Keeps
Alliance Points earned from defending objectives no longer require you to wait in an objective for the tick (the distribution of Alliance Points after combat subsides). Instead, each type of objective will track whether you’ve earned credit towards a defense or offense tick.
Getting on the credit list is achieved by several actions that already occur in a keep siege, which include:
Assisting in killing other player characters within a Keep’s area that results in earning AP from that kill.
Healing and damaging Keep pieces within the area of a Keep.
Resurrecting a player character within a Keep’s area in which the player who was resurrected is located, rather than where the player doing the resurrection is standing.
Effective healing (non-self) within a Keep’s area of a player(s) in a battle that would have resulted in AP being granted from a kill. This includes cases where a player is worth 0 or reduced AP from a recent death, such as respawning at a Forward Camp.
If a credit is sourced between players that are both in areas associated with an objective, the AP awarded to the pool is split 50/50 between the two objectives.
Offensive (Capture) ticks still have a base value that will be granted regardless of being on the credit list, but any bonus AP earned by combat around and inside an objective will only be granted to players that are on the credit lists.
You can be on all credit lists for a single Keep Superstructure at the same time (Keep, Mine, Lumbermill and Farm). However, if you attack or defend a new structure (i.e. – a different mine) your credit for the prior structure will be removed.
Outposts, Towns and Imperial districts will all overwrite each other in terms of credit lists.
Entering a Delve in Cyrodiil wipes your credit from all lists.
If your character dies, you will not be cleared from a credit list, but logging out of the game will.
Increased the amount of Alliance Points you can earn from a Keep Defense with a multiplier based on the lowest ranking resource level of that Keep.
For example, Keeps that have higher ranks in food, ore and wood, will have a higher defense tick for that Keep.
For Resources and Outposts, there is a flat rate increase to the AP you can earn on the defense tick.
Districts do not have a modifier to defensive AP.
Remember, to earn Defensive AP, you must participate in the defense and not simply show up to watch the fight.
cazlonb16_ESO wrote: »The mulitplier seems to have been fixed ( read: slashed ) in the most recent incremental patch, so don't bother. Def ticks are back to being insignificant.
cazlonb16_ESO wrote: »The mulitplier seems to have been fixed ( read: slashed ) in the most recent incremental patch, so don't bother. Def ticks are back to being insignificant.
cazlonb16_ESO wrote: »The mulitplier seems to have been fixed ( read: slashed ) in the most recent incremental patch, so don't bother. Def ticks are back to being insignificant.
DeadlyRecluse wrote: »cazlonb16_ESO wrote: »The mulitplier seems to have been fixed ( read: slashed ) in the most recent incremental patch, so don't bother. Def ticks are back to being insignificant.
The 68k I got last night from duo defending a keep (off of 8ish kills?) begs to differ.