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@@ -9,6 +9,20 @@ All notable changes to this project will be documented in this file.
roll occurs, and may cause equipment and/or infix breakage depending on its result. This means, at most, only
one piece of equipment and one infix can break per timer. It also means that in many cases, fewer breakage rolls
are happening per timer.
+ - Equipment breakage
+ - A random slot is determined for breakage (or no slot, if nothing breaks). If a slot is
+ selected in which you have nothing equipped, then no item breaks. Combat is still the only case where all
+ equipped items are threatened. Everywhere else, only items providing you with a skill speed increase are
+ threatened.
+ - There is a 1/1500 chance for the left ring, right ring, or neck slot to be targeted. If the roll was too
+ low for this to happen, the same roll is checked against a 1/1000 chance. If the roll is high enough to meet
+ the 1/1000 chance, the back, waist, or curio slot is targeted. If the roll is also too low for this to happen,
+ the same roll is checked against a 1/500 chance, and if it is high enough, one of the other slots are targeted.
+ - Infix breakage (fading)
+ - If the break roll succeeds (AKA something breaks), a random infix from the relevant skill breaks.
+ - There is a 1/100 chance for the break roll to succeed. This means that infixes will be used much more rapidly
+ than they were before this release (except for people with 5 or more infix slots, which no one has at the time
+ of this writing).
### Items
- Apprentice wand can now be equipped in mainhand or offhand.