In this patch we are addressing damage output between range and melee weapons in large scale fights. To achieve this we are adjusting the Resilience Penetration on all melee weapons and lowering the Resilience curve of melee weapons.
A lowered Resilience Penetrations will lead to lower damage output in large scale battles. This is offset by the lowered melee Resilience leading to melee vs melee damage output staying similar. But ranged weapons now deal more damage vs melee weapons in large scale fights.
All these changes are still in testing and may vastly differ in the final patch.
Bows
Helmets
We are adjusting all potions for the upcoming update, where new potions are added and we are introducing potion enchantment up to level 3. Potion scaling is now changed from linear scaling to have more impact on the middle level Potions, similar to the progression of food strength.
With the new potions we reevaluated the role of the poison potion in the game. It is now more focused on locking down a single target, by hindering it to disengage. We removed the resistance reduction, but compensated it by higher base damage output. The utility of the resistance reduction will be available with the new upcoming Acid Potion.
These changes go live together with the new potions.
Cooldown reduction has been one of the most powerful buffs available on food, as it increases their damage, utility and mobility. To reduce this all around buff and promote other viable food options we are reducing the cooldown reduction value on food.
Food that increases Max Hit Points is much less frequently used, to make food with this buff more competitive and a viable option we are aggressively increasing the value.
These changes below will reduce or increase the value of every food that has this buff comparably to its current value.
Resilience is a defensive mechanic in Albion Online reducing the damage taken by an enemy player the more players attack him. As melee weapon players expose themselves to more danger they inherently have a higher Resilience. (Melee Resilience Curve Factor: 50, Range Resilience Curve Factor: 25)
We are decreasing the Melee Resilience Curve Factor, reducing the sustain of melee players in group fight situations and enabling more punishment opportunities for overextension in large group fights.
Resilience Penetration is a stat found on all melee weapons, this penetration ignores a percentual value of the target's Resilience (Focus Fire Protection). Ranged weapons have no Resilience Penetration.
This exists to offset the danger a melee user needs to put themselves in, in a group fight. In recent times, more and more ranged weapons get replaced with melee weapons in large scale fights, mainly due to their high Resilience Penetration.
We are overall reducing Resilience Penetration values to bring melee and range damage output closer together in large scale PvP situations.
The new resilience values are decided on a case by case basis and take into consideration the ability range, likely target amount, damage distribution and overall playstyle of a weapon.
Swords
AoE Escalation Mechanics Rework
AoE Escalation is a base combat mechanic in Albion Online. If an AoE ability hits multiple enemy players the damage of the ability is increased, depending on the amount of targets hit. The same mechanic exists for Crowd control spells that contain an AoE Root, Stun and Silence. In this case the crowd control duration is increased.
We improved and fixed AoE Damage escalation for a large amount of abilities.
Improved/Fixed AoE Damage Escalation
A lowered Resilience Penetrations will lead to lower damage output in large scale battles. This is offset by the lowered melee Resilience leading to melee vs melee damage output staying similar. But ranged weapons now deal more damage vs melee weapons in large scale fights.
All these changes are still in testing and may vastly differ in the final patch.
Bows
- Enchanted Quiver (regular Bow)
- Normal Attack Damage Buff now is lowered if an enemy is in close proximity:
- If an enemy player is in a 6m radius Normal Attack Damage is reduced to: 185%
- Normal Attack Damage Buff: 220% -> 230%
- If an enemy player is in a 6m radius Normal Attack Damage is reduced to: 185%
- Normal Attack Damage Buff now is lowered if an enemy is in close proximity:
- Lucent Hawk (Mistpiercer)
- Damage: 160 -> 180
- Damage: 160 -> 180
- Divine Engine (Energy Shaper)
- Cast Time: 1s -> 0.7s
- Cooldown 40s -> 35s
- Cast Time: 1s -> 0.7s
- Enfeeble Blades (Lifecurse Staff)
- Radius: 5m -> 6.5m
- Radius: 5m -> 6.5m
- Cataclysm (Damnation Staff)
- DoT Damage: 18 -> 24
- DoT Damage: 18 -> 24
- Merciless Finish (Bridled Fury)
- 0 Stack Damage: 63.2 -> 68.3
- 1 Stack Damage: 100.8 -> 108.8
- 2 Stack Damage: 151.2 -> 163.3
- 3 Stack Damage: 200 -> 216
- 0 Stack Damage: 63.2 -> 68.3
- Searing Flame (all Fire Staffs)
- Furious Flame - Damage: 191 -> 210
- Furious Flame - Damage: 191 -> 210
- Flame Tornado (Blazing Staff)
- Cooldown: 40s -> 35s
- Cooldown: 40s -> 35s
- Glacial Obelisk (all Frost Staffs)
- Cast Time: 0.6s -> 0.4s
- Damage Increase: 15% -> 20%
- Cooldown Increase: 15% -> 20%
- Cast Time: 0.6s -> 0.4s
- Spirit Animal (Rampant Staff)
- Healing Increased per player: 20% -> 25%
- Healing per Tick: 13.5 -> 14
- Healing Increased per player: 20% -> 25%
- Crescent Slash (Clarent Blade)
- Base Damage: 182 -> 170
- 3 Stack Damage: 130 -> 155
- Base Damage: 182 -> 170
- Majestic Smash (Kingmaker)
- 0 Stack Damage: 87 -> 91.35
- 1 Stack Damage: 140 -> 147
- 2 Stack Damage: 210 -> 220.5
- 3 Stack Damage: 297 -> 311.85
- 0 Stack Damage: 87 -> 91.35
- Soulless Stream (Galatine Pair)
- Uptime of the area: 1s -> 0.8s
- 0 Stack Damage: 84 -> 88.2
- 1 Stack Damage: 134 -> 140.7
- 2 Stack Damage: 201-> 211.05
- 3 Stack Damage: 285 -> 299.25
- Uptime of the area: 1s -> 0.8s
- Gravitational Collapse (Spiked Gauntlets)
- Fixed AoE Damage Escalation
- Damage vs Plate: 380 -> 323
- Damage vs Leather: 240 -> 204
- Damage vs Cloth: 140 -> 119
- Fixed AoE Damage Escalation
- Hundred Striking Fists (Ursine Maulers)
- Fixed AoE Damage Escalation
- Damage per Tick: 36 -> 32.4 (vs Players)
- Delayed Damage: 30 -> 27
- Fixed AoE Damage Escalation
- Infernal Boulder (Hellfire Hands)
- 1st Bolder Bounce Damage: 210 -> 220.5
- 2nd Boulder Bounce Damage: 140 -> 147
- 3rd Boulder Bounce Damage: 70 -> 73.5
- 1st Bolder Bounce Damage: 210 -> 220.5
- Purifying Combination (Fists of Avalon)
- Power Punch Damage: 235 -> 245
- Power Punch Damage: 235 -> 245
Helmets
- Spider's Thread (Duskweaver Helmet)
- 1st Cast - Cooldown: 30s -> 20s
- 2nd Cast - Cooldown: 30s -> 25s
- 1st Cast - Cooldown: 30s -> 20s
- Ballista Support Fire (Royal Helmet)
- Hit Delay: 1s -> 0.6s
- Standtime: 0.4s -> 0.2s
- Stun Duration: 2.66s -> 2.2s
- Hit Delay: 1s -> 0.6s
- Motivating Worker's Song (Miner Cap)
- Now also decreases all damage you deal by 50% for 6s.
- Fixed an issue where the spell was cleansable by allies and unpurgeable by enemies.
- Now also decreases all damage you deal by 50% for 6s.
- Mend Wounds (all Armors)
- Initial tick: 1s -> 0s
- Total Number of ticks: 12 -> 8
- Healing per tick: 6% -> 9%
- Energy per tick: 5% -> 7.5%
- The caster can now move while channeling, with 50% reduced movement speed
- Initial tick: 1s -> 0s
- Electric Field (Stalker Jacket)
- Cooldown: 30s -> 35s
- Cooldown: 30s -> 35s
- Enfeeble Aura (Guardian Armor)
- The spell is now a toggle spell (this means it is also unpurgeable)
- Now while active it reduces the caster’s damage by 15%
- Energy Cost: 10 -> 8%
- The spell is now a toggle spell (this means it is also unpurgeable)
- Spirit of Vengeance (Harvester Garb)
- Buff Duration: 8s -> 10s
- Shield Value: 327 -> 392
- Does not increase Gathering Speed anymore
- Buff Duration: 8s -> 10s
- Windshield (Miner Garb)
- Buff Duration: 8s -> 10s
- Does not increase Gathering Speed anymore
- Buff Duration: 8s -> 10s
- Flow (Quarrier Garb)
- Flow Stack Duration: 1.1s -> 3s
- Does not increase Gathering Speed anymore
- Flow Stack Duration: 1.1s -> 3s
- Purging Shield (Lumberjack Garb)
- Buff Duration: 6s -> 8s
- Does not increase Gathering Speed anymore
- Buff Duration: 6s -> 8s
- Watershield (Fisherman Garb)
- Now also makes immune to slow effects
- Does not increase Fishing Speed anymore
- Now also makes immune to slow effects
- Crush Charge (Duskweaver Boots)
- Range: 15m -> 12m
- Cast time: 0.4s -> 0.6s
- Range: 15m -> 12m
- Devious Traps (Heretic Cape)
- Now spawns two additional traps behind the player
- Trap Area Duration: 10s -> 5s
- Now spawns two additional traps behind the player
We are adjusting all potions for the upcoming update, where new potions are added and we are introducing potion enchantment up to level 3. Potion scaling is now changed from linear scaling to have more impact on the middle level Potions, similar to the progression of food strength.
With the new potions we reevaluated the role of the poison potion in the game. It is now more focused on locking down a single target, by hindering it to disengage. We removed the resistance reduction, but compensated it by higher base damage output. The utility of the resistance reduction will be available with the new upcoming Acid Potion.
These changes go live together with the new potions.
- Changed Scaling of Potions (all potions)
- Potions now start with a bit less power on low tiers and have more value in their mid tiers, while staying at a similar power level at the end
- Potions now start with a bit less power on low tiers and have more value in their mid tiers, while staying at a similar power level at the end
- Energy Potions
- Split the Energy gain into an instant Energy Restore (64%) and the remaining 36% will be restored over 7s.
- Now also increases cooldown rate for 7s by 9% (T2) and up to 30% (T6.3)
- Split the Energy gain into an instant Energy Restore (64%) and the remaining 36% will be restored over 7s.
- Sticky Potions
- Area Radius: 3m -> 3.5m
- Now removes other Sticky Pot areas in a 15m radius
- Area Radius: 3m -> 3.5m
- Poison Potions
- Cast Range: 9m -> 11m
- A poisoned enemy is now slowed for 0.2s everytime the target takes damage (does not work on mounted players)
- Slow Strength depends on potion tier (E.g. T8 slows 39.7%)
- Slow Strength depends on potion tier (E.g. T8 slows 39.7%)
- Poison Duration: 3s -> 4s
- Tick Rate: 0.75s -> 0.5s
- Doesn’t reduce resistances anymore
- Total base Damage increased to compensate for lost resistances reduction
- E.g. total damage of a T8.0 potion
- vs mobs 270 → 795
- vs players 183 → 358
- vs mobs 270 → 795
- E.g. total damage of a T8.0 potion
- Cast Range: 9m -> 11m
Cooldown reduction has been one of the most powerful buffs available on food, as it increases their damage, utility and mobility. To reduce this all around buff and promote other viable food options we are reducing the cooldown reduction value on food.
Food that increases Max Hit Points is much less frequently used, to make food with this buff more competitive and a viable option we are aggressively increasing the value.
These changes below will reduce or increase the value of every food that has this buff comparably to its current value.
- Cooldown reduction on food decreased by 20%
- Max Hit Points buffs on food increased by 15%
Resilience is a defensive mechanic in Albion Online reducing the damage taken by an enemy player the more players attack him. As melee weapon players expose themselves to more danger they inherently have a higher Resilience. (Melee Resilience Curve Factor: 50, Range Resilience Curve Factor: 25)
We are decreasing the Melee Resilience Curve Factor, reducing the sustain of melee players in group fight situations and enabling more punishment opportunities for overextension in large group fights.
- Melee Resilience Curve Factor: 50 -> 40
- This decreases survivability by 5.37% vs 3 players, by 14,62% vs 10 players (compared to live)
- The buff caps at 80% Resilience vs 18 players (the cap was reached vs 15 players on live
- This decreases survivability by 5.37% vs 3 players, by 14,62% vs 10 players (compared to live)
Resilience Penetration is a stat found on all melee weapons, this penetration ignores a percentual value of the target's Resilience (Focus Fire Protection). Ranged weapons have no Resilience Penetration.
This exists to offset the danger a melee user needs to put themselves in, in a group fight. In recent times, more and more ranged weapons get replaced with melee weapons in large scale fights, mainly due to their high Resilience Penetration.
We are overall reducing Resilience Penetration values to bring melee and range damage output closer together in large scale PvP situations.
The new resilience values are decided on a case by case basis and take into consideration the ability range, likely target amount, damage distribution and overall playstyle of a weapon.
Swords
- Broadsword: 50% -> 40%
- Claymore: 40% -> 40%
- Dual Swords: 40% -> 35%
- Clarent Blade: 50% -> 20%
- Carving Sword: 40% -> 35%
- Galatine Pair: 40% -> 30%
- Kingmaker: 40% -> 30%
- Battleaxe: 50% -> 30%
- Greataxe: 40% -> 30%
- Halberd: 50% -> 30%
- Carrioncaller: 50% -> 30%
- Infernal Scythe: 40% -> 30%
- Bear Paws: 50% -> 30%
- Realmbreaker: 40% -> 25%
- Mace: 30% -> 20%
- Heavy Mace: 30% -> 20%
- Morning Star: 30% -> 20%
- Bedrock Mace: 30% -> 20%
- Incubus Mace: 30% -> 20%
- Camlann Mace: 30% -> 20%
- Oathkeepers: 50% -> 20%
- Hammer: 30% -> 20%
- Polehammer: 30% -> 20%
- Great Hammer: 30% -> 20%
- Tombhammer: 30% -> 20%
- Forge Hammers: 50% -> 30%
- Grovekeeper: 50% -> 20%
- Hand of Justice: 30% -> 20%
- Brawler Gloves: 60% -> 35%
- Battle Bracers: 60% -> 35%
- Spiked Gauntlets: 50% -> 25%
- Ursine Maulers: 60% -> 30%
- Hellfire Hands: 60% -> 35%
- Ravenstrike Cestus: 50% -> 30%
- Fists of Avalon: 60% -> 30%
- Spear: 40% -> 30%
- Pike: 30% -> 40%
- Glaive: 30% -> 40%
- Heron Spear: 40% -> 25%
- Spirithunter: 30% -> 20%
- Trinity Spear: 30% -> 35%
- Daybreaker: 40% -> 35%
- Dagger: 75% -> 50%
- Dagger Pair: 75% -> 50%
- Claws: 75% -> 50%
- Bloodletter: 75% -> 50%
- Demonfang: 40% -> 35%
- Deathgivers: 75% -> 50%
- Bridled Fury: 50% -> 30%
- Quarterstaff: 30% -> 20%
- Iron-clad Staff: 30% -> 20%
- Double Bladed Staff: 30% -> 20%
- Black Monk Stave: 30% -> 20%
- Soulscythe: 30% -> 20%
- Staff of Balance: 30% -> 20%
- Grailseeker: 30% -> 20%
AoE Escalation Mechanics Rework
AoE Escalation is a base combat mechanic in Albion Online. If an AoE ability hits multiple enemy players the damage of the ability is increased, depending on the amount of targets hit. The same mechanic exists for Crowd control spells that contain an AoE Root, Stun and Silence. In this case the crowd control duration is increased.
We improved and fixed AoE Damage escalation for a large amount of abilities.
Improved/Fixed AoE Damage Escalation
- Spinning Blades, Heroic Cleave, Parry Strike, Blood Bandit, Rending Rage, Raging Blades, Threatening Smash, Grasp of the Undead, Blazing Geyser, Falcon Smash, Gravitational Collapse, Hundred Striking Fists, Dragon Leap, Shockwave, Backhand Strike, Sweeping Bolt, Caltrops, Raging Storm, Deadly Shot, Ray of Light, Lunging Strike, Impaler, Circle of Life, Thorn Growth, Brambleseed, Deadly Swipe, Throwing Blades, Vault Leap, Tornado, Rising Blow, Whirling Strikes, Sacred Pulse, Frost Lance, Anguished Soul, Cursed Beam, Nasty Wounds, Firebreath, Avalonian Beam, Opening to Hell, Force Pulse, Splitting Slash
- Ray of Light, Avalanche, Freezing Wind, Snare Charge, Circle of Life, Spectral Trident, Splitting Slash, Earth Shatter, Crescent Slash