
在这里,您可以查看《Ascension》游戏的所有更新日志。
所有更新日志按照时间顺序排列。
天赋与技能
Fixed an issue where the Triggered spells Crusader Strike (One With The Light) and Divine Storm (One With The Light) could be dodged/missed/parried whilst the triggering spell didnt.
Fixed an issue where Knightfall from the Knight of the Eclipse Legendary Mystic Enchantment could proc other proc spells. This generalized behavior of procs triggering procs is unintended unless stated otherwise. You can read more about procs and triggered spells on our wiki: https://project-ascension.fandom.com/wiki/Procs_and_triggered_spells
Knightfall from the Knight of the Eclipse Legendary Mystic Enchantment will now persist through death.
[Burst of Thorns] Burst of Thorns has been reworked and now states: If your know Thorns you also learn Burst of Thorns, an ability that sprouts thorns from your armor for 30 seconds, causing damage to all nearby targets and grants Thornscale when hit. Thornscale increases your armor and increases your mana regen for 5 seconds. Thornscale cannot occur more than once every 8 seconds, and the damage effect cannot occur more than once every 1 second.
The damage done increases from Endless Agony now also adds a stack when dealing damage with Mind Flay and now also increases the damage done to the target with Curse of Doom. In addition, when dealing damage with Mind Blast or Shadow Word: Death, the duration of Curse of Agony is extended by 0.6 seconds each time you cast a Shadow spell or deal damage with Mind Flay.
The Evoker Legendary Mystic Enchantment now also increases your chance to proc Brain Freeze and Missile Barrage by 10% as a baseline effect. This will help round out the frustration of not being able to get your proc effects rolling.
Fixed an issue where the damage increase from the Shatter Epic enchantment was not able to be stacked with effects like Brain Freeze and Evoker. The critical strike damage bonus was functioning properly.
Arcane Synergy now also makes the Lunar Eclipse effect from your Eclipse talent trigger from dealing damage with Arcane Missiles.
Fixed an issue where Arcane Blast would not stack up properly when using Temporal Shift together with Harnessed Energy.
Reduced the cast time of Temporal Blast to 2.2 seconds, from 2.5 seconds.
Temporal Shift has an additional effect: Reaching 3 stacks of Temporal Haste will trigger a temporally charged Lunar Eclipse. This Lunar Eclipse is just as powerful as normal one, but expires three times faster.
[Total Eclipse] Total Eclipse has been reworked and now states: Solar Eclipse increases your Nature spell crit by 10% and makes your next Wrath apply Entangling Roots for 6 sec to players or Insect Swarm to monsters. Lunar Eclipse increases your Arcane damage by 10% (5% vs players) and makes your next Starfire apply a 2 second stun to players or Moonfire to monsters. You must know Insect Swarm and Moonfire in order to trigger them. In addition, gaining Eclipse triggers your Owlkin Frenzy rank 3 talent.
Natural Synergy enchant now also increases the Direct healing of your Regrowth by 5% in addition to its previous effects. Duration increased to 15 seconds, up from 10.
The Healing Way enchant now also increases the direct healing of your Chain Heal by 2%.
Transcendental Embrace has been updated to be more dynamic. It now reads as follows: Your critical heals from Lesser Healing Wave, Healing Wave Regrowth and Healing Touch reduce the cast time of your next Chain Heal by 15% and increase its critical strike chance by 10%. This effect stacks up to 3 times. Chain Heals cast while this effect is active will also jump to an additional target.
The Divine Aegis enchant now increases the effect of Divine Aegis by 10%, instead of increasing it by an additional 2%. This does not change the overall power of this enchant but makes its power more clear.
The Ancestral Awakening enchant now increases the effect of Ancestral Awakening by 10%, instead of increasing it by an additional 3%. This does not change the overall power of this enchant but makes its power more clear.
[Overflow] Overflow has been reworked and now states: Your Healing Touch overflows and also heals a friendly party or raid target within 8 yards for 30% of the amount healed. In addition, Healing Touch can also trigger Living Seed on non-criticals. While active, every fourth Healing Touch cast will make your next Chain Heal increased by 50% and make it grant you Natures Grace (if known) and trigger a Living Seed on each target.
Guerilla Tactics now last the same duration of Sniper Training. The new duration is 15 seconds from 10 seconds.
Frenzied Swipe has an added mechanic, whenever Go for the Throat (talent) triggers, the cooldown of Frenzy Swipe is also reduced by 2 seconds.
Trick Shots can be used in tandem with the Epic Focused Burst Mystic Enchantment but can NOT proc from Focused Burst itself. Previously these enchantments could not be equipped together.
Trick Shots now makes Compound Shot ricochet, in addition to Aimed Shot and Arcane Shot.
Focused Burst now teaches you a new, separate version of Multi-Shot instead of replacing the normal one. This means that you can choose to use the normal Multi-Shot or the Focused Burst version as you prefer. The damage penalty and cooldown increase only apply to the Focused Burst shot.
Locust Ranger now triggers Wild Quiver AND reduces the cooldown of your Chimera Shot whenever you cast Locust Shot on a target afflicted by your Serpent Sting. In addition, dealing damage with Wild Quiver to a target afflicted by Insect Swarm deals additional Nature damage to all nearby enemies.
Munitions Expert no longer affects the cast time of Steady Shot. This interaction gave far too much power to Steady Shot when using Quick-Draw while making Steady Shot way too weak when using Armor-Piercing. With this change, this enchant will no longer make or break Steady Shot for your build.
Wild Wrath now triggers from Steady Shot (or Locust Shot) instead of off WIld Quiver
Compound Shot now has a 2 second cast time (reduced by Ranged haste) and a 6 second cooldown (down from 10). It also has a brand new mechanic: Compound Shot can be recast to trigger a Combo Shot, dealing instant damage that pierces all enemies in front of you and makes them bleed for 15 seconds.
[Bloodbath] - Bloodbath now deals damage to all targets within 8 yards of you, instead of in front of you.
Thunder Slam now reduces the damage of your Thunder Clap by 40%, changed from 30%, but Lightning Blade from Thunder Slam now increases the damage the target takes from your Thunder Clap by 100%, up from 80%.
Fixed an issue where Holy Hell was benefitting more spells than clarified in the tooltip. It should now only increase the damage of Conflagrate when Holy Fire is on your target.
Fixed an issue where Secrets of the Farstrider was not affecting the damage of Gunslinger Barrage.
Increased the base damage of Water Nova and Electrified Water Nova by 50% from the Legendary Mystic Enchant Hydromancer. Spell power scaling remains unchanged.
Hydromancers Conductor now also increases the damage of your next Electrocute damage by 25% (10% against players) per stack. In addition, the duration of Water Nova has been increased to 8 seconds, up from 6 seconds.
Hasty Stormstrike now reduces the cooldown of Wind Strike by 0.2 seconds, from 0.4 seconds. This addresses an issue where Hasty Stormstrike was twice as powerful for Wind Strike when compared to Stormstrike since Wind Strike has half the cooldown of Stormstrike.
Harbingers Bile now deals 10% reduced damage versus players, changed from 20%.
Wrath of the Plague now deals 10% reduced damage versus players, changed from 20%.
Multi-Shot (Focused Burst) now deals 30% reduced damage versus players, changed from 40%.
Explosive Shot now deals 50% reduced damage versus players, changed from 60%.
Mutilate (Titan) now deals 30% reduced damage versus players, changed from 20%. (It is also receiving an overall damage increase. See separate changelog entry.)
Knight of the Eclipse Solar Burn can no longer be dispelled.
Solar Burn (Knight of the Eclipse) now deals 35% reduced damage versus players, changed from 25%.
[Alar] Frostbolt now deals 25% reduced damage versus players, changed from 15%. (It is also receiving an overall damage increase. See separate changelog entry.)
[Area 52] Frostbolt now deals 30% reduced damage versus players, changed from 20%. (It is also receiving an overall damage increase. See separate changelog entry.)
Ice Lance now deals 20% reduced damage versus players, changed from 15%. (It is also receiving an overall damage increase. See separate changelog entry.)
Dragon Roar now deals 40% reduced damage versus players, changed from 30%. (It is also receiving an overall damage increase. See separate changelog entry.)
Wind Strike now deals 15% reduced damage versus players, changed from 25%.
Guarded by the Light Mystic Enchant no longer affects Divine Shield.
[Area 52] Increased the base health of level 70 characters by 300.
Removed 3 and added 3 new Crows Cache location for TBC.
Crows Rage debuff now lasts until you enter a city or teleport to another continent.
While under the effects of Crows Rage, after getting hit by a knockback from a player you gain Crows Stability, granting you 15 sec immunity against other knockback effects. (This basically works as a 15 second diminishing return timer for knockbacks.)
Chaos Meteor disorient no longer breaks on Ignite damage. (To make it more useful for builds that would trigger Ignite by using the meteor.)
Predatory Instincts now reduces area of effect damage by 10/20%, changed from 15/30%.
Veiled Shadows now also gives Fade a 2 sec immunity to movement impairing effects.
Blind is now a physical debuff instead of a poison one. (This does not affect bosses or creatures in the world that uses a blind spell)
Prismatic Cloak is now a 2 point talent, changed from 3.
Kidney Shot now has a 35 sec cooldown, changed from 40.
Improved Kidney Shot is now a 2 point talent, changed from 3. It now reduces Kidney Shot cooldown by 5/10 sec.
Winters Chill now only gets dispelled one stack at a time, changed from all at once.
Ice Floes now heals for 4% base health, changed from 5%.
Sacred Duty now increases the duration of Divine Shield by 1/2/3 sec.
Guarded by the Light no longer increases the duration of Divine Shield.
Fixed an issue where Shadowmeld did not stop your own Starfall from damaging.
Moonglow now lasts for 10 sec, changed from 8.
Fixed an issue where Pure Shadow had an unintended damage increase. This change results in a damage reduction of approximately 3% for builds using this enchant.
The first hit of Chain Lightning now also gets reduced by area of effect reductions. Previously only the jumps did. (For example during Crows Rage.)
Lightning Strikes Twice now reduces the damage of Chain Lightning by 40%, up from 35%.
Chain Lightning now loses 40% damage per jump, up from 30%.
The Ancestral Healing talent can now trigger from any direct Nature healing spell.
The effect of Tidal Waves now scales with the amount of charges it has. Tidal Waves now reduces the cast time of Healing Wave by 10% per charge and increases the critical effect chance of Lesser Healing Wave by 10% per charge. This means that triggering Tidal Waves with Chain Heal will grant 30% cast time reduction (or crit) for the first spell, 20% for the second spell and 10% for the third spell - rather than previously giving 20% for two spells.
Tidal Waves now has three charges when triggered by Chain Heal. It still has two charges when triggered by Riptide. This change is intended to buff this talent in PvE.
Tidal Waves is now a 3 point talent, down from 5. It now has a 33/66/100% proc chance (from 20/40/60/80/100%) and increases the healing coefficient of affected spells by 4/8/12% (from 2/4/6/8/10%).
Reaching Recovery no longer reduces the healing the initial healing of Chain Heal while Tidal Force is active.
Improved the tooltip of the Tidal Mastery enchant.
[New Capstone]: Tidal Mastery - Healing Wave criticals add 2 seconds, Lesser Healing Wave 1 second and Chain Heal criticals 0.5 seconds to the duration of Tidal Force.
Tidal Force now has a 90 second cooldown, up from 80. The Tidal Mastery talent now also reduces the cooldown of Tidal Force by 6/12/18/24/30 seconds in addition to its previous effects.
Increased the periodic healing of LIfebloom by approximately 22% and reduced its mana cost by 25%. These buffs are intended to offset the healing lost on the final bloom from the double dipping bugfix.
Fixed double-dipping issues for Lifebloom. This means the final heal will not get reduced twice by healing reductions (including dampening), and that it wont be increased twice by talents.
Fixed a bug where some triggered healing spells whose healing is based on the preceding heal (such as Living Seed and Ancestral Awakening) would double dip with healing modifiers. This meant they could get their healing reduced twice by healing reduction effects such as Mortal Strike, or increased twice by healing increases such as the Gift of Nature talent. These spells will now always heal for the amount indicated by the tooltip.
Mana Shield now absorbs for 10% less.
The Improved Frostbolt talent now also increases the damage of Ice Lance.
Increased the spell damage coefficient of Ice Lance to 0.1, up from 0.08.
Increased the spell damage coefficient of Frostbolt to 0.58, up from 0.55.
Demonic Pact is now a 3 point talent, changed from 5 points. Its buff is now a Capstone effect and reads: With the final rank of this talent, your summoned demons critical strikes apply the Demonic Pact to itself and its owner, increasing spell damage by 5% and a lesser effect to party and raid members. This effect has a 20 sec cooldown. Does not work on Enslaved demons. (The raid wide buff will be as strong as a Totem of Wrath.)
Curse of Agony has been reworked. Its damage increase now scales linearly with each tick of Curse of Agony, instead of having 3 distinct damage levels (start, mid, end). Initial, final, and overall damage all remain the same.
Heavyweight now reduces your attack speed by 3% per stack (from 5%) and increases your damage by 1% per stack (from 2%). The combination of this buff and and nerf are meant to take down its AoE potential slightly while keeping their single-target damage strong.
Improved Whirlwind Mystic Enchantment now provides 4% damage increase to Whirlwind from 2% but no longer reduces the cooldown of Whirlwind.
Mutilate (Titan) from the Titanic Mutilate Legendary Mystic Enchantment now deals 110% Weapon Damage from 90%.
Slam now deals 110% weapon damage from 100%.
Fixed an issue where Power Surge would sometimes end too early or persist even after casting.
Increased the magic threat generated in Mana-Forged Barrier by upwards of 30%.
There is no longer any limit on Paladin Hand spells being active at the same time.
Hand of Salvation now lasts for 6 sec, changed from 4 sec.
Consecration is now a Level 1 ability, changed from level 20.
Touched by the Light, Tactical Mastery and Critical Block are now exclusive. These talents are iconic and build-defining tank talents that are so powerful that having access to multiple at the same time would be far too powerful. Just as Defensive Stance, Bear Form and Righteous Fury do no stack, neither do these talents.
Critical Block now also works with Righteous Fury.
The triggered Shroud of Light heal from Touched by the Light has been reworked. Instead of healing for 50% of the amount of the original healing spell, it now heals for 30% of the incoming damage that triggered the heal. This heal also has a 10% attack power and 40% healing power scaling. With this change this effect will be a significantly more impactful and versatile defensive tool for Righteous Fury-based tanks, rivaling Critical Block in terms of power.
Touched by the Light now increases the power of your next self-cast heal by up to 20% per stack (stacking up to 3 times), up from 10% per stack (stacking up to 3 times).
Corrected the tooltip of Defensive Stance and Righteous Fury to state that it increases your chance to block FIerce Blows by 60%. (This means that Shield tanks reaching the avoidance soft-cap (having a combined block, dodge, parry and chance to be missed of 102.4%) almost certainly will be protected against unmitigated Fierce Blow hits as well. This makes Shield tanks significantly better at withstanding Fierce Blows and makes their damage taken less spiky)
Fixed an issue where Critical Block in very rare cases could work without using a Shield.