Points or short EHP. Since we don't have any automatic mitigation mechanics in Albion (e.g. dodge, parry) EHP can be computed simply by dividing their HP with their damage reduction. So for example a mob with 1000 HP and 60% damage reduction from armor would have 2500 EHP (1000 / (1 - 0.6)). Before this change we used a factor to increase the HP of mobs as much as the reaver bonus increased the players damage. …

  • The basic mechanic of those randomized dungeons is basically the same as with group randomized dungeons meaning anyone can enter and there is no limit (besides a technical one) to the amount of players inside. The dungeons themselves are shorter (about 10 minutes of playtime) and of course loot is roughly a little less than 1/5th found in group dungeons. A zone will have between 30 to 50 active solo dungeons portals that can appear at about 80 positions where you'll normally find 'roaming' mobs.…

  • 2 Man HG fame bug

    Thorn-Delwyn - - Bugs

    Post

    The chest was missed in the last changes and will be adjusted with Percival.

  • This was an oversight and it will be changed with Percival to match the fame reward changes in 5v5 hellgates.

  • Quote from Finalhecate: “I don't know how to do this, however im only waiting for one answer of the dev would it really -1,500keys.. ” Yes, a if a single mob gave 1,000,000 fame you'd get 1,500 challenge points or 'keys'. We put in a diminishing return on fame for the challenge so that it roughly takes about the same time no matter how far you've progressed into the content.

  • x ^ 0.5 is essentially the same as square root of x. Let's shorten that to sqrt(x). sqrt (x) + sqrt (y) + sqrt (z) != sqrt (x + y + z)

  • Though what Flarelight said is correct we did change the numbers with Oberon and for Hellgates with one of the last patches. The new multiplier are: * Zone Type * Multiplier * Expedition * 1.0 * Blue * 1.8 * Yellow * 2.0 * Red * 2.75 * Black * 3.5 * Hell entered from Black/Red * 7.5 * Hell entered from Yellow * 3.5 * Hell entered from Blue * 1.8 Best regards, Thorn

  • We have four different types of hell gates: "Lesser Hell" with portals in blue zones: those are non-full-loot 2v2 hellgates with an item power cap at 700 (scaling factor 20%) "Lesser Hell" with portals in red and black zones: those are full-loot 2v2 hellgates with an item power cap at 1000 (scaling factor of 50%) "Greater Hell" with portals in yellow zones: those are full-loot 5v5 hellgates with an item power cap at 700 (scaling factor 20%) "Greater Hell" with portals in red and black zones: tho…

  • Thank you very much for your feedback. Regarding the drop chance of artifacts: The changes had been made to the full loot hellgates thus the lesser hellgates have not been touched. Best regards, Thorn

  • The drop chance is based on the mob's effective health, type (standard, veteran or elite) and "bossiness" (standard, mini boss or boss). It is further multiplied with the zone bonus (0.5 / 1.25 / 1.33 / 2.25 / 2.75 - Expedition/ Safe / Yellow / Red / Black) and premium (1.5). To show two extremes: A tier 4 Undead Skeleton triggers the loot list for fragments (which is identical for all mobs) with a chance of 0.3578%. So you will get a fragment drop for about every 224 Undead Skeletons killed in …

  • Hey everyone, we are making some changes on how we drop what we call fragments (runes, souls and relics). We are making those changes to diminish the rarity differences between level 1, 2 and 3 artifacts. How it is now: Before Oberon you could get fragments of the same tier as the mob or lower from any mob that drops silver. This means that e.g. a tier 5 Keeper could drop tier 4 and 5 fragments. Those dropped at a rate of 1 soul for every 10 runes and 1 relic for every 10 souls. How it will be a…

  • This is a bug and will be fixed asap.