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Posted by PrintsKaspian 4 years ago

Percival Update


Solo Randomized Dungeons
Randomized Dungeons balanced for solo players will now appear throughout the open world, and will be distinguishable from group randomized dungeons by their portal-like appearance. As with their group counterpart, higher-tier solo dungeons can also be accessed via special Dungeon Maps, which can be obtained from mob drops or bought from other players through the Marketplace.

New Character Customization Options
Players now have a larger number of customization options for their characters, including numerous hair, beard, face, and underwear options. Character appearance can now be updated at any time, from anywhere in the world.
For more details on character customization, please see this forum post:

Mount Skins
Mounts skins can now be used to alter the appearance of a player's active mount. Once unlocked, a mount skin can be used permanently by all characters on an account, and is bound to the account. With Percival, numerous rare mounts will be converted to skins, and additional new mount skins will be available for Gold at the Vanity Merchant.

For more details, including a list of pre-Percival mounts that will be converted to skins, please see this forum post:

New Mobs and Shrines
New mob types have been added to solo and group Randomized Dungeons, across all mob factions. These include new trap- and nest-type opponents, as well as environmental hazards like explosives. Solo Randomized Dungeons introduce small combat shrines, which give a random combat buff to the first player who activates them, offering advantages for both PvE and PvP.

New Weapon Skills
Seven new skills have been added to a range of player weapons:
  • Axes: Spinning Blades
  • Frost Staffs: Ice Shard
  • Hammers: Ring of Tar
  • Nature Staffs: Rejuvenating Breeze
  • Quarterstaffs: Rising Blow
  • Spears: Impaler
  • Swords: Parry
Upgradeable Bank Tabs
Additional tabs can now be added to both personal banks (i.e. those found in cities) AND guild / territory vaults, with the following specifications:
  • City Banks: up to 14 additional personal tabs can be purchased for Silver
  • Guild Banks: up to 14 additional personal tabs AND 14 additional guild tabs can be purchased for Silver
  • Territory Banks: new private tabs are not available, but 5 guild tabs can be purchased for a total of 14 tabs
  • Homeplot Banks are now set up the same as Guild Island Banks (same total weight and number of slots)
  • Siege Camps and Guild City Banks do not receive any additional tabs
  • The first personal bank tab is always the first to open in banks and guild vaults
New Achievements
New achievements have been added to the game based on Randomized Dungeons and Customization.

Audio Improvements
  • Polished and updated all player spell effects for Quarterstaffs, Axes, Spears, Daggers, Hammers and Maces according to spell intensity
  • Master Volume fader has been added to Audio settings UI
  • Added new voiceovers to the Artifact Foundry NPC
Other Improvements
  • Character appearance has been greatly improved for unclothed male and female character models
  • New language channels have been created for every supported language - players will join the channel that matches their client language
  • Date formats can now be set via the "Language" UI
  • Up to five emotes can now be assigned to Hotkeys in the Settings menu
  • Reworked character location markers and random dungeon markers on worldmap
  • Players can now choose whether to automatically transfer newly-purchased items directly from the Marketplace to their inventory (in cases where inventory is full, items will be sent to the "Completed" tab as normal)
  • New terrain and level templates created for Solo Randomized Dungeons have been added to Group Randomized Dungeons as well
Crystal and City GvG Changes
Crystal Realm GvGs are now available between seasons as well. These between-season fights still offer loot and rewards, but of course do not generate season points.

The threshold for which money invested in 20v20 city GvGs is returned has been adjusted from 149 points to 195 points. Since points are scored on a subtractive basis, this means that attackers now need to score fewer points to get their invested Silver back. Additionally, the match length for city GvGs has been increased from 25 minutes to 30 minutes.

City GvGs have been added to the list of practice GvG "scrims" available. To initiate a practice city fight, one party of 20 must invite another party of 20 using the regular chat commands (see here [] for more info). The new map name is "city".

Mob Changes

Higher-tier mobs now have more armor instead of more health to compensate for the player's Reaver bonus damage. This means player damage dealt to mobs will be more or less equal across tiers - for example, if you deal 100 damage versus a tier 4 mob you will deal 90 damage versus a tier 8 mob. Previously, if you dealt 100 damage versus Tier 4 you would deal 400 damage versus Tier 8.

Along with this change, the damage of poison potions versus mobs has been reduced to one-third of its previous value. Other mob changes:
  • Fame rewarded by standard open-world ("roaming") mobs has been increased by 25%
  • It is no longer possible to prevent Siphoning Mages from casting their Iceblock spell
  • The Undead Reaper's Summoned Shades will no longer die after their target leaves their follow range, but their health and damage will both be decreased
  • The Keeper Earth Aspirant now uses her spells sooner after summoning her aides
  • The Morgana Elite Demon Prince now correctly summons Tier 8 portals and demons when he himself is Tier 8
  • The Morgana Archfiend will now use his spells as intended
  • The Rhino has evolved and managed to learn Charge, a dash at its current target
Mount Changes
  • Guild Warhorses now grant their original gold cost when salvaged
  • Adjusted the crafting recipes for Spectral Bonehorse (now requires a T8 Riding Horse + the T8 Upgrade item) and T8 Morgana Nightmare (now requires a T8 Armored Horse + the T8 Upgrade item)
  • Morgana Mare and Bonehorse skin-unlock items can no longer be crafted at the stables, and have been moved to the Vanity Store
  • Clicking a mount multiple times to get into mounted state no longer cancels the initial mounting action
Other Changes
  • Removed Item Power cap for Blue and Yellow Zone open-world clusters, including all fixed and randomized dungeons within those clusters
  • Increased the Fame reward from chests in 2v2 Hellgates
  • Disabled furniture placement on entrances to random dungeons, as well as some small dungeon entrances that were missed with the last patch
Combat Balance Changes
For a WIP list of combat balance changes coming with the Percival update, please see the NDA Balance Tests forum thread:


  • Fixed an issue where, after crafting an item, the crafting UI would reset to the top
  • Fixed an issue where changing to equipment with a cooldown-reducing buff could be incorrectly used to shorten an existing cooldown - ADDED 3 JULY
  • Fixed an issue where attempting to switch equipment with high ping would lock spells in cases where switching equipment is not allowed
  • Fixed missing GvG connection between home territory and farm territory in Elmcopse
  • Corrected the cooldown modifier in the Royal Banner tooltip description
  • Fixed inconsistent display of Focus points between crafting and studying UI
  • Fixed an issue with sorting by category and enchantment level in the Marketplace UI
  • Fixed an issue where onscreen nametags would sometimes disappear when offscreen nametags were turned off
  • Fixed an issue where using mount spells caused durability loss on boots - it now causes durability loss on the mount as intended Reworded: Fixed an issue where using mount spells caused durability loss on boots
  • Fixed an issue where players with "visitor access" level could add other players to the "no access" list
  • Fixed an issue where character nametags would appear on top of UI windows in areas with many players
  • Numerous additional visual, animation, audio, terrain, and localization fixes

Posted by Thorn-Delwyn 4 years ago (Source)

The value to determine how much a mob can take before it dies is called Effective Hit Points or short EHP.

Since we don't have any automatic mitigation mechanics in Albion (e.g. dodge, parry) EHP can be computed simply by dividing their HP with their damage reduction.
So for example a mob with 1000 HP and 60% damage reduction from armor would have 2500 EHP (1000 / (1 - 0.6)).

Before this change we used a factor to increase the HP of mobs as much as the reaver bonus increased the players damage.
So versus a Tier 8 mob the damage is increased by 330% so we increase the mobs health by 330% also.

To come back to our first example the mobs HP would now be 1000 * (1 + 3.3) = 4300 HP and again with 60% reduction it makes 10750 EHP.
After the change the mob now keep their 1000 HP but their damage reduction is increased to 90.7%. This results in 10753 EHP.

So overall the amount of hits a mob can take from a player before and after the patch is about the same.

There are some side effects we are not happy with but those will be tackled in a future patch.

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