Feedback Feedback about Lor’Tac Items & Item Changes

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  1. teddy.bear

    teddy.bear Forum Ambassador

    Hello Heroes,

    Fantastic new areas, impressive new opponents and a new skills system await you in the new expansion of Lor'Tac so that you can better adapt your character to your playing style.

    Even with all this, there's one thing that just can't be missing either – new loot! That's why we also used this expansion to carry out some changes, improvements and bug-fixes related to items and their balancing, and now we'd like to share with you what we've done below.

    PART I

    Item level:

    Originally in Drakensang Online, the items and enchantments all had their own level which could only be upgraded separately from each other. Since there was no incentive to upgrade the basic values of most of these items, we combined these with the glyphs when we introduced them to the game. In the background, however, the levels of the basic values and the enchantments could continue to vary quite significantly, which lead to problems that have been criticized by the community for quite some time now. For this reason, we've made it so that items and their enchantments now always have the same level.

    What does this mean for you?
    • The bug which made it really expensive to upgrade an item for the first time for a slight enchantment (e.g. 40% increased block rate) has been fixed.
    • Crafting of items will now always result in a new item item being crafted with an average level of all the items used – the level of the new item can no longer be worse than expected when all items used have the same level.
    • Low-level items which are upgraded are now no longer better than high-level items. Higher level items now have exactly the same values (or better values since we've now adapted the enchantments – see section below).
    • You can now find items on every level (in the past, levels 5-7 were usually skipped).
    • We've also unified the levels of all existing items, meaning that:
      • The basic values or enchantments of your items can be better if they had different levels beforehand.
      • In this process, items can only be upgraded (no value is lost here).
    • We've also cleaned up the names of the items – no enchanted slippers any more!
      • As a result, the name of the item may change.
      • In very rare cases, the look of your item may change too.
      • Both can't happen to unique items however.
    • In addition, the name of the item itself is now shown in the tooltip and directly below it in another line the item's rarity is now also shown.
    New enchantments:
    In addition to the above-mentioned level changes made, there also now the following new features:​
    • Except for health points, you will no longer find any offensive off-hand items (book, tool, quiver) equipped with defensive enchantments.
    • Except for damage, you will no longer find any defensive off-hand items (shields, spheres, absorbers, shield quivers) equipped with offensive enchantments.
    • You can now find all armor items equipped with damage enchantments.
    • Armor items are no longer located on the left-hand side.
    • You can now find helmets, pauldrons, torsos and amulets equipped with really powerful relative enchantments.
    • The weapon enchantments have been enhanced.
    • At the highest level, you can now find all items equipped with really good enchantments whose maximum values have been increased once again by around 10%.
    • Enchantments on items which you've already owned won't change, except for potential level increases and changes of names (see blocking strength in Part II).
    Cyanite (armor) and onyx (critical hit value) gems were rather unattractive and now have a higher value to better compete with the other alternatives.



    We also used the chance to make these changes and tackle some problem areas in the balancing.
    On the one hand, we balanced out the different levels of values between the classes so that there is more transparency for you and so that we can manage things better internally. We'd already carried out many of these measures for unique items in the past and decided to tackle getting all the normal enchanted items on the same level, meaning that:​
    • All classes now cause the same basic damage.
    • The armor values for Rangers, Steam Mechanicus and for Spellweavers were equaled out and increased. The armor values for Dragnonknights were balanced accordingly and are now consistently 10% higher than those of the other classes.
    • The Spellweaver's basic health points were lightly increased to create the same scenario as enchantments on items for other classes, for example. As usual, this class still has the lowest number of health points though.
    • The basic armor values of all classes have been increased to match the requirements stated above. Basic armor value is the value that you receive from normal (white) armor sets.
    • Basic equipping of all items was evenly distributed among all the classes:
      • Helmet: 20% of the overall basic armor
      • Pauldrons: 20% of the overall basic armor
      • Torso: 30% of the overall basic armor
      • Gloves: 15% of the overall basic armor
      • Shoes: 15% of the overall basic armor
    • The basic equipping of shields was lowered since they provided greater basic equipping to ranged combat classes than all other equipment items.
    • The stats for shields for all classes now have 50% additional basic armor .
    • Belts and offensive off-hand items no longer provide any minimum basic armor protection anymore.
    Critical hit values:
    The critical hit values have been a thorn in our side for quite some time now since they were based on a formula which was unnecessarily complicated. On the one hand, it was difficult to understand, but on the other hand, it only made it possible to reach a critical hit value of 50% with only one or two items. Furthermore, all other items with critical hit values were rendered more or less useless since they only marginally increased one's chance of getting 50% or more.​
    • Critical hit values are now converted directly into the chance of making critical hits depending on the level, so that, for example, “100 critical hit values” is now exactly just as effective for every item, no matter how many of them you possess (up to a maximum 80% chance).
    • Offensive off-hand items now provide a 15% exchange chance of making critical hits at their respective level (which of course can be further increased).
    • For previously optimized characters, the chance of scoring critical hits will decrease. This loss of effectively however shall be made up for through the other changes which are mentioned here.
    With these changes, configuring your character according to critical hits becomes a conscious and competitively based decision and makes it possible for us to create weapons and skills that generate special effects with critical hits. Furthermore, the system is now a little more easier for newcomers to understand.


    Just like the critical hit values, blocking also had problematic features. The block rate and number of blocks were based on complicated formulas with marginal benefits and each used different value ranges to calculate a chance or percentage of reducing damage. The enchantments of different items and talents also repeatedly multiplied themselves in an unfathomable way. Furthermore, it was very easy to achieve an extreme block rate, and upgraded shields also made characters basically invincible. That's why we decided to test the following changes:​
    • The calculation for the block rate now follows the same curve used for calculating critical hit values.
    • The standard multiplier for the block rate is now the enchantments and talents.
    • Defensive off-hand items provide a basic 25% chance of being able to block at their corresponding level. This value can of course be increased however.
    • The number of blocks has been replaced by the block strength.
      • If a character blocks an attack, the damage incurred is divided directly by the blocking strength.
      • The basic blocking strength is 1.
      • Defensive off-hand items now increase the blocking strength to 2 – this way the damage caused when blocking with a simple shield will be split in half just as it was done in the past.
      • Enchantments which in the past were vaguely described as “X% increased damage reduction through blocks” have been changed to “+X blocking strength” without compromising any effectiveness.
      • Blocking strength works the same on all levels just as critical damage does and doesn't increase with the items which are upgraded.
    • Very good defensive items in the old system are also very good in the new system and make it possible to multiply the number of health points.
    • Characters whose shields have been upgraded way beyond their level shall continue to enjoy a very high blocking chance just as in the past but the reduction in damage across all levels shall be kept consistent thanks to the blocking strength.
    In addition, many of the weapon options available were not of equal value and were therefore not interesting. That's why we made the following changes:​
    • With long bows, concentration costs are now reduced by 20% in order to further differentiate them from the short bows and in order to create a more competitive playing field for the reduction in the attack speed and maneuverability.
    • Significant differentiations in the different Dragonknight's weapons have been made in order to offer more variety and specialization options.
      • Swords are still quicker than the other weapons.
      • Axes are slower but provide additional critical hit values (12.5% chance of critical hits).
      • Hammers and clubs are slower but now cause more basic damage (identical to the damage caused by weapons of the other classes)
    • The basic damage of most weapons has been nearly doubled so that specializations for critical hits and attack speeds can be made more competitive (since they can start at a higher basic level and less additional damage enchantments are required).
    • The value ranges between minimum and maximum damage have been adapted.
    • The damage for Spellweaver and Dwarf two-handed weapons has been increased by roughly 150% in order to be able to compete with the one-handed versions.


    The values of the monsters were adapted so that they can continue to offer interesting challenges. The following changes were made:​
    • The monsters in the first zones after the tutorial now inflict less damage in order to make the game less frustrating for newbies.
    • The monsters which exist starting as of the Norselands and higher (above all in Myrdosh) now have less health points, since the playing tempo was very hard to master in these areas if you didn't have extremely good equipment.
    • The monsters starting as of the Norselands and higher now inflict more damage in order to offer a challenge despite the game moving faster and in order to reward the selective use of control skills (such as Frost Wind and Ground Breaker).
    Loot lists and drop chances
    • Extraordinary, legendary and unique items can now also be found on open maps (e.g Thunder Crest).
    • Update: Apart from in the parallel worlds, you'll find no normal (white) belts, weapon adornments, rings and amulets since they don't really provide any type of values and are only good for selling. You'll get more COIN drops by defeating monsters in exchange. The parallel worlds loot will be updated in the near future and will contain a similar change.
    • You shall only find universal potions from now on.
    Parallel worlds
    • The monsters in the parallel worlds will only level up when you level up, meaning that only Level 50 Monsters and Level 50 items can be found there.
    • Enchanted items in the parallel worlds can have their own individual design.
    • Further upgrades such as for unique items shall be deployed with later releases.
    We're going to keep an eye on all these changes and further improve them when needed until the release of Lor'Tac and beyond. To do this, however, we need your help, which is why we'd be glad to hear your feedback. The changes are now available on the test server.
    Best regards,
    Your Drakensang Online Team
    Last edited: Sep 4, 2015
  2. fourtwenty68

    fourtwenty68 Board Analyst

    The damage for Spellweaver and Dwarf two-handed weapons has been increased by roughly 150% in order to be able to compete with the one-handed versions.

    is this backwards ?
    i think 1 handed should be upgraded,since we use a book and ball,

    2 handed weps already have higher damage than 1 handed.
  3. tassadar1977

    tassadar1977 Forum Expert

    so spellweavers and dwarfs get more damage, and rangers get less concentration use on a weapon that you struggle to use your concentration on already. seriously? where is the balance in the class that already does far more damage, increases even further? not sure I understand some of the other points, but maybe that's the English used.
  4. Novadude

    Novadude Commander of the Forum

    Well, if i understand it right, this means that longbow users are going to be hitting with special attacks a lot more than shortbow users, and they still can use a shield or quiver. How useful this might be will depend on the tweaks to the skills and the exact percentages of the new juggernaut talent

    Edit: juggernaut is attached to the quiver for rangers, not the weapon choice as it is for other classes. So I don't know. If it were me, I would have gone with a range bonus (assuming there is no range difference) rather than a conc bonus but we will see how it goes.
    Last edited: Aug 6, 2015
  5. cdeepal

    cdeepal Forum Baron

    I don't understand this statement:
    • The monsters in the parallel worlds will only level up when you level up, meaning that only Level 50 Monsters and Level 50 items can be found there.
    Can you please explain?
    Darwarren likes this.
  6. morituritesalutamus

    morituritesalutamus Forum Apprentice

    10% armor differential for DK, who are hit directly nearly always, compared to range classes, who should hopefully not be hit directly so much, sufficient to balance ?
    Last edited: Aug 7, 2015
  7. dannyy868686

    dannyy868686 Someday Author

    first thing I noticed is the %'s next to the stats, very nice change, but then i see crit damage has been reduced to 100% from 200% is this right?, also I see that 3122 crit rate now only gives 34% crit, is this because the new items will grant higher values when at 50?
  8. Leonixis

    Leonixis Forum Apprentice

    %damage %armor %resistance in normal items
  9. kiro73

    kiro73 Forum Greenhorn

    In Drakensang items haven t some bonus essential for similar games.
    Legendary items should have 5 bonus to allow user to more customization, not 4.
    There are not bonuses like chance to dodge attacks, chances of finding special items (uniques), chance to steal vital energy.
    Speaking of items sockets, each unique item must have a minimum of 4 sockets, legendary 3, purple 2, blue 1...
    You should insert the gems to find special items (unique).
    The gem of armor at high levels has no reason to exist (it should be 50 armor, for 6400 Andermant and not 22 armor).
    The coat level 50 does not exist and has no sokets for gems, you should insert a new quest for a coat 5,000 gold and 10,000 Andermant, (Armor - Health - chance critic hit 300, Damage and resistance 10%, attack speed - moving speed 5%).
    The crafting system sucks, it's terrible, depending on the case and it does not depend on the skill of the player. We can not create what we need, and we pay 100 gold for nothing. At low levels, no user has money to create legendary items. Every user should be able to choose the item he want because the gold was spent.
    In the game there are no recipes to create items with specific bonuses that reduce cooldown of skills. the crafting system in drakensang do not exist.
    SUPERDOUPER likes this.
  10. _Baragain_

    _Baragain_ Living Forum Legend

    Crit damage has not changed. If you look real close, if you had 250% before, it now says x2.5 (+150%). What that means is that you get 150% of your attack's damage added to the attacks base damage.

    Say your attack is 1000 damage. With a crit, you do 2500.
    This can be calculated several ways.
    Old way: 250%(1000)=2500
    New way 1: 1000x2.5=2500
    New way 2: 1000+150%(1000)=2500
  11. MegaNuker

    MegaNuker Forum Ambassador

    OK let me be the first to shed some light.

    Part 1.
    The mobs in parallel wold will only level up when you do. Means that they will be the level of the highest member of the group. Nothing has changed.

    Part 2.
    Meaning that only level 50 monsters and level 50 items can be found there.

    Means that if you want a level 50 item you or someone in your group has to be level 50. A monster will only drop gear that is his or her level.
  12. Zamvel7

    Zamvel7 Active Author

    it works like our current parallel worlds, if you go solo, the monsters will be at the same lvl as you are, and if you go with a team the monster will be just like the highest member, so if you are lvl 30 and go with a member lvl 50 to let's say cata, you will find ítems which lvl is 50.

    also i think that there will not be any 50 lvl monster outside parallel world, but then it makes me wonder what lvl the ander dragón is
  13. _Baragain_

    _Baragain_ Living Forum Legend

    That makes no sense... 13 new map and you think they wouldn't get to LVL 50? It will likely start with a mix of 45/46 then slowly move up to 49/50, just like when LVL 45 came out.
  14. MegaNuker

    MegaNuker Forum Ambassador

    I was lead to be leave that only the boss was level 50. Well the 3rd boss the dragon. The other highest was 49. Things do change though.
  15. basher

    basher Forum Greenhorn

    Add English translation to skills and fames. how can u ask for feedback when i cant understand a thing from german!!!!!!!!!!!
  16. dannyy868686

    dannyy868686 Someday Author

    this!, also why dose the wisdom tree still cost wisdom?, missing out on 40 points because of that, not to mention they gave me lvl 45 mage
    yup you are right, its just reads confusing.

    I really want to leave feedback but I don't see how I can, I was given a lvl 45 mage a class ive never played and know very little about, no gems at all, I just don't see how my feedback can be accurate and helpful as at lvl 45 you're normally full gemed and geared. wish I could just copy my main to test to be able to test it right, ah well
  17. MegaNuker

    MegaNuker Forum Ambassador

    This has been the case on the test server for many years... Well can not say I have been on the test server for years yet but give it a few months and I can say that ;)
  18. Zamvel7

    Zamvel7 Active Author

    well dont judge me, i am just giving my opinión about what teddy bear posted, i know it lack of sense, but it says it's the only place where we can find 50 lvl monsters and ítems.
  19. Ella

    Ella Someday Author

    I agree...Dont see nothing good for DK until now...DK is pure close fighter class its should have a significant more hp and armur than other classes in order to be balanced,even if it is 2H built...All new items,talents,wisdoms seems will destroy DK class...So super...from now ranger and mages will bring us on bosses,and for pvp... I dont want to even think...RIP DK :(
  20. _Baragain_

    _Baragain_ Living Forum Legend

    I think I figured out what that actually means. As I've been fighting in Lor'Tac, LVL 45 monsters have dropped LVL 44-46 items. When I fought LVL 46 monsters, I've gotten LVL 45-47 items. I'd bet that when we fight LVL 50 monsters in Lor'Tac, they will drop LVL 49-50 items. However, I think what that bit of text means is that the monsters in the PWs will only drop items of their level, i.e. no range of levels. Haven't tried PWs yet to test that theory, but that is on my to do list for tomorrow.
    Darwarren likes this.
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