Patch 1.7

Patch 1.7 includes a couple of major patches to various pvp / pvm issues.

[1.0] Patches

PvP Visibility

Fixed some player rendering issues to address situations where players would sometimes show up suddenly right next to you (minimap / ingame render delay due to performance throttling). If your Cambria tab is out of focus your screen will not update, re-focusing may result in a few surprises.

Bounce / NPC Aggro

Fixed an issue where NPCs would not aggro correctly on receiving long range / bounce damage.

[2.0] PvP Changes

We’re making a few changes to streamline how PvP loot works.

tl;dr

  • The more greedy you are with Reward Index, the more rewarding you are to kill in PvP

  • Groups killing solos heavily disincentivized, except in high heat regions, or vs Marked or Skull players

  • Paymaster Marked players and Skulled players are juiciest targets (no gear savior, 5% trash rate)

PvP Death Logic

Most Valuable Item

On all types of PvP death (and regardless of region tier), players always keep their most valuable item (in equipment or inventory) on death, based on the current Trading Post value of the item.

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Gear Savior - "Do I keep my Equipment on PvP Death"

On death, you roll a chance to trigger Gear Savior, which will protect ALL of your equippable items, either equipped or in your inventory.

Gear Savior % scales from 30% to 100% based on the following:

  • Your current Reward Index (higher greed = lower Gear Savior chance)

  • How many players killed you (more killers = higher Gear Savior chance)

  • Mark of Salvaged Fate (1.35x chance to trigger Gear Savior)

Note that in High Heat zones (non solo friendly), Greed score is a much higher factor than # of players who killed you. In Low Heat zones, its the opposite - getting zerged -> very likely you keep your gear.

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Trash Rate - "Out of dropped items, what % does the Killer get"

When your loot gets dropped, both your inventory (Artifacts, Resources, etc.) and your equipped items (if Gear Savior doesn't trigger) will roll against a Trash Rate - if trashed, the item is permanently removed from the game. This trash rate is a key Silver and equipment sink for the game economy - basically, any items trashed increase the value of the remaining Silver competing for the prize pool.

This rate is calculated differently, depending on whether or not its an equippable item.

Static Trash Rate (Armor, Weapons)

All equippable items dropped are trashed at a constant 25% rate.

Dynamic Trash Rate (Artifacts, Resources, etc)

Trash Rate for non-equippable items scales from 10% to 80% based on the following:

  • Your current Reward Index (heavier weight in High Heat zones)

  • How many players killed you (heavier weight in Low Heat zones)

Basically, we use Trash Rate to modify how profitable of a target you are to PvPers. If you get zerg ganked while just starting your run, any of non-equipment loot you might have farmed would get mostly sunk back into the game (and prize pool), disincentivizing pvpers from targeting you. However, the longer you stay out, the more juicy of a target you become.

Lower Trash Rate = more rewards for your killer (s).

Chance for dropped items to Trash, based on # of Killers (0-6) and Reward Index of victim
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Paymaster Marked players and Skulled players both have a flat 5% Trash Rate for both Equippable Items and Artifacts / Resources / etc -> meaning that you will almost always earn full profit from killing them.

[3.0] Other Changes

  • Boosts now do not drop at Max Stress (200)

  • Increased Stress penalty for aggressive action (attacking a non-skulled player) from 15 to 25

    • All players in area also get a 0-15 Stress penalty, based on Heat index (high heat = low penalty)

  • At max Stress, you take poison damage every 15 seconds and healing is now reduced by 90%

  • HP Bar overlapping name fixed

  • Bears no longer spawn in T2

  • Hunting meal healing reduced by 20%

  • F2P Players now take poison damage while in T4+ regions, they also cannot heal

  • Players with zero energy now cannot heal

  • Kapwing the Griffin can now be talked to in every major city to see current NPC artifact multipliers

    • Update soon to show any recent changes in the list

  • Cannot heal from any source at Max Stress

  • Improved logic of Paymaster's Mark system, now includes top 250 players in a rolling 24hr window

  • You can leave a Ruined Dungeon at any time by taking the portal that will teleport you back to the overworld. However, if you are invaded, this portal will not let you leave unless you kill the Dungeon boss, or kill / eject the invader by destroying the Crystals.

[4.0] Game Client Improvements

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Nitro v1.1 game client is out - incorporating recent feedback and data tests! Give it a try.

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