ETC Patch Collection

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Patchnotes.png

These are the patch notes provided by the Game Master Fürst Axolotl for the undocumented patches ETC Patch Collection released by Dynamight Studios.

This version is part of Pre-Stresstesst.


Initial ETC Patch from 29.12.2023

Attributes

Attributes Table.png

Redesigned the attribute system.

Skills are no longer tied to specific attributes, you will no longer read DEX*0.24 in skills. Still will instead have a fixed effect, which gets modified by proficiency and by a new type of parameters called powers:

Physical power (All melee schools, assassination, leadership, archery, hunting) Magical power (Non heal spells) Healing power (Heals)

These are modifiers which go from -40% to + 60% and modify accordingly the damage/duration/stacks of the skills.

All skills have been assigned their fixed values and you will notice that on average, if we assume maximum proficiency and 25 in the relevant attribute (before) or 60% in the relevant power (now), most damages have been lowered by around 20%.

What this means is that you no longer are forced to over invest your points into an attribute to make the skills depending on that attribute viable. Previously if you tried to cast a spell with an attribute of 15 you would have 75% of the effect of someone casting it with an attribute of 20. Now that number is 86%, so it is actually viable to use skills even if your relevant attribute isn't at max. This opens a lot more possible hybrid builds. As you can see from this image, physical power depends on Strength, magical power on Intelligence and healing power on Wisdom. In addition, there have been a few changes to the bonuses given by the attributes:

  • Strength no longer provides HP, and provides only half point of health regeneration. The carry weight per point of strength was also decreased from 6 to 4, but the base carry weight was increased to compensate. Low strength chars should now feel a bit less restricted in weight. Since it provides physical power, this is now the main stat for all physical builds, from gladiators to assassins to archers. Leaders too.
  • Dexterity no longer provides attack speed, and instead it provides armor penetration and cooldown reduction. This should make this attribute more interesting for builds, no matter if they are caster or physical. Remember that now this attribute is no longer needed for assassination/fencing/hunting skills.
  • Intelligence no longer provides willpower, and the mana regeneration provided was halved. It is the only attribute which provides mana, at a rate of 100 per point of intelligence. To balance the lack of mana on Wisdom, the base mana was increased. This means that INT/WIS builds will now have less mana than before, but builds without them will instead have more. Since Intelligence provides magical power, it is the base stat for all spellcasting builds except maybe healers.
  • Constitution provides only 50 health points, down from 75. To balance this and the loss of HP gain on Strength, the base health has been increased to 2000. This means that there will be a lower difference between max CON and non max CON characters in terms of HP. Constitution now also provides a new type of bonus, which is the healing received. Characters with higher levels of constitution will receive more heals.
  • Perception now provides critical damage in addition to critical chance.
  • Wisdom no longer provides mana, but instead provides magical penetration. It also provides healing power.



Talents

Talents.png
Talents 2.png
  • Constitution tree no longer provides magical armor. It was moved to the Intelligence tree. Instead it now has a branch for Healing received.
  • The health bonuses have been reduced.
  • Thick skinned was moved to the constitution tree, occupying the unused constitution talent spot. The block chance was also reduced.
  • In place of thick skinned, there is now Armor efficiency and armor mastery. Both of its effects were reduced.
  • % bonuses to physical armor in the STR tree have been reduced.
  • In place of armor efficiency/mastery there is now a physical talent equivalent to the Cantrip Expert talent of the Intelligence tree. It provides reduced cooldown and increased damage to tier 1 physical skills. Note that the damage of a tier 1 skill usually includes also the base damage of the weapon, which gets increased too.
  • Armor piercing bonuses of the dexterity tree have been slightly reduced.
  • The cooldown reduction of the intelligence tree has been moved to dexterity, in place of the stealth talents. The values have been reduced.
  • The block chance bonus of the single weapon mastery talent has been reduced from 16% to 8% (this is in line with a general reduction of the block chances)
  • The poisoner bonus has been reduced from 20% to 15%. This is cause the chance to lose a poison charge on hit is by default a low lower.
  • The master poisoner talent no longer doubles your chances to apply poison on hit and instead doubles the stacks inflicted. This is cause now all attacks with a poisoned weapon already have a 100% chance to poison.
  • The perception tree no longer has a detection branch, but instead has a dedicated tree for critical damage bonuses, instead of sharing it with the critical chances one.
  • The bonus mana branch of wisdom has been moved to intelligence in place of the lower mana cost.
  • The magical penetration bonus has been reduced and moved to wisdom.
  • The concentration/abiding focus branch and the summoner/warlock branches have been switched in position.



Imbuents

Changes to imbues.

All imbues now double in effect each tier. This means that the tier 3 of an imbue provides double the bonus of a tier 2 imbue.

  • Damage conversion imbues changed in value to 15%/30%/60% (T1/T2/T3)
  • Evasion, Accuracy, Fortitude, Willpower, Stealth and Detection imbues no longer provide a flat bonus to them. They instead provide 10%/20%/40% bonus.
  • Health regeneration bonus base value changed from 2.5 to 1.
  • Mana regeneration bonus base value changed from 2.5 to 1.5.
  • Physical and magical reflection base values changed from 3% to 5%.
  • Proficiency imbues can no longer be applied to weapons.

Overall this means that imbues will be good to make your char better at what his stats are good at. But you won't be able to cover a low willpower/fortitude/evasion/accuracy thanks to imbues. Choose those attributes carefully!



Armor

The Ranger and the Rogue armor become light armors instead of medium.



Saving Throws

Saving Throws Table.png
Saving Throws Table 2.png

Important note on saves:

  • The roles of willpower/evasion/fortitude have been reassigned.
  • Now all elemental stack effects are saved on Willpower, no longer on Fortitude.
  • Also, all the snares and roots are saved on Fortitude instead of Evasion.
  • Corrosion is also saved on Fortitude instead of Evasion.
  • There are no skills that are saved on Evasion now, which is purely meant as a mean to dodge attacks.

So in short: Willpower saves against: Shocked, Chilled, Warm, Confusion, Fear, Slow, Petrify, Silence, sometimes Blind. Fortitude saves against: Stuns (except for power word stun which is on willpower), Cripple, Bleed, Poison, Webbed, Rooted, Trapped, Knife school debuffs, Corrosion

There's also another huge difference. Until now the formula for determining how much an effect was reduced, was given by the following formula: reduction(%) = save/(1250 + accuracy) With a max value of 80%. What this meant was that with a value of 1000 in the save, you would get an 80% reduction in case that the attacker had zero accuracy. The formula is now: reduction(%) = save/(500 + 2 * accuracy)

The net effect of this, is that even small values of a saving throw can have a huge effect against targets without high accuracy values. Just 400 of fortitude/willpower will result in an 80% reduction in case that the target has no accuracy.



New Stack system and Changes to status effects.

In the current live version, warm/chill/shock/bleed/corrosion/poison stacks decay at a fixed rate over time. In Endgame Changer this is no longer true. Stacks don't decay. Instead they simply disappear if they are not refreshed by adding more stacks. A bit like the stacks of the battlemage armor set bonus. This time is set to 6 seconds. So as long as the target is affected by an effect applying those stacks at least every 6 seconds, it will eventually reach 100 stacks. (Skills inflict a lower amount of stacks now). This means though that if you can disengage from the fight for 6 seconds, you will clear all those pesky poison/corrosion stacks. No more ending a fight with a mob with 100 stacks of poison on you and waiting for your death! The effect of those conditions has also changed:

  • Warm/chill/shock effects no longer reduce your resistances. This is part of a larger rescale of the intended armor values of characters.
  • Warm now will lower the healing received by the target by 10% + stacks/10, so 20% at 100 stacks. As usual you start burning at 100 stacks. Any chill or frozen status effects will clear this status.
  • Burning acts as 100 warm stacks, decreasing your healing received by 20%. It will also inflict 200 fire damage per second. Lasts 6 seconds and is refreshed by anything that causes warm stacks. Any chill or frozen status effects will clear this status.
  • Chill reduction to movement speed was nerfed to 10% + stacks/10, so max 20%. Crucially, it no longer turns into a frozen status at 100 stacks.
  • Frozen is now caused by specific cryomancy skills, and has the same effects as the old frozen status with the following differences. The bonus to physical defenses got increased to 500. The duration is no longer fixed at 4 seconds, but it depends on how many chill stacks the target had when it was frozen, from 0.5 to 3 seconds. It then turns into a chill status with zero stacks.
  • Shock was completely redone. Instead of randomly paralyzing, it increases the cooldowns of the target by 10% + stacks/10. Also, the magnetize skill has been removed and its effects have been incorporated by default into shock stacks. So every time a target with shock stacks receives more shock stacks, it will also inflict shock damage to every target around it, which inflict 40 + stacks*0.8 damages. The target itself doesn't get hit by this AoE.
  • Corrosion now reduces armor by 10% plus stacks/10 and inflicts 50 damage per second + stacks /2.
  • Poison inflicts damage every 2 seconds instead of 3 seconds. It also is back to inflict 5% to 30% max hp damage. The maximum damage it can inflict is capped between 125 and 750, depending on the amount of stacks.
  • Bleed base damage has been halved but is now inflicted every 2 seconds instead of every 4 seconds, so the passive damage is mostly the same. The bleed damage while moving is instead the same, but the single tick of damage has been capped at 25-100 damage (depending on the amount of stacks).
  • Cripple now no longer caps dexterity, but prevents running and dodging.
  • Blindness no longer caps perceptions but sets critical chance and accuracy to zero. Also, all basic attacks automatically miss.
  • Petrified resistances have been changed to 1000 slash, 1000 pierice, 500 crush, 500 energy.
  • Silence no longer prevents leadership skills.
  • Atrophy no longer caps dexterity.
  • Weakened no longer caps strength. It instead lowers physical power by 50%.
  • Unhealable no longer stops healing. It instead reduces healing received by 50%.
  • Slow is now a stack based effect. Reduces movement speed by 20% + stacks/5 and attack speed by 10% + stacks/10.
  • Frighten no longer caps Wisdom and no longer reduces damage. It instead lowers physical, magical and healing power by 20%.
  • Confused no longer causes casts to randomly fail. It instead lowers magical power by 50%.



Changes to Critical Damage System

Until now, the critical system worked that all weapons inflicted critical hits in the same way, with the same multiplier, and the critical multiplier cap was the same for all of them. In addition, some skills were also able to critically hit, and in this case they worked similarly to weapons. In Endgame Changer this is no longer true. Each weapon has a different damage multiplier when scoring a critical hit. Another 2 parameters were added to weapons, which Base Critical Multiplier and Max Critical Multiplier. Let's take for example a longsword. The longsword now has a base critical damage multiplier of 0.5 and max critical multiplier of 2.0. This means that in case of critical hit, assuming that you have no other modifiers, the weapon will inflict 150% of the damage. All critical damage modifers that are then applied on it, are not additive to it, but multiplicative. So if you have a 200% bonus critical damage, this will turn the base critical multiplier into a 1.5 modifer, and the weapon will inflict 250% of the base damage. Yes, this is a nerf to the crit multipliers. Consider though that now perception is providing bonus multipliers. The effective cap is still at +300% critical damage, since at that value the base critical multiplier becomes 2.0, which is the max multiplier.

Mage staves, bows and 2 handed weapons have the weakest criticals, with a base multiplier of 0.25 and max multiplier of 1.0. Daggers have the highest multiplier at 1.0 base and 4.0 cap. Hand axe and rapier follow, with a base multiplier of 0.75 and max multiplier of 3.0 All other weapons have 0.5 multiplier base and a cap of 2.0

And skills? Ready skills will act according to the weapon used for it. Yes, they all crit. All tier 1 and Tier 2 non-ready skills have a base multiplier of 0.5 and cap of 2.0. Yes, they all crit. Tier 3 never crits, except the ones which did crit before this update (like Chain Ligthning).



Changes to the Memory System

Previously you had 15 memory points which you could use to select your skills and each skill between 1 and 3 points. Now this limit has been changed to 10, and all skills cost 1 memory point EXCEPT the skills defined in their tooltip as "Ultimate" which instead cost 3. This means that most builds will be made by one ultimate skill and 7 other skills. You can also go for 2 ultimate skills and 4 regular skills. This will leave you with 2 slots for consumables.



Changes to diminishing return bonuses

Diminishing returns are no more. Now 20% cooldown reduction + 5% cooldown reduction will indeed result in 25% cooldown reduction. Same for lower mana cost and armor penetration. As a consequence of this, many bonuses of these types were rescaled (lowered).



ECT Patchnotes from 29.12.2023

  • Shields now give 5%/10%/15% block chance (light/medium/heavy respectively). It can be raised by 60% if excellent +4. The heavy shield now prevents Dodge - entirely. Block Chance is capped at 40%.
  • Volley and Ice Spikes can only hit the same target once (if multiple projectiles hit, only the first one counts).
  • The base crit multiplier of daggers has been decreased from 1 to 0.75, like other 1H weapons.
  • The extra weapon damage of some Archery skills has been reduced to bring it in line with other schools (this was actually an oversight).
  • Strike Wounds being a "free", balance-breaking skill has also been nerfed severely - the base values are lower, and even become 30% lower if the victim is a player.
  • Everyone has 10 mana regen more than before (base value). We will likely increase it even more. Running out of mana should be an exception, not the norm.



ECT Patchnotes from 30.12.2023 - 31.12.2023

  • Mana regen increased by 50% from all sources (base, INT, imbues, flat talents)
  • Mana cost of abilities tweaked (mostly lowered, particularly Ultimates and Restoration)
  • CR7+ monster base attack damage and HP lowered, CR 7-8 mobs now also cast abilities with 1 Proficiency rank less than before
  • There was a bad bug in monster damage calculations! The balancing script wasn't taking into account Magical Power and Physical Power. High-CR monsters were dealing up to 60% more damage than intended :S That's where all the issues came from. It's fixed now.
  • The values for DEX, PER and WIS of mobs have been rebalanced too.
  • 500 more base HP for every player, but HP imbues are weaker now
  • Elemental Staffs not only add stacks now (15 per hit besides Warm which is 25), but 10% CD reduction has been replaced by 10% Magic Penetration! Energy Staff to be reworked into Restorative Staff.
  • Materials tweaked - less resists overall, including magical. Mountain Dragon Leather bug obviously fixed.
  • Second Wind nerfed (CD doubled - you're not meant to use it more than once in a fight)
  • 8 spells of which 2 ults in each spell preset. UI to be updated.



ECT Patchnotes from 04.01.2024 - 05.01.2024

Critical Damage

The Bane of Fractured Online has been well hammered. All sources of Crit Chance have been halved (hard cap: 25%), while sources of Crit Damage have been reduced by 40%. Conversely, the base crit of most weapons has been increased/rebalanced. Rolling full PER and focused talents/imbues, you can get to 25% crit chance and 150%+ crit damage (the bonus that applies to the base crit multiplier of the weapon).

The end result is that a crit-focused build can increase its DPS by up to 40% compared to the same build that never crits. And yes, you can again deal more DPS with an Greataxe / Greatsword than with a Dagger, even with a crit-focused build.



Status Effect Reduction

Status Effect Reduction.png

PER/DEX/CON/WIS now give a lot more Accuracy/Evasion/Fortitude/Willpower, and the reduction formula has been changed. (note: the formula is also used for dodge, which is always half of the value in the image).

Objectives:

  • Players who focus on the attribute that gives Accuracy/Evasion/Fortitude/Willpower can reach 1000 easily.
  • Raising Evasion/Fortitude/Willpower to 1000 guarantees a great CC reduction, even if the attacker has 1000 Accuracy
  • With a balanced attribute allocation a little imbue help, everyone can reach 500, which is expected from most PvP players as it will guarantee some CC protection even if the attacker has 1000 Accuracy.



Miscellaneous

  • Dagger skill damage numbers nerfed.
  • Cantrip as categorization removed.
  • Spell cooldowns have been increaed by 20% on average, and mana cost adjusted accordingly. CD increase is more for mobility spells. Let's add a bit more tactic and less spam.
  • Energy Staff is Healer Staff.
  • Some T2 spells are T3 and vice-versa.
  • The talent Cantrip Expert/Expert Tactician (now +1.5% damage increased for magical/physical abilities per point) and Cantrip Master/Master Tactician was changed (now 10% cd reduction on ultimates).



ECT Patchnotes from 09.01.2024 - 10.01.2024

Potions

Potions were divided into two forms, lesser potions and higher potions.



Buffs to melee abilities

All melee abilities where you directly use your weapon on the victim (i.e. all abilities except Slashing Wave, Split Earth and Pommel Strike - yeah the pommel is - special) now proc the same effects that were once reserved to basic attacks! That includes:

  • Stances (Bloodlust, Strike Wounds...)
  • Link spells (Challenge)
  • Weapon properties (Poison, Bash...)
  • Imbues (Life Leech, Dmg Conversion...)
  • Armor set statuses (Battle Mage)

What was once available to the Dagger and its Strikes only is now available to all melee users!



New status effect: Hexed

Energy damage has its own stack-based status effect! Hexed is applied by Witchcraft abilities, and reads as follows: "You have been hexed, and you are now more susceptible to magical attacks. This effect stacks up to 100 times, and reduces all your magical resistances by [10% to 20%], depending on the amount of stacks." Basically the magical equivalent of Corrosion! Expose Vulnerabilities has been reworked and now applies Hexed stacks. New staff coming.



Miscellaneous

  • Bloostlust and Vicious Attacks are now based on a % of the base weapon damage instead of a % of the final damage. This was needed - mega heals and mega damage increases on your abilities otherwise.
  • The base damage of all weapons has been decreased by 10%. It was set too high on the assumption players could only get to 60% Physical Power, while with pots and enchants you can get to 90%.
  • Restoration spells have low cast time again.
  • Strike Down and Heavy Blow nerfed (damage was too high, especially the latter, which received a big dmg nerf).
  • Poison nerfed to Max Health 2% to 12%, max damage 60 to 360, per two seconds.



Bug fixes

  • Fixed a issue where the duration of cripple applied by Barrage was to short.
  • Power word stun is now reduced by willpower.
  • Fencing no longer ignores fortitude.
  • Mithril reduces encumbrance by now properly with the reduced value.
  • Armor mastery reduces encumbrance by now properly with the reduced value.
  • Applied poison stacks from weapons are now getting reduced by fortitude.
  • Cure poison decrease now poison stacks instead of increasing it.
  • Blind makes you miss all basic attacks, as it should.
  • Different potions now all have different requirements.
  • Fixed a visual issue where the duration indicator of potions was taking the duration from the hungerbuffs/debuffs.
  • Primal storm is now properly costing mana.
  • Warm effect is now properly applying the new effect, instead of reducing maximal health regeneration.
  • Slashing wave vfx no longer shoots into the wrong direction, when the character was turning around.
  • Armor Mastery talent now reflect their effect on the tooltip properly.
  • Permafrost and Frost Nove now freeze also targets close to the center.



ECT Patchnotes from 11.01.2024

Potions

Final implementation, opening the alchemy lab refiner to craft them.



Character Window Tooltips

Final implementation and addition to existing ones.



Bug Fixes

  • Stances apply to auto attacks
  • Stone skin stacks go down on blocks (change: no more min dmg threshold)
  • Fixed a issue where a target out of sight appeared which prevented the use of abilities
  • Poison from weapons gets reduced by Fortitude
  • Totem duration corrected
  • Totem shocking lash applies now stacks
  • Potion of maximal health recovery recover 1% per minute, not 1% per second
  • Shadowstep stops applying Fear if casted not from hidden state
  • Leather armor now counts as light
  • Max mana potion stops giving mana over time
  • Lightning rush now applying magical power on stacks
  • Poison totem does slow now again



ECT Patchnotes from 17.01.2024

Potions

Final numbers. +1/+2 for attributes, +150/+300 for magical resists and no immunities, etc. We are being very conservative with the power level of potions. There's room for T3 potions in the future.



Imbues

We've gotten rid of T3 imbues being twice as strong as T2. The scaling is now like on live. We will make T3 imbues more accessible instead of more powerful. Thanks to this, some T1 and T2 imbues are now stronger. Note: Magical Resists and Luck imbues have been nerfed a lot.



Monster Power

Dmg increased a bit for CR7+ mobs and same for ability rank. Nothing dramatic, it's a small change. What's more significant is that monsters that weren't casting some spells by mistake (e.g. no fireballs from dragons) now do so again.



Spell rebalance

  • Buffed: Insect Swarm (a bit more bleed stacks). We want to do some more buffs to weak spells. Let's continue the discussion here: ⁠Worst skill in the game?!
  • Nerfs: Double Strike (less extra dmg), Glass Barrier (no more bleed), Relocate (max 2 charges like on live).
  • Changes: Spike Trap (no charges, shorter cooldown - you'll soon discover why). Mana cost of all Sustained abilities increased.



Tooltips

Done! There are tooltips everywhere now - not only in the character menu, even... Rest and Satiety! 😮



Stealth rework

More Stealth than the enemy's Detection? Can no longer be detected! Less or equal? The enemy (only him) can see you as semi-transparent! Soon: circles that show detection ranges!



Luck update

Affect also now ressources gain from gathering.



Bug Fixes

  • Totems bug fixed. Last longer, like on live.
  • Untouchable talent now works.
  • Guaranteed crit when Stealth.
  • Fixes on Cure Poison, Lighting Rush, Primal Storm, Insect Swarm.



ECT Patchnotes from 18.01.2024

Enchanting

  • Enchanting weapons gives up to 30% Physical / Magical / Healing Power instead of 15%.
  • Enchanting armor gives up to 500 bonus HP (full set) instead of up to 15% Physical / Magical / Healing Power.
  • Enchanting costs revised. There are more changes coming.



Monster Damage

We totally screwed up with monster damage in this rebalance. They have been rebalanced correctly now. Compared to live, CR6 mobs deal 10% less damage, CR7 20% less, CR8-9 30% less, CR10 17% less. The rest are the same.



Improved riding visuals.

Improved the riding visuals for horses, jungle runners and elder wolves.



ECT Patchnotes from 24.01.2024

Mobility Skill Update

The following skills are working (and feeling) now far smoother (also a Buff for Battle Jump jumping range, when you see somebody jumping over your whole screen, was just me):

  • Battle Jump
  • Relocate
  • Lightning Rush
  • Shadow Dash
  • Lunge
  • Ram Through



Miscellaneous

  • Three new items: Primal Energy Residue, Primal Energy Dust and Primal Energy Shard.
  • 28 new Monster for the new PVE-Eventtype.
  • Ghostinvasion implemented.
  • New abilities: Knockback Arrow, Point Blank and Strafing Strike-
  • Chocobo got renamed into Jungle Runner.



Bug Fixes

  • Fixed a issue where healing power was applied twice.
  • Monster skills are now scaling properly with physical and magical power.
  • The bugged terrain tiles on terra are now loading properly.
  • Singletarget melee skills no longer hits incorporeal.
  • Protection from fire remove now the warm statuseffect from weather.
  • Primal Storm has VFX again.
  • Jotunn Stormborn has again textures for enraged.
  • Fixed the tooltip from warm weather.
  • Luck is now shown in the charactersheet.
  • The respecbutton now shows properly the time when the next respec is possible.
  • It is no longer possible to overwrite the statuseffect slow with charge.
  • Insect Swarm is now applying the right amount of stacks.
  • Acid Whirl mana cost corrected.
  • Fixed a issue where Atrophy status shows skill as aviable, when they are not.
  • Insect Swarm can no longer apply the bleed status effect without adding bleed stacks.
  • Life Shield talent shows now the cap in the tooltip.



ECT Patchnotes from 26.01.2024

TALENTS

  • Alchemical Efficiency was replaced with Slow Metabolism. (Rest and Satiety bars take 20% longer to deplete)
  • Alchemical Tolerance was replaced with Refreshed. (Rested and Sated Buffs are twice as strong)



Targeting Rework

When you cast a spell with target type Location (Terrain) (e.g. Fireball, Cure Poison) and your mouse is above a creature, the spell no longer "snaps" to the pivot of the creature. If you try to cast a Target (Ally) spell, the game now iterates over all the creatures at the desired location and casts the spell on the first ally found, if any. So yes, you can now cast Healing Burst on a party member who's behind a mammoth.



New Abilities

  • Headshot
  • Draw Back



ECT Patchnotes from 31.01.2024

Sustained abilities reword

No more than 1 can be active at the same time now, or 2 with the Abiding Focus talent (which no longer gives a 50% save from dispels). This is how it used to be back in the days. Monsters are going to be tweaked so that they cast dispels less often, to preserve balance in PvE.



Miscellaneous

  • Encumbrance now correctly lowers Evasion in % AFTER all the mods and the cap to 1000 are applied, like on live. This means that if you have 80 Encumbrance your max Evasion is 200, even if you have 25 DEX and a gazillion of Evasion imbues.
  • Inspire and Shields Up have been reworked to be more powerful but short-lived buffs (6s duration vs 18s CD) instead of permanent buffs.
  • Second Wind now has an almost-standard CD (30s), but its effect is much smaller. It's now "just" an emergency heal for warriors. Total HP healed / cd are lower, too.
  • Enchanting/quality now gives up to +60% block chance to shields (+60% on the base, e.g. 10% => 16%). However, Enchanting/quality shields now give HP too.
  • Mounts are overall faster, but bonuses from Racer and roads are lower (except when carrying a cart).
  • New abilities added: Explosive Trap, Acid Cloud Trap, Poison Cloud Trap and Snare Trap.



ECT Patchnotes from 15.02.2024

Miscellaneous

  • Added: Party members HP sidebar.
  • Party size reduced to 20.
  • Fortresses are implemented-
  • Final changes on enchanting, primal energy and ghosts event.
  • Final update for mounts. (Mounts now only aviable through world events, horses included)
  • All new spells are working now.
  • Thick-skinned talent now applied before damage reduction from resistances.
  • Sources of temporary HP (e.g. Inspire) now raise / lower current HP when buff is applied / removed so that the % of current HP on max stays the same. Example for a source of 500 temp HP when effect starts: 3000/3000 => 3500/3500. Example 2 when effect starts: 1500/3000 => 1750/3500. Example when effect ends: 2000/3500 => 1714/3000.
  • Weapon properties and sustained based on damage done (e.g. Life Leech, Bloodlust) are now influenced by dmg increase / reduction (crits aren't consider a dmg increase). E.g. your weapon's base damage is 100 and your Bloodlust recovers 10%. If you have a 20% damage bonus from Rogue, you recover 12. If you have 100 Encumbrance, you recover 6.
  • Monsters accuracy, saves and immunities data adjusted.



ECT Patchnotes from 17.02.2024

  • Faster rotation speed for players and monsters and fixes to rotation in general, which could cause spells to fail. This also fixed an issue with monsters that was introduced in the last patch.
  • Glass Barrier now has some armor pen to compensate for the lost bleed.
  • All talents now give % armor/magic pen (12% pen total instead of 8% + 80)
  • The bonuses of the Ranger and Slayer armor sets have been changed, as planned. Note: Rogue works for archers too, you're not forced to use Ranger anymore.
  • Mounts now have the correct values.