PATCH: Weapon Changes, PvP Updates and more!

Weapon Damages
Damage values for individual weapons have been rebalanced, which applies to both Players and Creatures (PvM and PvP)

A number of underperforming weapon groups have been improved, and players should experience more consistancy in the damage values they see from weapons (for both PvM and PvP)

Weapon Roles
Weapons on Outlands are typically grouped together by their “role” within PvP such as:

  • Interrupt: Fast weapons intended to interrupt opponent’s spellcasts or apply constant pressure
  • Grinding (Light/Medium): Average speed weapons that “grind” an opponent down with consistantly above average damage-over-time (“Light” being one-handed, and “Medium” being two-handed)
  • Burst: Slow weapons that have a high potential maximum damage per swing, that when combined with a precast spell can generate a large amount of “burst” damage over a very short period

Damage changes for weapon groups are as follows:

https://docs.google.com/spreadsheets/d/1fSAURlSrETUmGy2MXCCooWDgUZYjmukzD53OZEfIW70/edit?gid=0#gid=0
(Spreadsheet version of changes)

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Arcane Staff
All Arcane Staff weapons

Dice Roll: 6 + 6d3 (previously 5 + 5d4)
Min/Max Damage: 12-24 (previously (10-25)
Average Damage: 18 (previously 17.5)

Archery (Interrupt)
Bow, Recurve Bow, and Hunting Bow

Dice Roll: 9 + 4d4 (previously 5 + 3d8)
Min/Max Damage: 13-25 (previously 8-29)
Average Damage: 19 (previously 18.5)

Archery (Grinding)
Crossbow, Balestra, and Pistol Crossbow

Dice Roll: 11 + 4d6 (previously 6 + 4d8)
Min/Max Damage: 15-35 (previously 10-38)
Average Damage: 25 (previously 24)

Archery (Burst)
Heavy Crossbow, Great Bow, and Rampart Crossbow

Dice Roll: 13 + 4d8 (previously 7 + 5d8)
Min/Max Damage: 17-45 (previously 12-47)
Average Damage: 31 (previously 29.5)

Fencing (Interrupt)
Kryss, Assassin’s Knife, Hunting Knife, and Kukri

Dice Roll: 4 + 4d4 (previously 3 + 2d8)
Min/Max Damage: 8-20 (previously 5-19)
Average Damage: 14 (previously 12)

Fencing (Grinding Light)
Warfork, Epee, Fencing Sabre, and Rapier

Dice Roll: 7 + 4d4 (previously 1 + 2d13)
Min/Max Damage: 11-23 (previously 3-27)
Average Damage: 17 (previously 15)

Fencing (Grinding Medium)
Short Spear and Pitch Fork

Dice Roll: 9 + 4d6 (previously 5 + 2d14)
Min/Max Damage: 13-33 (previously 7-33)
Average Damage: 23 (previously 20)

Fencing (Burst)
Spear and Sarissa

Dice Roll: 13 + 4d6 (previously 6 + 2d16)
Min/Max Damage: 17-37 (previously 8-38)
Average Damage: 27 (previously 23)

Fishing / Ocean Weapons
Harpoon and Trident

Dice Roll: 14 + 4d8 (previously 5 + 5d8)
Min/Max Damage: 15-43 (previously 10-45)
Average Damage: 29 (previously 27.5)

Macing (Interrupt)
Club, Cudgel, Hammer Pick, Skull Club, and War Axe

Dice Roll: 4 + 6d3 (previously 3 + 4d4)
Min/Max Damage: 10-22 (previously 7-19)
Average Damage: 16 (previously 13)

Macing (Grinding Light)
Mace, Flail, Flanged Mace, Maul, War Mace, and Pick Axe

Dice Roll: 7 + 6d3 (previously 4 + 5d4)
Min/Max Damage: 13-25 (previously 9-24)
Average Damage: 19 (previously 16.5)

Macing (Grinding Medium)
Black Staff, Gnarled Staff, Quarter Staff nad Shepherd’s Crook

Dice Roll: 10 + 6d4 (previously 9 + 5d4)
Min/Max Damage: 16-34 (previously 14-29)
Average Damage: 25 (previously 21.5)

Macing (Burst)
War Hammer, Giant Club, Giant Spiked Mace, Great Mace, and Great Sledge

Dice Roll: 14 + 6d5 (previously 5 + 7d5)
Min/Max Damage: 20-44 (previously 12-40)
Average Damage: 32 (previously 26)

Swords (Interrupt)
Katana, Cutlass, and Scimitar

Dice Roll: 5 + 5d3 (previously 2 + 3d6)
Min/Max Damage: 10-20 (previously 5-20)
Average Damage: 15 (previously 12.5)

Swords (Grinding Light)
Viking Sword, Longsword, Broadsword, and Norse Axe

Dice Roll: 8 + 5d3 (previously 2 + 3d8)
Min/Max Damage: 13-23 (previously 5-26)
Average Damage: 18 (previously 15.5)

Swords (Grinding Medium)
Axe, Battle Axe, Double Axe, Executioner’s Axe, Large Battle Axe, Two Handed Axe, and Hatchet

Dice Roll: 12 + 5d4 (previously 7 + 3d8)
Min/Max Damage: 17-32 (previously 10-31)
Average Damage: 24.5 (previously 20.5)

Swords (Burst)
Halberd, Bardiche, Great Axe, Zweihander

Dice Roll: 16 + 5d6 (previously 9 + 3d12)
Min/Max Damage: 21-46 (previously 12-45)
Average Damage: 33.5 (previously 28.5)

Wrestling
Martial Manual, Cestus, and Fist Blade

Dice Roll: 8 + 5d3 (previously 2 + 3d8)
Min/Max Damage: 13-23 (previously 5-26)
Average Damage: 18 (previously 15.5)

Ranged Weapons

Stationary Delays in PvP

  • Stationary Delays are the length of time that a player must remain on the same tile before a Ranged Weapon will fire
  • The Stationary Delay for Archery and Arcane Weapons will now scale in PvP based on a player’s Dex, with delays scaling from 1.0 seconds (25 Dex or lower) down to 0.5 seconds (100 Dex or higher) [previously was flat 0.5 seconds]
  • Ocean Weapons (Harpoons, Tridents, etc) will continue to have a flat 1.0 second Stationary Delay (no change)

Examples
A player with 25 Dex must remain stationary for 1.0 seconds before they may fire an Archery/Arcane Weapon
A player with 63 Dex must remain stationary for 0.75 seconds before they may fire an Archery/Arcane Weapon
A player with 100 Dex must remain stationary for 0.5 seconds before they may fire an Archery/Arcane Weapon

Damage Delays in PvP

  • When attacking with a Ranged Weapon in PvP, the damage on hits will now have a delay that randomizes and scales based on Dex, with max delay ranging from between 0 seconds (100 Dex or higher) up to 0.5 seconds (25 Dex or lower)

Examples
A player with 25 Dex will have a randomized delay of 0 to 0.5 seconds for Ranged Weapon damage
A player with 63 Dex will have a randomized delay of 0 to 0.25 seconds for Ranged Weapon damage
A player with 100 Dex will have no delay for Ranged Weapon damage

Spell Damages in PvP
The Damage Ranges of the following Spells in PvP have been adjusted as follows:

Magic Arrow: 5-7 (Previously 4-6)
Harm: 9-13 (Previously 8-12)
Fireball: 12-16 (Previously 10-14)
Lightning: 14-18 (Previously 12-16)
Mind Blast: 18-24 (Previously 15-25)
Energy Bolt: 28-36 (Previously 25-33)
Explosion: 28-36 (Previously 25-33)
Flamestrike: 32-48 (Previously 30-45)

Mind Blast

  • The Damage Bonus of the Mind Blast spell during PvP against targets wearing armor is now (33% * Target’s Meditation Penalty Due to Armor) [Previously was 50%]

Magic Reflect

  • Magic Reflect in PvP will have a (35% * (Inscription Skill / 100)) chance to remain in place an additional time [Previously was 25%]

Reactive Armor

  • The Damage Reduction Scalar of the Reactive Armor spell is now (20% + (5% * (Inscription Skill / 100)))
  • Reactive Armor will reduce Physical Damage on a player by the spell’s Damage Reduction Scalar until a total of (25 * (Magery / 100)) + (50 * (Effective Inscription Skill / 100)) Damage has been reduced [No Change]

Wall of Stone and Energy Field

  • Players can now attempt to destroy Walls of Stone and Energy Fields by physically attacking them
  • Players who are within 1 tile of a Wall of Stone or Energy Field can double-click them to begin attacking
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  • Players will be Revealed and Entangled for 0.5 seconds after making an attack against a Wall/Field
  • Once attacking, players will automatically continue to attack the Wall/Field every 2 seconds (until they move more than 1 tile away from the Wall/Field)
  • Each attack will inflict a randomized 10-25 Damage (not impacted by skills, gear, etc)
  • Multiple players can attack Wall/Fields simultaneously
  • When a Wall of Stone has received a total of 100 Damage it will be destroyed
  • When an Energy Field has received a total of 200 Damage it will be destroyed
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Monsters

  • Monsters can now attack any adjacent Walls of Stone and Energy Fields
  • Monsters will attack a Wall/Field if they are adjacent to it and have not resolved an attack/ability in the last 5 seconds (i.e they are “stuck” because of it)
  • The Damage monsters will inflict on Walls/Fields will scale upwards based on the potential Damage Output of the monster (Melee / Spells / etc)
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Equipment Bonuses
Any WeaponsSpellbooks, or Armor that have bonuses higher than non-colored GM equipment will now automatically resolve as non-colored GM equipment during combat between players participating in any of the following:

  • Arena Matches
  • Town Struggles
  • Corpse Creek Contests
  • Dungeon Flashpoints
  • Stygian Rifts
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Arena Rulesets

  • Players in the Arena will no longer be disqualified from matches due to Magical/Colored GM Equipment, since equipment will automatically resolve as non-colored GM if neccessary

Field Spells

Casting Field Spells

  • Fixed an issue where players attempting to cast a Field Spell during Town Struggles would correctly prevent the player if they had reached their Field Spells limit, but would only prevent the player during Dungeon Flashpoints upon casting and targeting the location (i.e. would notify players too late)

Town Struggles

Event Layouts

  • The Northwest Prevalia event layout has been removed from the list of possible event layouts

Horseshoe Bay

  • Horseshoe Bay now has its own Town Struggle layout that has been added into the list of possible event layouts
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Capture Zones

  • Each Team now earns 5 Points every Tick (10 seconds) for each Capture Zone they control
  • Players now earn 5 Points every Tick (10 seconds) they spend in a Controlled Capture Zone (still max of 60 seconds per zone)

Score Stealing

  • The Score Stealing mechanic has been removed from Town Struggles

Player Kills

  • Player Kills are now worth 10 Points to the killing team
  • Player kills are now worth a flat 10 Points to each player involved in the kill (no scaling by Damage Dealt %)

Kills Outside Zone

  • Players that are killed outside the event zone will now count as valid kills if the player has entered inside the event zone at least once since their last death (or the start of the event if not previously killed)
  • Players will only earn credit towards player kills if they have entered inside the event zone at least once since their own last death (or the start of the event if they have not yet died)

Travel

  • While participating in a Town Struggle and inside the event zone, players will prevented from using RecallGate, or Hike to leave the area

Absent Player Penalty

  • If a player spends a consecutive 15 seconds or more outside of the Town Struggle Zone or Base, the player will receive a cumulative 5% penalty per minute to their final score for the event
  • The Penalty % each player accumulated during the event is displayed in the Battle Results menu under the “Penalty” column
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Stationary Player Penalty

  • If a player Recalls/Gates/Hikes, or has been stationary for 5 minutes or more, they will have a Stationary Penalty applied to them
  • While a player has a Stationary Penalty, they will not count towards controlling Capture Zones
  • A player’s Stationary Penalty will be removed once they walk or run 5 steps
  • Players will receive a system message informing them if they have a Stationary Penalty in place

Mounts/Followers

  • Players will no longer be able to Release any Mounts/Followers inside of Town Struggle Bases
  • Any uncontrolled Followers inside of a Town Struggle Base will be deleted 5 minutes after the event ends

Corpse Creek Contests

Beacons

  • All Beacons in the event are now treated as Gold Beacons (Green no longer exist)
  • Fully controlled Beacons are worth 20 Control Points per tick to each Team and to each Player
  • Contested Beacons (more than 1 guild present) are worth 10 Control Points per tick

Score Stealing

  • The Score Stealing mechanic has been removed from Corpse Creek Contests

Player Kills

  • Player Kills are now worth 10 Points to the killing Guild
  • Player kills are now worth a flat 10 Points to each player involved in the kill (no scaling by Damage Dealt %)

Newly Resurrected Players

  • Player kills against targets who have been resurrected in the last 30 seconds are reduced to 0 Points
  • Player kills against targets who have been resurrected in the last minute are reduced to 5 Points

Using Multiple Characters

  • If a player participates in the event with multiple characters, only the highest scoring of all their characters across their OutlandsID will be used for determining Rewards

Reward Capping

  • Corpse Creek Contests will now be capped so a maximum of 10 players per Guild can receive any Reward Points or Battle Commendations from it
  • If more than 10 members of a Guild participate in these events and qualify for Rewards, the 10 players from that Guild who will receive Rewards will be fully randomized
  • Players who do not receive rewards because of this mechanic will have * symbol listed in the Reward Pts column in the Battle Results menu
  • This mechanic is intended to curb “Zerging” guilds from attempting to dominate the event by overwhelming numbers
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Kills Outside Zone

  • Players that are killed outside the event zone will now count as valid kills if the player has entered inside the event zone at least once since their last death (or the start of the event if not previously killed)
  • Players will only earn credit towards player kills if they have entered inside the event zone at least once since their own last death (or the start of the event if they have not yet died)

Travel

  • While participating in a Corpse Creek Contest and inside the event zone, players will prevented from using RecallGate, or Hike to leave the area

Stationary Player Penalty

  • If a player Recalls/Gates/Hikes, or has been stationary for 5 minutes or more, they will have a Stationary Penalty applied to them
  • While a player has a Stationary Penalty, they will not count towards controlling Beacons
  • A player’s Stationary Penalty will be removed once they walk or run 5 steps
  • Players will receive a system message informing them if they have a Stationary Penalty in place

Absent Player Penalty

  • If a player spends a consecutive 2 minutes or more outside of the Corpse Creek Region, the player will receive a cumulative 5% penalty per minute to their final score for the event
  • The Penalty % each player accumulated during the event is displayed in the Battle Results menu under the “Penalty” column
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Inactive Guild Penalty

  • If 5 consecutive minutes pass where no player in a Guild has contested any Beacon, for every additional 30 seconds that pass that Guild’s Score for the event will be reduced by 5% of its current amount

Dungeon Flashpoints

Beacons

  • All Beacons in the event are now treated as Gold Beacons (Green no longer exist)
  • Fully controlled Beacons are worth 20 Control Points per tick to each Team and to each Player
  • Contested Beacons (more than 1 guild present) are worth 10 Control Points per tick

Score Stealing

  • The Score Stealing mechanic has been removed from Dungeon Flashpoints

Player Kills

  • Player Kills are now worth 10 Points to the killing Guild
  • Player kills are now worth a flat 10 Points to each player involved in the kill (no scaling by Damage Dealt %)

Newly Resurrected Players

  • Player kills against targets who have been resurrected in the last 30 seconds are reduced to 0 Points
  • Player kills against targets who have been resurrected in the last minute are reduced to 5 Points

Using Multiple Characters

  • If a player participates in the event with multiple characters, only the highest scoring of all their characters across their OutlandsID will be used for determining Rewards

Reward Capping

  • Dungeon Flashpoints will now be capped so a maximum of 10 players per Guild can receive any Reward Points or Battle Commendations from it
  • If more than 10 members of a Guild participate in these events and qualify for Rewards, the 10 players from that Guild who will receive Rewards will be fully randomized
  • Players who do not receive rewards because of this mechanic will have * symbol listed in the Reward Pts column in the Battle Results menu
  • This mechanic is intended to curb “Zerging” guilds from attempting to dominate the event by overwhelming numbers
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Kills Outside Zone

  • Players that are killed outside the event zone will now count as valid kills if the player has entered inside the event zone at least once since their last death (or the start of the event if not previously killed)
  • Players will only earn credit towards player kills if they have entered inside the event zone at least once since their own last death (or the start of the event if they have not yet died)

Travel

  • While participating in a Dungeon Flashpoint and inside the event zone, players will prevented from using RecallGate, or Hike to leave the area

Stationary Player Penalty

  • If a player Recalls/Gates/Hikes, or has been stationary for 5 minutes or more, they will have a Stationary Penalty applied to them
  • While a player has a Stationary Penalty, they will not count towards controlling Beacons
  • A player’s Stationary Penalty will be removed once they walk or run 5 steps
  • Players will receive a system message informing them if they have a Stationary Penalty in place

Absent Player Penalty

  • If a player spends a consecutive 2 minutes or more outside of the Dungeon Flashpoint area, the player will receive a cumulative 5% penalty per minute to their final score for the event
  • The Penalty % each player accumulated during the event is displayed in the Battle Results menu under the “Penalty” column
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Inactive Guild Penalty

  • If 5 consecutive minutes pass where no player in a Guild has contested any Beacon, for every additional 30 seconds that pass that Guild’s Score for the event will be reduced by 5% of its current amount

Stygian Rifts

  • The Sparse variant of Stygian Rifts will no longer occur
  • Door Timers are now 15 seconds (previously was 5)
  • Blade Spirit NPCs will no longer occur
  • Hit Points of Servitors increased to 3000 (previously was 1000)

ELO Rating

  • If a player has not participated in a Stygian Rifts event for 2 weeks or more, at the start of each week their ELO Rating will drift 5% towards the starting value of 800

Factions

Stationary Penalties

  • If a player Recalls/Gates/Hikes, or has been stationary for 5 minutes or more, they will have a Stationary Scoring Penalty applied to them
  • While a player has a Stationary Penalty, they will not count towards controlling WaypostsFlag Stealing/Securing, or VIP Controlling
  • A player’s Stationary Penalty will be removed once they walk or run 5 steps
  • Players will receive a system message informing them if they have a Stationary Penalty in place

War Aspect
Players will now earn War Aspect Experience from increasing Faction Score (33% of score) for the following Faction Activities:

  • Faction Caravans
  • Faction VIPs
  • Flag Escorting / Flag Securing

Changing / Leaving Factions

  • Guilds leaving a Faction (and selecting no new faction) will no longer apply the 7 day cooldown between changing Factions
  • Cooldowns will only occur when a Guild selects a new Faction

Arena

Practice Mode

  • Players can now select Practice Mode as an optional setting when creating Arena Matches
  • Players cannot select Practice Mode if they have ELO Tracking enabled for the match
  • Players can only select Practice Mode for matches with Round Duration of 10 minutes or less
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Practice Mode Matches

  • While a Practice Mode match is in progress (and not in Sudden Death) if any player in the match is reduced to 0 Hit Points, the player will not be killed, and instead the match will be restarted with players returned to their starting locations, all Hits / Stam / Mana restored, and any active buffs / debuffs / poison removed
  • Players will have a 10 second countdown before the match resumes
  • Practice Mode matches will end as normal on player death if Sudden Death is active
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Removed Match Rules

  • Removed a number of infrequently used Rules from the Create New Match rules list including: Mounts, Followers, Durability, and Item Consumption (matches will always use what was previously the default setting for these rules)
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Buff Icon Broadcasting
Buff and debuff icons will now be visible on all players and creatures

You will be able to see those icons on the health bars after enabling them in the settings

The exception to this are other players, where you will only be able to see buff icons if that player is in your party or allied to you. Buffs and debuffs on other players won’t be visible because of the implications this would have on PvP

Buff icon options
There is a range of options available to customize when and how you want to display buff icons. You can change theye options in the options gump under Interface => Buff Icons

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You have the following options to display buff icons on the health bar:

Right side

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Bottom

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Right side on hover

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Bottom on hover

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Stack handling
Certain buffs that have stacks which expire at different times (like Bleed, Disease, Wizardry DoT effects), are displayed in a different way:

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In this case, the top left number is the value for the next tick and the top right is the number of stacks remaining

The “shadow clock” effect will also indicate when the next stack is about to expire

The bottom left time still displays when the last stack expires

Buff values
Note that while a lot of buffs display their actual values now (like the bleed one above), these values might not be fully reliable

For example, if you have damage reduction for bleed effects, the actual damage you will receive will be lower

It is meant to give you a rough idea of how strong an effect is, but due to the way our code is structured, we can’t display the end result in every situation

Buff visibility & Restrictive mode
Usually you will be shown all buff icons that are relevant to you

However, if mobs (not players) exceed a certain number of buff icons, the number of buffs will be reduced further to prevent a visual overload

New buff icons
We added a large number of buff icons that now show existing buffs and debuffs

We will expand this selection in the coming weeks and months

Our goal is to show the most commonly encountered buffs and debuffs, including detailed explanations in the tooltips

PvP Feature Restrictions
We’re introducing new PvP Feature Restrictions that mainly consist of Razor Script and Macro restrictions, as well as Expiring Health Bars

Where will the restrictions apply?
The restrictions are planned to apply to all PvP events and factions

They will not apply to non-consensual PvP (i.e. PKing)

Are these changes final?
No, we’re going to keep reviewing and reassessing the situation. All these changes are subject to change

Changes to Scripts

Disabled Commands and Expressions

Commands:

  • setvar on players
  • droprelloc
  • waitforsysmsg
  • settimer
  • removetimer
  • getlabel
  • rename
  • cooldown
  • wait/pause

Expressions:

  • bandaging
  • findbuff/finddebuff
  • mana
  • maxmana
  • diffmana
  • hits
  • maxhits
  • diffhits
  • stam
  • maxstam
  • diffstam
  • poisoned
  • paralyzed
  • hidden
  • str
  • dex
  • int
  • position
  • timer
  • followers
  • hue
  • blessed
  • notoriety
  • dead on mobs other than the player
  • maxweight
  • diffweight
  • gumpexists
  • ingump
  • cooldown
  • casting

‘pvp’ Expression
A new pvp expression has been added that lets you check whether the PvP script restrictions are currently active.

Serial Handling
While affected by PvP script restrictions, any serials that belong to players will resolve as 0x0 in scripts and macros (i.e. be disabled).

Example: A player stores another player’s serial in a variable player. While flagged for PvP, if this variable is used for any command (for example, attack player or setlasttarget player), it will produce 0x0 instead.

Item Handling
While affected by PvP script restrictions, all commands and expressions that use find handling (find, findtype, findtypelist, dclicktype, lifttype, counttype) will only find items that are worn or are in the player’s inventory.

Party and Guild Messages
These messages will now never be picked up by Razor or the client.

Health Bar Expiration (experimental)
While affected by PvP script restrictions, health bars of players who have left the screen for more than 60 seconds (time may be adjusted based on feedback) will expire and close automatically

This is indicated by a small timer bar on the gump. Note that members in your party are unaffected by this

Last Target Expiration (experimental)
While affected by PvP script restrictions, if your currently held last target has left the screen for more than 60 seconds (time may be adjusted based on feedback), your last target will reset and you will receive an overhead message notifying you of this

Macro Restrictions
The following Macro types will not be working while affected by script restrictions:

  • Any conditionals (If, While, DoWhile) that check stats (hits, poisoned) or sys messages
  • DropRelLoc
  • Any wait action (WaitForX, Pause, Wait)
  • TargetRelLoc
  • SetLastTarget
  • SetMacroVariableTarget
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