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 Patch 1.1.2

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Binnouze

Binnouze


Messages : 1004
Date d'inscription : 01/12/2011
Age : 36
Localisation : Hum je sais meme pu

Patch 1.1.2 Empty
MessageSujet: Patch 1.1.2   Patch 1.1.2 EmptyJeu 2 Fév - 1:51

Voila un aperçu du patch 1.1.2 ... pour le moment tout fraichement débarqué sur le serveur test.

Citation :

General
Improved response time for ability activation requests in low-framerate situations.
Implemented further improvements to ability responsiveness and client-side anticipation of ability executions.
The activation bar now appears at the correct time (when the activation of an ability begins) and disappears when activation is complete.
If Sprint was active when a player died, it now remains active when the player is revived.
Abilities on cooldown are now more easily distinguished from abilities that can be used.

Jedi Knight

Sentinel
Pacify: This ability can no longer be used on Operation Boss enemies.

Watchman
Plasma Blades: Now increases damage dealt by burn effects by 5% per point.
Searing Saber: Now correctly modifies the critical damage dealt by burn effects.
Changes to Searing Saber and Plasma Blades result in an overall increase in Damage Per Second.

Sith Warrior

Marauder
Obfuscate: This ability can no longer be used on Operation Boss enemies.

Annihilation
Hemorrhage: Now increases damage dealt by bleed effects by 5% per point.
Bleedout: Now correctly modifies critical damage dealt by bleed effects.
Changes to Hemorrhage and Bleedout result in an overall increase in Damage Per Second.

Jedi Consular

General
Unity: Now properly provides damage reduction when used.

Shadow
All Techniques now cost 100 Force.
Force Technique’s Force Breach now also deals damage when applied. Overall damage dealt by this ability has not changed.

Kinetic Combat
Technique Mastery: No longer increases the duration of Force Technique’s Breach effect. It now increases the damage dealt by Force Technique.
Particle Acceleration: This skill now also triggers from Spinning Strike. It now triggers from damage dealt (rather than ability use) such that each hit of Spinning Strike, Double Strike, and Whirling blow have an individual chance to yield the Particle Acceleration buff. The chance to trigger has been reduced to 30% per hit, and it now properly increases the critical damage dealt by Project when a Force Potency charge is consumed.
Harnessed Shadows: Stacks of Harnessed Shadows now last 30 seconds. Using Slow Time now yields a stack of Harnessed Shadows.

Infiltration
Circling Shadows: Now requires the purchase of the Shadow Technique skill. Shadow Technique must be active in order to trigger the Circling Shadows buff. This skill now also triggers from Spinning Strike.

Balance (Shared Tree)
Force Focus: Now additionally lowers the cooldown of Force Breach while Force Technique is active.
Force Strike: Now triggers from activating melee attacks that hit a target affected by Force Technique’s Breach effect. This effect now triggers more easily but cannot trigger as frequently.
Force in Balance: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Force Potency charges.
Psychic Absorption: Now doubles the amount of healing generated by Force in Balance and Focused Insight.

Sith Inquisitor

Assassin
All Saber Charges now cost 100 Force.
Lightning Charge’s Discharge now also deals damage when applied. Overall damage dealt by this ability has not changed.

Darkness
Charge Mastery: No longer increases the duration of Lightning Charge’s Discharge effect. It now increases the damage dealt by Lightning Charge.
Energize: This skill now also triggers from Assassinate. It now triggers from damage dealt (rather than ability use) such that each hit of Assassinate, Thrash, and Lacerate have an individual chance to yield the Energize buff. The chance to trigger has been reduced to 30% per hit.
Harnessed Darkness: Stacks of Harnessed Darkness now last 30 seconds. Using Wither now yields a stack of Harnessed Darkness.

Deception
Induction: Now requires the Surging Charge skill to be purchased and requires that Surging Charge is active in order to trigger the Induction buff. This skill now also triggers from Assassinate.

Madness (Shared Tree)
Crackling Charge: Now additionally lowers the cooldown of Discharge while Lightning Charge is active.
Raze: Now triggers from activating melee attacks that hit a target affected by Lightning Charge’s Discharge effect. This effect now triggers more easily but cannot trigger as frequently.
Death Field: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Recklessness charges.
Devour: Now doubles the amount of healing generated by Death Field and Parasitism.

Smuggler

Gunslinger

Sharpshooter
Diversion: This ability can no longer be used on Operation Boss enemies.

Imperial Agent

Sniper

Marksmanship
Diversion: This ability can no longer be used on Operation Boss enemies.

Bounty Hunter

Powertech

Advanced Prototype
Hydraulic Overrides: Visual and sound effects are now easier to recognize.

Trooper

General
Troopers can now access their ship after leaving and returning to Corellia within 30 minutes.

Vanguard

Tactics
Hold the Line: Visual and sound effects are now easier to recognize.


Companion Characters

General
Companion Characters no longer occasionally appear unclothed when summoned.

Companions

Doc
Crazy Talk (mission): Male characters can now complete the conversation related to this mission.


Crew Skills

Crafting Skills
Crafting skills no longer inform the player that no missions are defined for the Crew Skill.

Biochem
Energized and Exotech stims and adrenals no longer require Biochem to use.
Energized and Exotech stims and adrenals are no longer bound, allowing them to be traded or sold to other players.
Rakata reusable stims and adrenals have been reduced in power, providing buffs equal to Energized stims and adrenals.
The Exotech Med Unit schematic obtained from the Eternity Vault Operation now functions properly and can be learned.

Gathering Skills
Slightly lowered the amount of resources gathered from harvested droids and creatures.


Flashpoints and Operations

General
Players are now able to obtain destined loot from chests when Master Looter is enabled and they are not the Master Looter.

Flashpoints

The False Emperor
Jindo Krey’s ship no longer occasionally enters a state that prevents it from taking damage.

Kaon Under Siege
Infected Mercenaries can no longer permanently stun players.
Operations

Eternity Vault
Soa no longer resets if he uses Mind Trap on the main tank.

Karagga’s Palace
The chest that is awarded for defeating Karagga on Nightmare Mode no longer appears partially inside a wall and now properly spawns.
Foreman Crusher’s Perforating Rend now correctly applies itself to targets caught within the conical attack.
Jarg & Sorno: The Carbonizer Probe no longer disappears if all of the players who attacked it died before the Carbonizer Probe was destroyed.
Karagga no longer appears above portions of the walls during the fight.


Items

General
Rakata weapons are now correctly rating 140 and are fitted with mark 25 modifications. These items were previously less powerful than intended.
The number of commendations in Champion and Battlemaster Bags has been greatly increased, and the direct item trade tokens appear less frequently in Champion Bags. This change allows players to obtain PvP gear at a steady and significantly more predictable rate with an occasional bonus.

Vendors
It is no longer possible to purchase items while holding down the Shift, Alt, or Ctrl keys.


Legacy

General
The Legacy Experience required to advance to Legacy Levels beyond 20 has been increased.


Missions and NPCs

General
Commendation rewards for Hard Mode Flashpoint daily and weekly missions and Operation weekly missions have been increased.

Missions

Imperial
General Faraire: Khourlet’s Elite Guards no longer hide behind a door, preventing progression in this mission.
Last Stand: Players are now able to complete this mission as long as the Voss Scholars are inside the prison cell.
The Big Show: Using Force Cloak, dying, or leaving the phase while on the step “Defeat the Screaming Blade Cultists” can no longer cause the necessary NPCs to disappear and prevent mission progress.

Republic
Leave Nothing Behind: The Frozen Biomass Container now remains lootable if the loot window is closed.
Most Wanted: A mission item can no longer be rolled on if it is looted while the player is in a group.
Need to Impress: Players can now speak to Ambassador Jannik if they have already completed the mission Gormak Country.
The Lightspring: The toughness of Vaverone Zare and Nariel Pridence has been decreased. This mission can no longer be failed.
The Shadow Fist: Mission progress for players who are on this mission has been reset to the first step. Players can no longer become locked out of the stealth generator room.
Bug Fixes
Bonus Series missions on Tatooine can now be abandoned.


PvP

World PvP

Ilum
Particle Cannons can no longer be permanently disabled.
Players now receive notification when they kill a target that is not worth Valor due to being killed too recently.


Space Combat

General
The speed of enemy Ion Cannons has been reduced to improve balance in high-level Space Combat Missions.


UI

General
The reverse engineering button no longer occasionally disappears after a crafting skill is initially learned.


Miscellaneous Bug Fixes
Loading screens no longer appear in low resolution if the player selects the low-resolution texture option in preferences.
Facial animations no longer fail to play correctly in some instances.
During brief teleports, the splash screen does not appear incorrectly over loading screens.
Players will no longer experience limited audio, black portraits, or the inability to initiate conversations when they reconnect after being disconnected.
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Binnouze

Binnouze


Messages : 1004
Date d'inscription : 01/12/2011
Age : 36
Localisation : Hum je sais meme pu

Patch 1.1.2 Empty
MessageSujet: Re: Patch 1.1.2   Patch 1.1.2 EmptyVen 3 Fév - 22:57

Un petit blabla sur les changements dans les métiers.

1) Plus besoin d'avoir Biochimie pour utiliser les Energized and Exotech stims and adrenals
2) Les Rakata Stimpacks sont nerf pour être équivalents aux Energized stimpacks

Ce qu'il comptent faire dans le futur :
1) Réajuster le coup de création des consommables en fonction de la réalité économique ...
2) Réduction de l'impacte de la différence de stuff pvp entre un full stuff et un gars fraichement 50 ...

Pour le prochain patch (1.2) :
1) Ajout de mods (canons, sofistications, ...) qu'on peut extraire des objets épiques
2) Craft critic sur les objets orange
3) Plus de schéma LQE
...

Citation :
Hi,

I wanted to drop some notes on the changes made to the BioChem profession in the patch (1.1.2) that just went onto the Public Test Server, how they fit in the big picture and how we are proceeding forward with crafting professions in endgame in general.

First off, we removed the requirement to have the BioChem profession to use Energized and Exotech stims and adrenals. This was done to (a) remove pressure of players to pick up BioChem for optimal combat performance and (b) to open up the sale of BioChem products to a larger audience on the Galactic Trade Network.

Additionally, we've reduced the effectiveness of the BioChem exclusive Rakata Stimpacks to be equal to Energized stimpacks. Their intended benefit is the cost savings they provide over time, not an increase in power. We are also in progress of reviewing the creation costs of many consumables in the game against the economic realities (acquisition cost of purple mission materials on our live servers) and will likely make adjustments to these in the future.

It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high.

On a more general note about crafting, our changes to make BioChem consumables freely tradeable are just a small first step as part of a larger scale effort to extend our crafting gameplay, for all professions, into the endgame.

Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items, critical crafting successes on orange outfits, more bind-on-equip schematic drops for artifice and other professions, increased relevance of augments, better reverse engineering chance, and other improvements. We want to create significant incentive for players to engage in the crafting economy – as provider of goods or supplier - without requiring players to take up a specific profession as a ticket into endgame.

Long term, our plan is to evolve Star Wars: The Old Republic’s game economy to a more player driven model, strengthen and improve the GTN and embrace the game’s extensive appearance customization throughout the game. We have a long list of improvements planned for that but we’re also anxious to hear from you. Feel free to use this thread to give us your feedback on the topic!

Regards
Georg
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Shar

Shar


Messages : 594
Date d'inscription : 12/12/2011
Age : 42
Localisation : Amiens

Patch 1.1.2 Empty
MessageSujet: Re: Patch 1.1.2   Patch 1.1.2 EmptySam 4 Fév - 1:08

Ahhh le craft critique sur les objets orange enfin car là fabrication d'arme ça ne sert à rien pour ceux qui se stuff avec les opérations snif snif
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MessageSujet: Re: Patch 1.1.2   Patch 1.1.2 Empty

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