PATCH: QoL Updates, Party XP Changes & More!

Guild Prestige

  • Achievements and Society Jobs completed by players will no longer contribute Prestige to Guilds

Party Experience Sharing and Group Experience Bonuses
The process for calculating Experience for players killing creatures (normal and Bosses) has been updated and now is as follows:

Step 1

  • Calculate each player’s effective Damage Dealt Percent to the target which is (Their Damage Dealt / Creature Total Hit Points)
  • Players in a Party where Share Experience is toggled, will have their effective Damage Dealt Percent adjusted to become (Damage Total of Share Experience Players / Share Experience Player Count) for their party

Step 2

  • Any player whose effective Damage Dealt Percent is above 1% is considered a Damaging Player
  • Any Damaging Player whose Damage Dealt Percent is below the listed Group Experience Damage Percent Ceiling, that is set based on total number of Damaging Players (see chart below), will qualify for Group Experience Bonuses

Group Experience Bonuses

  • Calculate the Group Experience Scalar Bonus which is (0.5 * (Total Damaging Players – 1))
  • Multiply the player’s Damage Dealt Percent by (1 * (Group Experience Scalar Bonus))
  • If player’s newly adjusted Damage Dealt Percent exceeds the listed Group Experience Damage Percent Ceiling for their Group Size, it becomes capped at that ceiling percent (can’t go above it)

Group Experience Damage Percent Ceiling Per Damaging Player Total

  • 2 Players: 70%
  • 3 Players: 60%
  • 4 Players: 50%
  • 5 Players: 40%
  • 6 Players: 35%
  • 7: Players: 30%
  • 8 Players or More: 25%

Step 3

  • Calculate Experience Earned by player by their (Damage Dealt Percent * Creature’s Base Gold Value)
  • Adjust Experience Earned for player with any applicable bonuses such as Fortune Aspect, Guild Favors, Weekly Server Bonuses, etc

Summoning Followers Set Default Name

  • Players now have the ability to select a series of “Default Names” to apply to Summoned Followers of each type
  • Players can click the “Set Default Names” button on any follower pages of a Summoner’s Tome to launch the Default Names menu for that Follower Type
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  • In the Default Names menu, players can set a list of names that when they summon a Follower of that type, it will automatically attempt to set the name of the creature to the first valid name available in that list (not currently already used any of their Followers of that type)
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  • Players can use the Left/Right arrow buttons at the top of the Default Names menu to switch between different Follower types
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Pit Trials
Starting a Pit Trial will now require a variable amount of Survival Gear based on the player group size as follows:

  • 1 Player: 8 Survival Gear
  • 3 Players: 12 Survival Gear
  • 5 Players: 16 Survival Gear

Pit Trial Records

  • Existing Pit Trial Records will be wiped (due to incoming rule changes)

Damage Bonus Per Wave
Pit Trial Creatures will receive a Damage Bonus Per Wave of the following:

  • One Player: 2.5% Per Wave (no change)
  • Three Player: 5.0% Per Wave (no change)
  • Five Player: 10% Per Wave (previously 7.5%)

Damage Resistance Bonus Per Wave
Pit Trial Creatures will now receive a Damage Resistance Bonus Per Wave of the following:

  • One Player: 0.5% Per Wave
  • Three Player: 1.0% Per Wave
  • Five Player: 2.0% Per Wave

Minimum and Maximum Creature Difficulty Per Wave
The Min/Max DifficultyValue range of Pit Trial Creatures that spawn in each wave are adjusted by the following:

  • One Player: +5 Minimum Difficulty and +10 Maximum Difficulty Per Wave (previously was 10 / 20)
  • Three Player: +10 Minimum Difficulty and +20 Maximum Difficulty Per Wave (previously was 15 / 30)
  • Five Player: +15 Minimum Difficulty and +30 Maximum Difficulty Per Wave (previously was 20 / 40)

Total Creature Difficulty Per Wave
The Total DifficultyValue of Pit Trial Creatures that spawn in each wave are adjusted by the following:

  • One Player: +125 Total Difficulty Per Wave (no change)
  • Three Player: +250 Total Difficulty Per Wave (no change)
  • Five Player: +500 Total Difficulty Per Wave (previously was 375)

Safeguard Creatures

  • If players reach a wave where no creatures exist within the desired Min/Max DifficultyValue range for that wave, a variety of high-powered creatures will now occur as spawns instead of Dopplegangers

Bank Checks

  • All Gold Earned during Pit Trials will be totaled and then divided evenly among participants and distributed as a single Bank Check in Spoils list for each player (instead of individual Gold Piles)

Rental Rooms

  • Players who are Ghosts, or on Shelter Island, can now access Rental Rooms regardless of any normal restrictions for Heat of Battle / Criminal Activity / Recently in PvP / etc
  • Ghosts entering a Rental Room via “Visit Other Rooms” will now automatically be resurrected
  • A player’s Dead Followers will now automatically be resurrected when visiting a Rental Room

Healers

  • Players resurrected by Healer NPCs inside of a Guarded Town Region will resurrect with 100% Health and 10 Mana

Distribution Chests

  • Players can now select which high-value items to split when doing a Distribution Chest distribution
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Society Jobs

  • Significantly increased the number of Monster Hunter Society jobs available each week
  • Moderately increased the number of Taming jobs from the Adventurer’s Lodge available each week
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Ships

Castaways

  • Fixed an issue where players couldn’t earn Society Job credit for returning Castaways to Shelter Island

Creatures

  • Fixed an issue where Maelstrom summoned by Sunken Sorcerers would block ship movement from occuring

Add-On Deeds

  • When attempting to place an Add-On Deed in a location in a house, players will now see a transparent visual preview of what the Add-On will look like at the cursor’s location (similar to house placement/survey)
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Proving Grounds

  • Fixed an issue where a Proving Grounds match would sometimes immediately end upon starting