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Gameplay Mechanics Change With Patch 5 For Bleed/Sunder Effects


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#1
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This one kinda slipped in under the radar with Patch 5.  Figured I'd bring it up in case you hadn't seen it.

 

All of the Bleed effects on items and crafting materials have been removed and replaced with Sunder effects.

There are 2 noticeable bugs with this currently:

  1. The tooltip text on the crafting materials still shows the bleed text and not sunder.  (Although the actual effect applied to the given item is +Sunder.)
     
  2. The default naming values assigned to crafted items still using the Bleed keyword.  So if you created an axe with a Sunder effect on it, it would be named Bleeding Axe of Cats or whatever.

Below you will find a link to a Google Docs spreadsheet containing all of the unique (purple) items in the game, how to get them, and what they look like.  You'll also find a list of all of the unique (purple) items affected by this Bleed/Sunder swap as well as a list of the crafting materials that were affected.

 

Unique (Purple) Items Master List

 

Video Showing The Crafting Changes

 

Items That Were Changed

 

Daggers

Bleeder of Souls (1% Bleed On Hit => 1% Sunder On Hit)
Wyvern Tooth (3% Bleed On Hit => 3% Sunder On Hit)
 
Greataxes
Rebuke of the Sunderland (8% Bleed On Hit => 8% Sunder On Hit)
Glittering Darmallon (25% Bleed On Hit => 25% Sunder On Hit)
 
Greatswords
Rendor's Blade (10% Bleed On Hit => 10% Sunder On Hit)
Certainty (6% Bleed On Hit => 6% Sunder On Hit)
Verdict (3% Bleed On Hit => 3% Sunder On Hit)
 
Helmets
Dread (12% Bleed On Being Hit => 12% Sunder When Hit)
 
Medium Armor
Masterwork Prowler Armor (6% Bleed On Being Hit => 6% Sunder When Hit)
Masterwork Scout Armor (2% Bleed On Being Hit => 2% Sunder When Hit)
 
Rings
Superb Ring of Bleeding (10% Bleed On Hit) => Superb Ring of Sundering (%10 Sunder On Hit)
 
Shields
Wedge of Destiny (6% Bleed On Being Hit => 6% Sunder When Hit)
 
Staves
Blizzard's Path (5% Bleed On Hit => 5% Sunder On Hit)
 
Swords
The Sweetish Fingers (2% Bleed On Hit => 2% Sunder On Hit)
 
Crafting Materials That Were Changed
 
Deepstalker Hide
Offensive Slot (1% Chance to Bleed Target On Hit => 1% Chance to Sunder Target On Hit)
Defensive Slot (1% Chance to Bleed Attacker On Hit => 1% Chance to Sunder Attacker On Hit)
 
Dragon Bone
Offensive Slot (2% Chance to Bleed Target On Hit => 2% Chance to Sunder Target On Hit)
 
Dragonling Scales
Offensive Slot (1% Chance to Bleed Target On Hit => 1% Chance to Sunder Target On Hit)
 
Gugut Webbing
Offensive Slot (1.5% Chance to Bleed Target On Hit => 1.5% Chance to Sunder Target On Hit)
 
Hardened Gurn Hide
Offensive Slot (1.75% Chance to Bleed Target On Hit => 1.75% Chance to Sunder Target On Hit)
Defensive Slot (1.75% Chance to Bleed Attacker On Hit => 1.75% Chance to Sunder Attacker On Hit)
 
Phoenix Scales
Offensive Slot (1.5% Chance to Bleed Target On Hit => 1.5% Chance to Sunder Target On Hit)
Defensive Slot (1.5% Chance to Bleed Attacker On Hit => 1.5% Chance to Sunder Attacker On Hit)
 
Varghest Scales
Offensive Slot (1.5% Chance to Bleed Target On Hit => 1.5% Chance to Sunder Target On Hit)
Defensive Slot (1.5% Chance to Bleed Attacker On Hit => 1.5% Chance to Sunder Attacker On Hit)
 
Wyvern Scales
Offensive Slot (1.75% Chance to Bleed Target On Hit => 1.75% Chance to Sunder Target On Hit)


#2
devSin

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This seems to just be a text change (the bleed property was apparently always doing sunder).

#3
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Could post the source of where you got that information from? I would definitely like to read through it.  

 

The feedback I've received was all basically the same in stating that it was a good change, "...because Bleed has done nothing since release".  



#4
devSin

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It's noted in the mechanics bugs thread (there are links to threads where it's been tested and discussed).