1.57 TL, repeated in 1.58#3) AUGMENT ACUITY, WILD ARCANA, and VIPER (access abilities):
1) Augment Acuity is said to raise the acuity stat for a class, and for Nightshades, it is listed as INT on the Herald Realm Abilities page. It is currently a point sink prerequisite for Wild Arcana.
SOLUTION: The documentation is incorrect, Mythic attempted to “fix” the problem which actually ended up nerfing Nightshade magic. What needs to be done is a definitive stance on Nightshade magic on what stat directly affects it (hopefully Dexterity, as was pointed out for the reasons earlier in this report). It would also be too costly to make it based on an additional stat that the Nightshade would also have to raise at the cost of melee stats. Augment Acuity NEED NOT actually raise a stat, provided that Augment Acuity has rewarding options to take up for paying its cost, which brings us to problem 2:
1.59Repeat of suggestions from bug listing above:
- Suggestion is to make Augment Acuity raise strength, as our power pool is currently based on this stat, and would give bladeshades a much needed alternative avenue to raise their weapon skill. If this is added, please remove Augment Strength from our list of RA’s so we cannot ‘double dip’ for cheap strength increases as we have no RA’s that need this as a prerequisite.
- The Augmented Acuity RA now affects power pool and damage for Nightshade spell abilities.
Augmented Acuity Passive N/A 1 3 6 10 14 N/A N/A Increase your class's casting stat by 6 per level. Theurgist, Wizard, Sorcerer, Cabalist, Eldritch, Mentalist, Enchanter, Champion, Ranger, Nightshade: Intelligence. Skald, Bard, Minstrel: Charisma. Druid, Warden: Empathy. Cleric, Paladin, Friar, Thane, Spiritmaster, Runemaster, Healer, Shaman, Hunter: Piety.
This isn't about more damage, I was just trying to see what the stat was that affected the dd damage. With the base i50 gear and using potions I could not determine what it is (I don't have any +int gear). Though I did find that using the dex/qui potion immediately lowered damage greatly per cast for some unexplainable reason. I actually think the dex/qui potion is bugged because I didn't get this behavior by adding/removing dex or qui items. But as soon as I use the dex/qui potion damage drops like 30 pts per cast and is consistent, then click off the potion and damage goes back up.Nightshades don't need higher casting damage. They already have viper, avoid pain and dish out tons of damage anyway.
Augmented acuity should be removed from NS, and viper / avoid pain values should be lowered.
I have no idea I can only say that using the dex/qui potion decreased damager per spell while canceling it restored the damage.Dps is locked?
So increased cast speed drops damage per spell
I think your post will confuse more than anything elseCasting stat is str for NS.
Nightshades casting stat is dex on Atlas, but it should be Str.
Sources:
https://www.ign.com/boards/threads/on-nightshades-issues.452392711/
" You (Mythic) published the strength is our casting stat, yet augment acuity and acuity buffs do not do anything to augment strength, our 'casting stat'."
Unfortunatly I could not find the primary source, but it is mention serveral times also in the according Uthgard thread:
https://www.uthgard.net/forum/viewtopic.php?f=136&t=33513
also: 1.62
Realm Abilities![]()
Patch Notes: Version 1.62
Dark Age of Camelot Version 1.62 Release Notes After a long development and testing cycle, here is Dark Age of Camelot version 1.62. It started out development as a "Hibernia tweak and bug fix patch", but quickly mushroomed into a general class balance and bug fixing patch. We've substantially...camelotherald.fandom.com
- The Augmented Acuity RA now affects power pool and damage for Nightshade spell abilities.
aug acuity should increase dmg/powerpool, but not str.