What's new

Patch Note Completed Dragon's Prophet Weekly Maintenance 5/18/2020

We will be having our weekly routine maintenance at 7 PM PST Monday evening. During the maintenance we will be doing the following:
  • Ripped out the Moonlight Ambassador's vocal cords finally
    • This actually was done in a prior patch, but if the NPC isn't modified in game it doesn't save. Thanks Runewaker
  • Adding Midas Moonlight Dragons
  • Fixed Draconic Influence not saving buff after death
  • Fixed a rollback in the Paragon Dragon Gacha
  • TW Strings released for Marketplace (other strings will be added soon, this was done as a test)
  • Added Pretty Pretty Princess title for Amenoryu... Because he's a pretty pretty princess (this title will be made available for everyone soon)
  • Added Deyarka Bastille potions to James Brown shop: this will be available from the James Brown Flute or will be available when we spawn James Brown.
    • Currently Lava Dragon Essence is missing
    • This will eventually be added to another NPC so they're always available, this was just done during testing and made available to players while I figure out the dialog data
  • Changed Spawn calendar and https://spawns.dragonsprophet.online to use UTC-8 as the timezone as local time did not work properly for most people.
Maintenance generally lasts between 1-2 hours, though we will announce in the Discord if it will take longer. You can join our Discord by going here: Join the AdeptGamer Discord Server!

  • Question
Bug Report Mist Elf Repeat Quest

The new patched repeat quest for farming the Mist Elf Set for the played Class does not work as intended.

After completing the quest once its gone eventho its marked as a repeat quest like Akanais Shadow Essence.

Already told that on Discord but before that info goes down I thought I create a Thread regarding the bug.

Head Piece can be obtained by doing 3 Normal Quest at Pine Cone Hill

All the other Parts farmed from minibosses or at the end of the dungeon

After selecting one of the reward from the quest, it dissapears and is gone not able to track it down via quest book.

Twin Fighter Twin discussion slight rework

Twin Boss damage buff ideas and other stuff
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Hello there Id like to talk after the recent balancing patch about Twin boss damage.

This topic is mainly focused on boss damage ( considering mainly on Elga encounter but you can really feel the damage difference already from Lavalon and further up bosses )

First of all I want to introduce myself. Who I am and why am I writing this? Nobody and I got a lot of time on my hands.

Alright after the introduction.. Just to be safe: this is purely PVE related topic for every PvP salt coming this way.

The problem at hands with Twin class currently is the very low boss damage the class itself has ( the add clearing is decent its not the best but doable ) compared to any other class ingame besides dragoon but since goon is considered kinda like tanky its understandable ( what tank should overdmg DPS classes… yeah im looking at you Riot )


1. Question is why is the damage low.

From what I can see there are a few issues that amount to the general problem.

- First is the animation on other twin skills are long and deal mediocore damage.

- Second yes you can attack and X spam in between but fact is you move very rapidly forward with x spam which leaves you with just a few hits then forcing you to move every second and causing you to lose dps.

- Third the buff At Light Speed going
AtLightSpeed.png
off giving too much Att speed to the point you cant live without it.

- Fourth lacking either consistant damage ( Invoker, Summoner ) or a burst window ( Destroyers : sniping Vulcan, Ninja – Woodrush, Crossblade )

Those problems cause that classes like ninja can spam 2-3 skills with a higher damage scaling then the Twins skill while they are not locked into an endless animation. And you aren’t making up enough dmg with x spam inbetween to close the gap of damage.

Here some wanabe tests and numbers after testing every skill a few times and getting the approximate time of from when it started and when I could move after it ended.


Dragon Kick : 2,9 sec
DragonKick.png

Infinite Turning Kick : 4,5 sec
InfiniteTurningKick.png

Slide Kicking : 3,2 sec
SlideKicking.png

Infinite Kicking 3,2 sec
InfiniteKicking.png

Rising Drop Kick: 2,9 sec
RisingDropKick.png

Stamper : 2,8 sec
Stamper.png



I like to compare Twin in terms of damage to Wizard since they are kinda the same they have a standalone skill doing damage while they can do separately x spam with just 1 attack.

So where is the difference between those ?

Wizard skills got a higher % damage scaling then twin skills. ( If we ignore meteor Strike which gave the class a immense dmg boost the second best would be Backdraft at 300% at just lvl 4 skill, Snow blues at skill lvl 5/5 250%. Whilst twin class having only 1 skill passing the 200% mark which would be rising drop kick ) Ofc to not forget they can put one skill on top of another because they arent locked to the animation while the skill is outside doing its thing. And for the X spam wizards can move forward backward while attacking at once so not losing any damage instead of getting more DPS when moving forward due to an animation bug.



2. Solutions I can offer for the skill problem


One is pretty much just a flat buff to main damaging skills - Dragon Kick, Slide Kicking, Infinite Kicking ,Rising Drop Kick
This one would be plain and be a short term solution I guess which would lead into a sustained damage class


Second one is based around Harmony buff where you would have to have a ramp up time to deal massive damage in a short window.
Basically all I want is that the class is skill based not just another x spammer.


- What I expect is every lvl of harmony stack – from 1 to 5 – gives either a increased duration of the buff or ( depending what can be implemented or whats easier done ) a buff that gives critical rate on the next ability casted ( Which could be taken from the Overlords tree as an implementation just with crit strike – Annihilation ) or a time based buff like ninja have the passive lethal strikes which could be taken for like 4 skills at 5 stacks from the time measurements above written.

If you could do at least 4 skills at 5 stacks with a 100% crit rate it would definitely help the class to be on par with other classes while still maintaining the playstyle of high risk high reward class because you have to ramp up stacks while avoiding instant kills on Elga.

The stacks would be useable only in Fusion mode and we could the Macro bug be implemented actually as a skill in the missing skill slot at lvl 60 on the right side.

How to not make this over the top? ( Yeah haha as if that would make twins OP in Pve)
Crit damage on twin items could be nerfed to a point or set bonuses as well.

Why do I favor this complicated playstyle? Because Twin is unique and should stay that way unless we want another x spam meme.
Although due to the animation locking of certain yellow skills id propose as well a slight ( 1.2x ?) speed up for the skills Infinite Turning kick, Hyper Knee and the Harmony stacks execution skills – Finish move, Finish Impact

Everything would need ofc further testing and balancing like everything that is implemented so take every number written with a certain distance of reality what might come.

3. At Light Speed
AtLightSpeed.png



The most controversial skill on twins probably which makes them PvP and PvE viable after acquiring it. The problem is when it goes off you are devolved from a Tiger into a Sissy. The problem with the buff is the difference of having it and not having it is too much of a day and night story.

I would probably nerf the MS boost down to 130% and AS boost either halve it or ( depending on which of the ones above mentioned would be implemented remove it completely to balance it out a little more ) And make the buff last longer and have no cooldown between having it up or down or make it completely a passive buff.

Other classes that are focused on MS buffs have a lot of MS too but it’s a hoarding of actives and passives like ninja stormstepping, passive on 60 skill tree and ninja frenzy.
So one buff shouldn’t overshine them so brutally as it does now.


4. Skill points


Last thing I propose is a nerf to skill points requirement for the main damaging skills.
Since there are a lot of skills to take and unless you wana farm a century to get enough skill points for at least a few more then the standard ones.


Im pointing at skills like :
Bunker Buster ( Mandatory 3/5 for Infinite Turning kick )
BunkerBuster.png

Spirit Spear ( Mandatory for Slide Kicking )
SpiritSpear.png

Slide kicking
SlideKicking.png

Rolling Grabble
RollingGrable.png

Stamper
Stamper.png

Spin Blade ( Mandatory 3/5 for Infinite Kicking )
SpinBlade.png

Infinite Kicking
InfiniteKicking.png

Rising Drop Kick
RisingDropKick.png


To finish this all I hope I could encourage some more work for a more fun gameplay to a very unique class ( Really try to search something with a playstyle like twins in DS u wont find anything ).


And to encourage new people who would like to test Twins because it looks cool to play it you are free to mail / pm me ingame if you need some help on builds and what tos and what nots on the class on my IGN : Lunatik
If at some point there will be enough people to play the class ill gladly copy paste my Twin Guide from NA Warpportal Twin forum.

Every criticism is welcome as long as it is constructive. Ofc I will favor my class because its mine you are free to analyze your classes and make topics like that what you think of them :)

EDIT : After farming Elga a few more times there is maybe another thing I want to maybe point out for a cooler gameplay before balance happens so it might get implemented. Basically this is focused on doing more damage on static targets like Elga is in almost every phase ( If you have a dragoon in P1 ofc. )
The main problem is every other class can stay in 1 place and do their thing. Twins move with every skill which ends up in some skills not hitting and that is damage loss. Especially when you are within the shield and damaging it you can only use other twin skills because main twin would move if a skill would be used which would end up throwing you out of the shield almost halving your damage output.

Skill : The Ring from Hell
TheRingFromHell.png

The current skill decreases the Attack speed and movement speed of the enemy target basically useless.
To make it more appealing for PvE as well it could be a % dmg increase buff when standing in the Area . Due to the higher range of the skill at a 5/5 level this would be a perfect addition for burst windows for static targets. Or if its wanted / needed could be a group buff to make the team benefit of it.
Why even more damage buffs? Well its not even more damage buffs since balancing hasnt happend yet ( Currently I deal 1/2 of the dmg of a Invoker with less cdmg and crate on Elga ). I am trying to give ideas that would not be a flat out buff on abilities which could lead to very strong clearing speeds on twin.

Guide how to make the EXP block card work

Before telling you how to make the card work, you need to know what kind of EXP the card is really blocking.

The card is only blocking monster kill from world map.

The exp block card will not block exp from quest/mission zone/dungeon.

there is 2 step to make it work. Of course you will need a card from the Port of the wind potion shop.

Step 1 : log on the character '' make sure you have a card of course XD''
Step 2 : it might sound stupid but you need to go back to the character log menu '' so press ESC and click on '' change Character and select the same character.
Step 3 activate the card.

PS: if you enter a dungeon or a mission zone the effect of the card will go off so you will need to go back to step 2 to make it work again on world map.
------------------------------------------------------------------------------------------------------------------------------------------------------

Why would i use the card?

Well if you are doing hunter or guild quest > many of those quest is killing monster in the world map. some player cap a character to a specific level to farm specific zone.

so this is one way to reduce the exp gain by a lot until a change is made on the card to ''store'/block' all kind of exp gain. but until it is fix this is the only way to make the card work.

Thank you and have a good day.

Thank you, Adept

thank you adept for giving us the opportunity to continue with this wonderful game - i am one of many who change(d) here now from eu-server.

also you made my only dream come true that was left in dp - to tame obsidian thunder :)
every single time i ran dht i continued telling my companions how i would love to tame this dragon - i almost couldn´t believe it when i read its possible here.

thank you also heroine for posting the youtube-video on it, can´t wait to do it on my own :)

Announcement Patch Note [Patch Notes] 1.0.1 True Scaling Patch

You need to download the new client to play: Announcement - New Client Available

Hello AdeptGamers!

The big patch is finally here, and it is not the last one in that caliber that will come.
In the next few weeks and months a lot of the balancing fundamentals will be changed, yes, that includes the buggy sets and stats. This will open up new paths that should have already existed in the game instead of the same stale one we have known for years. This patch alone will give new strengths to classes which desperately needed it. However, this is still only the first step towards the big changes that will come.
During the past weeks we have invested time into our security, which requires you to download a new client.
With this, we can finally put the game version to 1.0.0 like we intended from the start.

As mentioned on the announcement of this patch, there will be minor changes that come along with big ones (where the big ones will take multiple weeks most likely to go through testing). This patch already includes some QoL stuff.

We will start with the general and QoL changes first since the skill changes would else overshadow them immensely. Almost all offensive skills have been updated or required a fix.

General

  • All skills with offensive scaling now scale off your total physical or magical damage and not only your weapon (which still wasn't working as it was saying, it was weird thing that needed to be fixed). All the major skill changes are listed below. This change makes almost all skills stronger.
  • Increased amount of souls gained more by disassembling higher level equipment.
  • Added a quest that unlocks with Ryvius bounty. This quest makes you hunt Ryvius 3 times. You're rewarded with a Mist Elf part of your choice (except the helmet because it already has a quest
  • CD of Double Shot and Diffusion Cannon has been decreased to 6 seconds
  • All summoner Boss weapons bonuses from their normal counterparts have been reduced to 30% from 90%
If you ever asked yourself how summoners could reach such insane attack values here is your answer. After investigating items and weapons around their class I found out that Boss weapons are simply normal weapons increased by 90% in their damage stats, which obviously results in way too high damage if you compare to other classes and weapons. This is especially amplified by their base scalings on their basic attacks, which always sits at around 120% instead of 100%. Strangely enough, it is very hard to find where these numbers are based off and it yet remains a mystery to me. Despite that, Summoners are still a very viable class, just not as overpowered. They also retail some more strength in their abilities now along side other QoL changes to some of their skills in terms of cast time. Feel free to combine normal attacks and skills.

Battlesquare
  • Battlesquare rewards have been changed:
    • Individual Gold reward: Raised to 10 - 350g from points 1000 to 6000
    • Team Dust reward increased to up to 400 w/a dust at 60k points for wins
Skills
To clarify, initially after the changes the way numbers worked in general made some skills (especially the first class ones) extremely weak (skills that would have only 30% scaling off total damage). Those were mostly raised by 100% to accurate match how they should have been and aren't mentioned here. Though, worth to mention is that all basic attacks are around 100%, with down attacks etc. being at around 120%.
Else, many skills would also be around scalings that would be too high in comparison to their old versions. So a lot of adjustments have been made. Over all, all skills are scaling better now and deal more damage.
All changes listed are about Lv. 1 - 5. Levels 6 - 10 are not included in the notes.
Dragoon Tree
Knight

62.png

Aerial Smackdown
  • Physical Damage Scaling: 50 - 70% to 120 - 140%
8.png

Shoulder Tackle
  • Physical Damage Scaling: 85 - 105% to 125 - 145%
65.png

Spear Jab
  • Physical Damage Scaling: 50 - 90% to 110 - 150%
315.png

Spin it Bear
  • Physical Damage Scaling: 50 - 130% to 120 - 170%
61.png

Aerial Blow
  • Physical Damage Scaling: 80% to 100%
Paladin

14.png
15.png

Armor/Joint Break
  • Physical Damage Scaling: 250 - 450% to 170 - 230%
71.png
228.png

Weapon Suspension and Weapon Crasher
  • Physical Damage Scaling: 275 - 475% to 180 - 240%
127.png

Cross Cut
  • Physical Damage Scaling: 350 - 510% to 300 - 400%
333.png

Shield Strike
  • Physical Damage Scaling: 35 - 45% to 135 - 45%
Dragoon

257.png

Rolling Ground
  • Physical Damage Scaling: 55 - 135% to 130 - 190%
259.png

Ascension Dragon
  • Physical Damage Scaling: 130 - 170% to 120 - 160%
260.png

Dragon Dive
  • Physical Damage Scaling: 200 - 280% to 180 - 260%

Overlord Tree
Gladiator

461.png

I'm Gone Bear
  • Physical Damage Scaling: 50 - 80% to 25 - 60%
462.png

Incoming Bear
  • Physical Damage Scaling: 41.7 - 75% to 70 - 87%

Myrmidon

80.png

Whirlwind
  • Physical Damage Scaling: 75 - 95% to 180 - 250%
230.png

Wyvern Blade
  • Physical Damage Scaling: 90 - 130% to 110 - 150%

Overlord

269.png

Demolition Charge
  • Physical Damage Scaling: 900 - 1100% to 600 - 800%

Invoker Tree
Monk

319.png

Rain of Fire
  • Magical Damage Scaling: 180 - 260% to 130 - 210%

Priest

81.png

Double Shot
  • Magical Damage Scaling: 12% to 112%
145.png

Chain Lightning
  • Magical Damage Scaling: 50 - 70% to 120 - 170%
320.png

Spark Rock
  • Magical Damage Scaling: 47.5 - 67.5% to 150 - 170%

Invoker

278.png

Wraith of Heaven
  • Magical Damage Scaling: 600 - 1400% to 400 - 1000%

Sorcerer Tree
Wizard

91.png

Fire Emblem
  • Magical Damage Scaling: 50 - 70% to 110 - 130%
70.png

Tornado
  • Magical Damage Scaling: 65 - 105% to 105 - 145%
93.png

Magic Missile
  • Magical Damage Scaling: 20 - 32% to 150 - 162%
92.png

Blizzard
  • Magical Damage Scaling: 20 - 40% to 130 - 190%

Warlock

157.png

Meteor Strike
  • Magical Damage Scaling: 650 - 750% to 300 - 550%

Sentinel Tree
Archer

39.png

Multishot
  • Physical Damage Scaling: 15 - 43% to 115 - 140%

Hunter

41.png

Bleed
  • Physical Damage Scaling: 70 - 230% to 70 - 180%
96.png

Sharpshooting
  • Physical Damage Scaling: 250 - 450% to 150 - 250%
44.png

Rocket Launcher
  • Physical Damage Scaling: 270 - 470% to 150 - 300%
98.png

Wolf Rush
  • Physical Damage Scaling: 120 - 148% to 150 - 180%

Pathfinder

161.png
162.png

Freezing/Silence Trap
  • Physical Damage Scaling: 370 - 625% to 190 - 250%
97.png

Falcon Frenzy
  • Physical Damage Scaling: 200 - 246.7% to 180 - 226.7%
239.png

Blitz
  • Physical Damage Scaling: 233 - 280% to 210 - 260%
337.png

Tesla Coil
  • Physical Damage Scaling: 40 - 135% to 140 - 235%
238.png

Falcon Mastery (Passive)
  • Physical Damage Scaling: 45 - 105% to 40 - 80%

Sentinel

295.png

Ice Shower
  • Physical Damage Scaling: 35 - 80% to 195 - 240%
296.png

Wind Blade
  • Physical Damage Scaling: 220 - 280%

Destroyer Tree
Marksman

40.png

Random Shot
  • Physical Damage Scaling: 8 - 21% to 100 - 120%
317.png

Two Action Shot
  • Physical Damage Scaling: 10 - 14% to 110 - 130%
172.png

Gatling Gun
  • Physical Damage Scaling: 25 - 35% to 120 - 180%
165.png

H.E Grenade
  • Physical Damage Scaling: 60 - 100% to 70 - 120%
216.png

Composite 4 (Passive)
  • Physical Damage Scaling: 10 - 22% to 10 - 30%
217.png

Accelerator Tuning (Passive)
  • Physical Damage Scaling: 5 - 13% to 5 - 30%

Specialist

243.png

Vulcan 300
  • Physical Damage Scaling: 400 - 600% to 200 - 500%
329.png

Sniping
  • Physical Damage Scaling: 500 - 600% to 400% at all levels

Destroyer

299.png

Self Bomber
  • Physical Damage Scaling: 500 - 900% to 300 - 600%
301.png

Nuclear
  • Physical Damage Scaling: 550 - 980% to 350 - 650%
300.png

Particle Cannon
  • Physical Damage Scaling: 100 - 200% to 250 - 350%

Savage Tree
Bandit

123.png

Rolling Stinger
  • Physical Damage Scaling: 50 - 110% to 150 - 200%
110.png

Final Decision
  • Physical Damage Scaling: 40 - 100% to 90 - 160%

Savage

306.png

Marionette
  • Physical Damage Scaling: 55 - 95% to 250 - 350%
305.png

Hell Shouting
  • Physical Damage Scaling: 100 - 200% to 200 - 300%
Shadow Tree
Infiltrator

54.png

Ambush
  • Physical Damage Scaling: 70 - 110% to 130 - 170%
55.png

Violent Blow
  • Physical Damage Scaling: 35 - 55% to 110 - 150%
120.png

Gimlet
  • Physical Damage Scaling: 50 - 110% to 100 - 120%
119.png

Throwing Dagger
  • Physical Damage Scaling: 40 - 80% to 70 - 110%
225.png

Dagger Mastery
  • Physical Damage Scaling: 5 - 13% to 10 - 20%

Assassin

186.png

Perfect Strike
  • Physical Damage Scaling: 400 - 600% to 200 - 400%
58.png

Devilstorm Dart
  • Physical Damage Scaling: 200 - 400% to 150 - 250%
249.png

Blade Forging (Passive)
  • Physical Damage Scaling: 8 - 20% to 10 - 30%
200.png

Cherry Blossom Shower
  • Physical Damage Scaling: 60 - 120% to 140 - 180%
201.png

Leaf Fall:
  • Physical Damage Scaling: 45 - 105% to 145 - 205%
202.png

Mist Vanish
  • Physical Damage Scaling: 78 - 160% to 120 - 240%
203.png

Sky Penetration
  • Physical Damage Scaling: 52 - 110% to 210 - 270%

Summoners
Shaman

344.png

Spell Trap
  • Reduced cast time by 0.5 seconds
351.png

Spike Wave
  • Magical Damage Scaling: 35 - 55% to 120 - 150%
  • Reduced Flat Damage
  • Reduced Cast time by 1 second
Summoner

363.png

Inferno
  • Magical Damage Scaling: 180 - 220% to 130 - 170%
365.png

Volcano
  • Reduced cast time by 0.3 seconds
368.png

Meteor Rain
  • Magical Damage Scaling: 60 - 120% to 120 - 160%
  • Reduced cast time by 0.56 seconds
369.png

Earthquake
  • Magical Damage Scaling: 50 - 110% to 100 - 160%
  • Reduced cast time by 0.3 seconds
Remember that cast times are also reduced by Energy Circulation (Lv. 36 passive)
Twins
Twin

405.png

Infinite Turning Kick
  • Physical Damage Scaling: 60 - 80% to 120 - 160%
406.png

Hyper Knee Kick
  • Physical Damage Scaling: 85 - 105% to 110 - 130%
407.png

Dragon Uppercut
  • Physical Damage Scaling: 85 - 136% to 100 - 140%
431.png
433.png

Rolling Grable and Smash kick
  • Reduced Flat damage

Mirage

414.png

Rising Drop Kick
  • Physical Damage Scaling: 350 - 410% to 150 - 230%

Jumeaux

423.png

Infinite Scuffle
  • Physical Damage Scaling: 100 - 200% to 120 - 220%
451.png

Consecutive Hits
  • Physical Damage Scaling: 420 - 580% to 220 - 380%

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