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Announcement Patch Note [Patch Notes] Patch 0.2.54 Notes

Hello AdeptGamers,

Here are the current patch notes!

  • Disabled Valetines/Cookie factory event
  • Reduced Smart Shot Projectiles at Lv. 5 from 3 -> 2
  • Increased Diamond Dragon Bone and Gem of Truth Piece drop rate
  • Changed some of the Boss Weapon Set effects:
    • Magma Lord Sword: 10 aim -> 10% attack speed
    • Magichenge Sword: 10 aim -> 10% attack speed
    • Undead Bone Blade: 10 aim -> 20% critical damage
    • Undead Bone Two Handed Sword: 10 aim -> 300 aim
    • Undead Bone Gauntlet: 10 aim -> 30% critical rate
    • Zauharant Sword: 3% aim -> 30% critical damage
    • Zauharant Bow: 3% aim -> 10% attack speed
    • Black Dragon Lord Sword: 3% aim -> 30% critical damage
    • Black Dragon Lord Bow: 3% aim -> 30% critical damage
    • Black Dragon Lord Gauntlet: 20 aim -> 30% critical damage
  • Items Lv. 60+ can now be enchanted up to +25.
New Enchant Rates +21-25:
+21: 5.16%
+22: 5.15%
+23: 5.14%
+24: 2.5%
+25: 100%

Developer Update Current State of Development

As it has been slightly two months since we launched the DS server, and patches have slowed down quite a bit due to real life matters for staff, but also due to where we are currently in development.

PvP Skill System

The main reason for the slow-down in patches is that we’re currently testing the new proposed skill system, where PvE and PvP skills are separated from each other. Due to the implementation we’ve had to create a custom logging tool to test when and where each skill is used to verify it’s switched to the appropriate skill, re-do the backend for packets used in-game, and also begin organizing and creating all of the PvP-specific skills that will likely all need to be tested over time. As this is a fairly big and complicated update that will effect balance it will obviously be slow and take a lot of the staffs time; this is just the nature of working with source code, as it is not the same as just changing a few lines in XML, Lua or in the Database.

Class / Set Balancing

This is the second reason why things have slowed down; there have been a lot of concerns and complaints about the current set stats and also about class balancing, so I have asked Fiso to step back and begin looking at balance as a whole, rather than as an individual task. As such he has written a 2155-word document (as of now) that details the changes that he is hoping to make. The way that this is being done is that Fiso has taken some of what has been suggested from staff and players, as well as things that he thinks needs to be done and has written them down in the document; staff will then give feedback and towards the end there will be a meeting to decide on if any final changes are needed before we go forward with it. This is a bit slower than just making the changes, but it does help to ensure a better sense of balance and more than a single opinion regarding character balance.

Bounty System

We are trying to re-think how the bounty system currently is, as it is currently tedious for players to do every day. We have some thoughts in how to change it, and how to add more variety but some of those are longer-term functional updates as it will require adding new content systems to the game (which are being planned). The current system was made in such a way as to allow players to earn Cash items without having to spend money, however we will be adding a new feature to provide daily login rewards in the future.

VIP System

This is basically copying what is currently active in Dragon’s Prophet, which is a system that provides a daily login to your account, experience earned daily by logging in or buying Cash (this will also include the Credit System before people go on a rampage), and buffs or features. This is taking a while as we focused more on the bug fixing and developing the new skill system. When it is finished, players will earn experience that will allow them to level up to different tiers of VIP, and which will give different login rewards per tier level; all players will start at either tier 0 or 1 (depending on how we do it). Each tier will also have associated buffs like experience, drop and possibly others, and other perks as we figure out what we want to add.

Content & Progression Changes

We are also looking at doing some major changes to progression, primarily in the loot table structure. It currently uses a multi-weighted RNG system, where you roll multiple times to get specific drops which makes it very difficult to balance for (looking at you Pink Gem/Paris Wings). While some people say to “Just increase drop rate”, it isn’t quite that simple because it is not just a single drop rate. As such we are going to go through and break down how the full drop system works and see how we can organize and simplify things so that it is not as painful as it has been. For those of you who dislike or hate Fiso, you can count this as torture as you’re looking at large math equations and it starts to get very technical.

We have also started having Chro, the new mapper who joined the team lately (You may also know him as the ex girlfriend who dumped Amaze/Xauber) has started working on some concepts for our new content. He has also started working on some of the maps for our Boss Rush system that we will be working on in the future, and we will be giving him more slave labor to do as we come up with it, so feel free to make suggestions.

Cosmetics

Because of a lot of the current tasks are mainly content, balancing or require source development we will be having Paris focus on adding more cosmetics. We are also looking at finishing up the changes to the mileage system so that it is used as an earnable currency in-game so that players can purchase cosmetics with it. We have also been working on a costume wardrobe feature so that players can store their cosmetics to free up inventory and storage space.

Paris will also be working on expanding the cosmetic system for dyeable costumes, eye colors and eventually facial hair/facial ornaments.

There is a lot more that is being considered, planned or currently are in development, but these were the tasks that are closest to completion, or are most important for the players to know about.

EDIT: No, Amaze/Xauber is not staff on our network. We have strict standards and do not deal with people who scam their players. The joke is that Chro left Divine and Amaze/Xauber claimed that his girlfriend left him, which is why he finally did some 'work' (also known as stealing everyone elses work).

Oracle 1H Istalon PvE/PvP (Holy Trinity+)

Dps, tanking, and heals, oh my!......BUT WAIT, THERE'S MORE!
That's right, folks! Right now for the low low price(plus grinding and leveling) of one class, you can be the next best thing since FlexTape!
Not only is an Oracle a perfect Bandaid for all problems in game, it is also the solution for sucking in real life.
The Oracle easily fills all 3 main roles it covers many sub-roles as well! Effective at all ranges in combat, this class also provides many CC effects, buffs, and debuffs. Somebody post some Oracle Doge memes. wow
This class has some serious balls and this build showcases many great attributes of the Oracle that even beginners can learn with.


ATTRIBUTES:
Full INT, why not


BASIC MASTERIES:
Talisman Mastery 10/10 (DAMAGE)
Flash Shadow 1/10 (pass through enemies while dealing damage and a combo)
Strong Physique 9/10 (you can replace this with anything really, I just prefer it)
Enhanced Intelligence 10/10 (more INT)
Over Limit 5/10 (CC immunity)
Frozen Time 5/10 (Time stopping balls)(long range)


WEAPON MASTERIES:
Flying Blade 10/10 (3 stunning balls penetrating in a mid ranged forward cone)
Impact core 10/10 (Large long ranged ball explodes on miss)
Soul Blast 5/10 (AoE repel)
Spinning Blade 10/10 (2 short ranged bleeding balls)
Soul Assault 5/10 (dodge backwards shooting a ball) combos with soul blast and spinning blade
Shocking Resolution 10/10 (call 4 bolts of lightning down in a forward mid ranged line)
Cure 10/10 (This is amazing. mid ranged targeted cure. lasts 12 seconds and ticks for massive heals every 2 seconds with nearly no CD!)


DRAGON GOD MASTERIES:
Amethyst Illusion 10/10 (AoE +30% magic damage buff with a 30 sec CD and lasts 60 sec....)
Amethyst storm(left) 10/10 (Long ranged targeted, AoE light storm that debuffs the mag/Phy damage of all it hits with its massive damage)
Amethyst protection 5/10 (recovers SP and deals extra damage when you whack something) tiny balls


Really, do what feels best with the attributes. This build can be used anywhere you take your Oracle. It really does most
everything you want in a party. If you want to abuse amethyst illusion, the adrenaline surge soul skill, and blessing of oziak soul skill,
I would suggest just the int set. Other things work of course but you can get crazy high magic damage and...roughly 60% crit chance with
little effort really.

Thanks for your time and please leave comments after you give it a try!

Guardian 1-H Piersar PvE/PvP (CounterClysm)

Well it sure has been a while....again....*cough*.... Anyways, I was looking at my polls and it seems a lot of people like 1-H Piersar and I do too, so we shall dive in and explore this high paced build that any party would love to have!

ATTRIBUTE POINTS:
Ferocity: 200
(crits do a ton of work in this build)
Focus/Constitution: 121 (focus might be generally better but con gives you natural damage)

BASIC MASTERIES:
1-H Weapon Mastery 10/10
(20% more damage? ok)
Strong body 10/10 (Con is good for you)
Life Blessing 10/10 (Hp is also good for you but feel free to take other things)
Invincibility 10/10 ( stun breaker and 5 sec anti cc with AoE knock back)


WEAPON MASTERIES:
Shield block 5/10
(got a shield so why not? It's really good too)
counterattack 5/10 (required for a god mastery)
Backhand slash 10/10 (restores tons of AP and is a free skill. good vs prarie fire)
Reckless Rush 5/10 (required for god skill, fun combo piece, stuns)
Shield Bash 5/10 (activates the next skill)
Vulnerability attack 10/10 (activates everything, most critical skill and it is passive)
Spiral Slash 10/10 (lots of hits and tons of damage from this combo)
Swirling Shield 5/10 (activates vulnerability attack)
Spiral Slash-combo 5/10 (more slashing, more crits)

DRAGON GOD MASTERIES:
Counter Storm(right) 10/10
(A true dream, staggers bosses, tons of damage, heals, this is everything)
Sword of fortitude(left) 10/10 (recovers DS, quick and can be used during counter storms)
Light of fortitude(right) 1/10 (helps you and the party resist cc for 12 seconds and stuff)
Shield of fortitude(left) 1/10 (3 second knock down AoE, also helps the party a bit)
warning step(left) 3/10 (this here is your "oh shit" button)

This build is a high paced one that lets you help allies and yourself, works great pretty much anywhere.
Make sure you practice with it before you go to war.
Gear yourself towards crit chance, CON, and natural damage.

Thanks for reading and have an amazing day!

  • Suggestion
Suggestion Implemented Captured (wild) dragons vs Egg (tame) dragons.

Dear community

I know this has been on the list for much much longer but in my personal opinion there has to be an added value to capturing dragons out there in the wilds to caring for a dragon egg all day while afk.
Hence I also added a poll to see if the system is fine as it is. Better improve the capped dragons, change how egg dragons are better or just leave everything as a status quo. Reason why I start so early with this poll is to get a hopefully good amount of votes to see which direction this community likes to go.

Sincerely Lalolalo9

Is this privat Server supposed to be worse than the original ?

I really like the normal exp rate and all that but its kinda ridiculous that there is like no useful free things in the cash shop (except some useless hairstyles) and that you are really getting nothing. Its kinda hard to play the dungeons alone so at least some suprise boxes you can open for example every 5 levels would be cool (most privat servers do that and without putting op stuff in there). This dont feel like a privat server more like the old bad and grindy dragonica. Or did i miss something ?

  • Question
Bug Report MATK loss while changing maps in dungeons?

Hello I'd like to bring to attention the following bug:

The first image here shows my MATK with buffs from my party members and my own skills (Summoner, Savage, Invoker)
Dragonica20022820141701.jpg
As you can see I have 11785 MATK and 142% AS. These buffs also persisted while being in drakos floors 47-50.

Upon entering Paris boss fight my MATK and AS fell without no reason to these values even though the buffs my party members and I used were still active.
Dragonica20022820101900.jpg
The MATK value fell to 7915 and the AS value fell to 115%.

What is weird is that even when i have 0 buffs my MATK value is 9300 minimum. So I am really confused how it reached 7915.
Thanks for reading!

Announcement [Patch Notes] HotFix 0.2.52 Notes

View attachment 1615
A hotfix has been deployed.
Please report any bugs or issues on the forums so they can be dealt with as soon as possible.

Here are the notes for this hotfix:
  • Buffed F6 + F7
    • F6 scales with party (Bonus for full party)
    Before:
    upload_2020-2-23_14-58-24.png

    After:
    upload_2020-2-23_14-58-43.png

    • F7 has a bonus with full party
    Before:
    upload_2020-2-23_14-59-5.png

    After:
    upload_2020-2-23_15-1-27.png

  • Cookie Factory Misc + Coins now stack to 999
  • Crafted Chocolate + Chocolate Pie have had their names swapped to match their icons.
  • Divorce Penalty (3Days) is removed
  • Candy Gunstaff Pink And Blue are fixed
  • Candy Gauntlet Pink And Blue are fixed
  • Chaser Achievement has had its stats changed to
    • Movement Speed + 10%
    • ATK Speed + 10%
  • Chaser Achievement is now achieved by using couple warps
  • Candy Claw missing textures are fixed
  • Drakan Cupid Missing Textures are fixed
  • Pororing Backpacks and Valentines Day Backpack are fixed
  • Candy Weapons Missing Description added
  • Candy Spear (Blue) fixed
  • Twin Candy Kickball is now for Twin Fighter instead of Mirage (Base Class)
  • Summoner Candy Talisman is now for Shaman instead of Summoner (Base Class)

Announcement Patch Note [Patch Notes] Patch 0.2.51 Notes

View attachment 1615
Apologies for the delay.

This Update May Contain Bugs.

Here are the current patch notes for Cookie Factory Part 2:
The Valentines Event has been extended to the 9th Of March.
Please report any bugs or issues on the forums so they can be dealt with as soon as possible.

  • Added item exchanges to Yamaki:
    • Candy Themed Weapons/Shield (Pink/Blue)
    • Cupid Set (White/Pink/Blue)
    • Passionate Rose (Red/Pink/Blue)
    • Patch Of Love (Red/Pink/Blue)
    • Heart Glasses (Red/Pink/Blue)
    • Pororing Balloon (Pink/Blue)
    • Pororing Backpack (Pink/Blue)
    • Valentines Backpack
    • Lolipop Gloves
    • Chocolate Gloves
    • Heart Balloon
    • Cloud Heart Balloon
    • Bouquet Balloon
    • Chocolate Heart Balloon
    • Sweet themed hats
    • Valentine Pet Egg
    • Valentine Feilon Pet Egg
    • Couple Hot Air Balloon Chair
    • Couple Warp
    • Love Card
    • Jack's Bean
    • Waltz Emote
    • Valentine Emotes
    • Pet Randomizer
  • Valentines Medal now has Legend Of Combo Stats
  • Added Costume Bracelet to Cosmetics Shop [For 0 CC] can be used to hide shields.
  • Added missing pickup / mount skills to all evolving type pets.
  • Feilon Valentine has 12 available dye options
  • Couple Hot Air Balloon Chair Is Unlimited
Candy Weapons:
1.png
2.png
3.png
4.png

5.png

Feilon Valentine Dyes:
feilon.png

Pink Cupid Set / Weapon / Eye Patch
ss1.png

Blue Cupid Set / Weapon / Eye Patch
ss2.png

Emotes:
epreviewvalentine.png

  • Suggestion
Suggestion Gear Rework / Discussion

As I've heard the sets will be reworked again, I'd like to present my idea (that I had a long time ago) to everyone and get your opinion.
Keep in mind, that this is not perfect of course. Problems and possible "solutions" are listed below as well as my opinion of the current system.

PLEASE READ EVERYTHING before commenting.

I think it would be a good idea to mainly "equalize" all stats for all classes and also differentiate between different types of sets.

What I mean is:
- normal sets (from mission): "progress" - set that helps you progress throughout the game
- chaos sets (from chaos mission): "glass cannon" - very high damage but nothing else
- dungeon sets (such as wind elf, bone, secma, elga): "all-rounder" - well, the name says it all
- glorious sets (trade-able from NPC for CP): "end game" - mix of glass cannon and all-rounder

progress: Should have some health to keep you alive, a bit of crit rate and damage, basically the sets you should use during to level up (progress)
glass cannon: High risk high reward, no health but high damage
allrounder: Survivability but also got damage (keep bonus stats on every part in mind)
end game: A bit more damage than glass cannon but not as squishy, it's the hardest to farm after all (see below)

Reason for these changes:
Right now there are mainly only 3 play styles: damage, tank/support and inbetween (or retarded if you count Drunkpex)
*evade rate is almost useless in this patch
**there are other possibilities for some classes but they are more fun orientated so I'm gonna ignore it (like MS stacking)

- damage: not much to say here
- tank/support: only available (useful) for mages, summoner(PvP) and paladin
- in-between: Try to deal damage but don't get 1hit x)

--> Most classes are simply stuck to damage yet their damage output differ very much.
Means everyone needs agility for crit rate, some health for survivability and crit damage to deal damage
==> Equalize the stats between classes and adjust the value to the class' characteristics

Here's an example:
sets.PNG

*Keep in mind that the special sets still have their bonus options on every part so their actual stats are higher (mostly health, MS & AS, agility for thieves)

The reason the invoker stats are less than overlord is because invoker can utilize them more efficient because of the complicated play style (irony off)

Glorious sets should not be farmed through PvP but a with special items you get from dungeons and thus be harder to farm than the "normal" dungeon set.

The chart above is just an example. There may be multiple effects on "x part" options as it is right now.
The current Sorcerer sets also have the nice option of cooldown reduction so there may be even more "hidden" stats that may be useful. But testing is needed beforehand (% def on paladin sets is based on base def - useless)

################################################################################

Problems with that:
1. It may be hard to decide as to which stat the "class specific" stat is. Sentinel could have attack speed or movement speed
2. What if someone wants another stat instead for w/e reason?
3. To make things actually equal, A LOT of testing needs to be done to get the numbers right. The weapon damage and buffs affect this heavily as well

Ideas to these problems:
1/2. Having multiple versions of the same set with different stats so the player can decide as to what he prefers the most (will be a lot of work tho x))
EDIT so even blockheads can understand: Like a damage set and tank set
3. Kick Space's a$$ - JK, I'd also help

#################################################################################

Now I'd like to address the current sets / set system.

Right now, basically everyone is forced to use the dungeon sets. Normal and chaos sets are basically useless (some are "okay-ish" but still not worth compared to dungeon sets). The dungeons sets also have some "questionable" options. Next is the strange fact that (dungeon) sets option start with 4 parts, making it impossible to effectively mix them with other stuff.

The reason for the "strange" options (and main reason that normal & chaos suck) is that Fiso already planned them with the stat rework in mind.
Stat rework = make INT, STR, HP Reg etc. actually useful. However, the sets are useless until this is actually done.
As for mixing sets - I was told that it SHOULD not be possible but no reason as to why. This simply restricts the freedom of gear-choice of players (which is bullsh*t).


I'm also not a fan of the current "paladin has no choice but to be a tank" design.
Dragon Saga is a unique game (by design and amount of bugs) and you can't really give the classes a specific role like in other games (e.g. TERA). EVERY class needs damage to progress, to farm.

Right now, a paladins only job is to be a meat shield for Elga or to be a living time-reverse buff.
I'm not saying you can't enjoy the class but farming with it is simply like sticking your dingdong into a toaster and expect to get a good result.
The idea with multiple versions of sets could "fix" this as well.

(I'm pretty sure there are some typos in this wall of text, ignore them)

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