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Arbitrations Revisited: Hotfix 25.7.6


[DE]Danielle

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3 минуты назад, [DE]Danielle сказал:

New Arbitration Rewards:
The following rewards have been added to the Arbitrations drop tables:
Stats shown at max rank*

  • New Aura Mods:
    • Aerodynamic: 6 seconds added to Aim Glide/Wall Latch time, decreases damage taken while Airborne by 24%*
    • Swift Momentum: 30% faster Charge Attack speed, 6 seconds added to  Melee Combo time*
    • Shepherd: Increases Companion Armor by 180 and Companion Health by 300*
    • Combat Discipline: Allies gain 20 Health when they make a kill, but the aura bearer loses 10 Health when the bearer makes a kill.*
    • Melee Guidance: Reduces Melee Combo timer on Self by 6 seconds, increases Melee Combo timer for Allies by 12 seconds*
  • New Arcanes:
    • Arcane Primary Charger: On Melee Kill: 20% chance that Primary Weapon damage is increased by 200% for 8 seconds*
    • Arcane Blade Charger:  On Primary Weapon Kill: 20% chance that Melee damage is increased by 200% for 8 seconds*
    • Arcane Pistoleer: On Pistol Headshot Kill: 30% chance to gain 100% ammo efficiency for 4 seconds*
    • Arcane Bodyguard: On Six Melee Kills Within 30 seconds: Heal companion by 600*
    • Arcane Tanker: On Heavy Weapon Summon: Gain 1200 armor for 16 seconds*

Well, here is the part when I desperately need downvote button. Seems like feedback on these in the announcement topic went completely ignored

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Thanks Danielle. A bit bummed feedback regarding some of the changes (specifically, Arcanes and mods being added in exchange of vitus essence instead of diluting the tables) were not considered pre-release though.

ALSO: Still no fix for:

Excalibur Prime tintmask and default colors being screwed up post PBR conversion:

Impetus Prime Syandana having bad physics post Saint of Altra. Please fix my Imperial silk cape:

Vauban Prime parts toggle not working properly because of the newly added clothes for base Vauban. Not adding links here because reddit and forums has enough topics already.

Also please Danielle, upload Wukong Prime glyph into the forum. The Prime Access is about to end and it still hasn't been added. Make sure to upload Atlas beforehand, especially since it's already announced, so there's no leak possible.

Thanks a lot for your time guys 🙂

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Mods and arcanes are being added to dilute the droptable further instead of making them part of the Vitus Essence shop. Yet again, DE is ignoring massive amounts  of player feedback. By now "iterate on other community feedback" feels like an empty phrase.... 

(Especially considering that 96% of all players who voiced their opinions on reddit were AGAINST diluting the droptable, but adding the new stuff to the Arbitration shop instead...)

 

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"Made micro-optimizations to core math libraries" 

Spoiler
  • eliminated several instructions from matrix multiply for Neon and improved scheduling for all platforms
  • multiplexed scalar SinCos to do both calculations at the same time (213% faster on my PC)
  • translated scalar SinCos to float32x2_t for Switch (27% faster)
  • fused the sin and cos calls in AngleToVector
  • made scaling matrix functions about half as many instructions for Neon
  • changed Noen Matrix <-> Matrix16 to use structured-load/store instructions
  • Changed determinant function to use vdot4 where it can be done with horizontal adds
  • cache-line aligned some of the matrix constants
  • simplified Neon Matrix::ScaleAxes(Vector) to match other platforms
  • shaved a few instructions and a memory access from matrix-from-angle for SSE
  • tried several ways of writing matrix-from-angle with NEON but *out++ is hard to beat on ARM
  • made micro-optimizations for platforms that support FMA (Switch, future PCs)
  • switch some code to __vsel instead in one instruction on some platforms
  • changed matrix compares to improve opcode scheduling
  • Changed Matrix-From-Euler to scalar path since it's slightly faster (added benchmarks)
  • Changed several matrix functions to vmulq_n_f32/vmlaq_n_f32 (Clang made this optimization but helps debug builds)
  • Changed determinant and inverse functions to use __vdot4s and scalar reciprocal
  • wrote native Neon optimization for SetBoneVelocities rather than emulating SSE


 

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New aura mods... Naaahhh... Dear DE - you already have an amalgam mods that no one ever uses - and again you make a whole pack of auras - only "try in simulacrum - and forget." Tell me - are you really not sorry for your time and energy to create this?  If you like it and you are satisfied with everything - well, well ... thanks))

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1 minute ago, [DE]Glen said:

"Made micro-optimizations to core math libraries" 

  Reveal hidden contents
  • eliminated several instructions from matrix multiply for Neon and improved scheduling for all platforms
  • multiplexed scalar SinCos to do both calculations at the same time (213% faster on my PC)
  • translated scalar SinCos to float32x2_t for Switch (27% faster)
  • fused the sin and cos calls in AngleToVector
  • made scaling matrix functions about half as many instructions for Neon
  • changed Noen Matrix <-> Matrix16 to use structured-load/store instructions
  • Changed determinant function to use vdot4 where it can be done with horizontal adds
  • cache-line aligned some of the matrix constants
  • simplified Neon Matrix::ScaleAxes(Vector) to match other platforms
  • shaved a few instructions and a memory access from matrix-from-angle for SSE
  • tried several ways of writing matrix-from-angle with NEON but *out++ is hard to beat on ARM
  • made micro-optimizations for platforms that support FMA (Switch, future PCs)
  • switch some code to __vsel instead in one instruction on some platforms
  • changed matrix compares to improve opcode scheduling
  • Changed Matrix-From-Euler to scalar path since it's slightly faster (added benchmarks)
  • Changed several matrix functions to vmulq_n_f32/vmlaq_n_f32 (Clang made this optimization but helps debug builds)
  • Changed determinant and inverse functions to use __vdot4s and scalar reciprocal
  • wrote native Neon optimization for SetBoneVelocities rather than emulating SSE


 

Welp, I understood nothing, but I appreciate having a detailed list 😛 Thanks Glen! 🙂

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12 minutes ago, [DE]Danielle said:
  • Fixed the Norg Mask not appearing in Nakak’s Masks and Oddities rotation.

Explains some things. 

12 minutes ago, [DE]Danielle said:
  • Fixed Teralysts (and other Eidolons) taking more damage to weak points than they should be.

Welp, that was short-lived. Thanks for the update and fixes!

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