- Staff
-
- #1
Fisolino
Staff member
Developer
Game Master
- May 19, 2018
- 152
- 133
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
Battlesquare
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.
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
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
Aerial Smackdown
- Physical Damage Scaling: 50 - 70% to 120 - 140%
Shoulder Tackle
- Physical Damage Scaling: 85 - 105% to 125 - 145%
Spear Jab
- Physical Damage Scaling: 50 - 90% to 110 - 150%
Spin it Bear
- Physical Damage Scaling: 50 - 130% to 120 - 170%
Aerial Blow
Paladin
- Physical Damage Scaling: 80% to 100%
Armor/Joint Break
- Physical Damage Scaling: 250 - 450% to 170 - 230%
Weapon Suspension and Weapon Crasher
- Physical Damage Scaling: 275 - 475% to 180 - 240%
Cross Cut
- Physical Damage Scaling: 350 - 510% to 300 - 400%
Shield Strike
Dragoon
- Physical Damage Scaling: 35 - 45% to 135 - 45%
Rolling Ground
- Physical Damage Scaling: 55 - 135% to 130 - 190%
Ascension Dragon
- Physical Damage Scaling: 130 - 170% to 120 - 160%
Dragon Dive
- Physical Damage Scaling: 200 - 280% to 180 - 260%
Overlord Tree
Gladiator
I'm Gone Bear
- Physical Damage Scaling: 50 - 80% to 25 - 60%
Incoming Bear
- Physical Damage Scaling: 41.7 - 75% to 70 - 87%
Myrmidon
Whirlwind
- Physical Damage Scaling: 75 - 95% to 180 - 250%
Wyvern Blade
- Physical Damage Scaling: 90 - 130% to 110 - 150%
Overlord
Demolition Charge
- Physical Damage Scaling: 900 - 1100% to 600 - 800%
Invoker Tree
Monk
Rain of Fire
- Magical Damage Scaling: 180 - 260% to 130 - 210%
Priest
Double Shot
- Magical Damage Scaling: 12% to 112%
Chain Lightning
- Magical Damage Scaling: 50 - 70% to 120 - 170%
Spark Rock
- Magical Damage Scaling: 47.5 - 67.5% to 150 - 170%
Invoker
Wraith of Heaven
- Magical Damage Scaling: 600 - 1400% to 400 - 1000%
Sorcerer Tree
Wizard
Fire Emblem
- Magical Damage Scaling: 50 - 70% to 110 - 130%
Tornado
- Magical Damage Scaling: 65 - 105% to 105 - 145%
Magic Missile
- Magical Damage Scaling: 20 - 32% to 150 - 162%
Blizzard
- Magical Damage Scaling: 20 - 40% to 130 - 190%
Warlock
Meteor Strike
- Magical Damage Scaling: 650 - 750% to 300 - 550%
Sentinel Tree
Archer
Multishot
- Physical Damage Scaling: 15 - 43% to 115 - 140%
Hunter
Bleed
- Physical Damage Scaling: 70 - 230% to 70 - 180%
Sharpshooting
- Physical Damage Scaling: 250 - 450% to 150 - 250%
Rocket Launcher
- Physical Damage Scaling: 270 - 470% to 150 - 300%
Wolf Rush
- Physical Damage Scaling: 120 - 148% to 150 - 180%
Pathfinder
Freezing/Silence Trap
- Physical Damage Scaling: 370 - 625% to 190 - 250%
Falcon Frenzy
- Physical Damage Scaling: 200 - 246.7% to 180 - 226.7%
Blitz
- Physical Damage Scaling: 233 - 280% to 210 - 260%
Tesla Coil
- Physical Damage Scaling: 40 - 135% to 140 - 235%
Falcon Mastery (Passive)
- Physical Damage Scaling: 45 - 105% to 40 - 80%
Sentinel
Ice Shower
- Physical Damage Scaling: 35 - 80% to 195 - 240%
Wind Blade
- Physical Damage Scaling: 220 - 280%
Destroyer Tree
Marksman
Random Shot
- Physical Damage Scaling: 8 - 21% to 100 - 120%
Two Action Shot
- Physical Damage Scaling: 10 - 14% to 110 - 130%
Gatling Gun
- Physical Damage Scaling: 25 - 35% to 120 - 180%
H.E Grenade
- Physical Damage Scaling: 60 - 100% to 70 - 120%
Composite 4 (Passive)
- Physical Damage Scaling: 10 - 22% to 10 - 30%
Accelerator Tuning (Passive)
- Physical Damage Scaling: 5 - 13% to 5 - 30%
Specialist
Vulcan 300
- Physical Damage Scaling: 400 - 600% to 200 - 500%
Sniping
- Physical Damage Scaling: 500 - 600% to 400% at all levels
Destroyer
Self Bomber
- Physical Damage Scaling: 500 - 900% to 300 - 600%
Nuclear
- Physical Damage Scaling: 550 - 980% to 350 - 650%
Particle Cannon
- Physical Damage Scaling: 100 - 200% to 250 - 350%
Savage Tree
Bandit
Rolling Stinger
- Physical Damage Scaling: 50 - 110% to 150 - 200%
Final Decision
- Physical Damage Scaling: 40 - 100% to 90 - 160%
Savage
Marionette
- Physical Damage Scaling: 55 - 95% to 250 - 350%
Hell Shouting
- Physical Damage Scaling: 100 - 200% to 200 - 300%
Shadow Tree
Infiltrator
Ambush
- Physical Damage Scaling: 70 - 110% to 130 - 170%
Violent Blow
- Physical Damage Scaling: 35 - 55% to 110 - 150%
Gimlet
- Physical Damage Scaling: 50 - 110% to 100 - 120%
Throwing Dagger
- Physical Damage Scaling: 40 - 80% to 70 - 110%
Dagger Mastery
- Physical Damage Scaling: 5 - 13% to 10 - 20%
Assassin
Perfect Strike
- Physical Damage Scaling: 400 - 600% to 200 - 400%
Devilstorm Dart
- Physical Damage Scaling: 200 - 400% to 150 - 250%
Blade Forging (Passive)
- Physical Damage Scaling: 8 - 20% to 10 - 30%
Cherry Blossom Shower
- Physical Damage Scaling: 60 - 120% to 140 - 180%
Leaf Fall:
- Physical Damage Scaling: 45 - 105% to 145 - 205%
Mist Vanish
- Physical Damage Scaling: 78 - 160% to 120 - 240%
Sky Penetration
- Physical Damage Scaling: 52 - 110% to 210 - 270%
Summoners
Shaman
Spell Trap
- Reduced cast time by 0.5 seconds
Spike Wave
Summoner
- Magical Damage Scaling: 35 - 55% to 120 - 150%
- Reduced Flat Damage
- Reduced Cast time by 1 second
Inferno
- Magical Damage Scaling: 180 - 220% to 130 - 170%
Volcano
- Reduced cast time by 0.3 seconds
Meteor Rain
- Magical Damage Scaling: 60 - 120% to 120 - 160%
- Reduced cast time by 0.56 seconds
Earthquake
Remember that cast times are also reduced by Energy Circulation (Lv. 36 passive)
- Magical Damage Scaling: 50 - 110% to 100 - 160%
- Reduced cast time by 0.3 seconds
Twins
Twin
Infinite Turning Kick
- Physical Damage Scaling: 60 - 80% to 120 - 160%
Hyper Knee Kick
- Physical Damage Scaling: 85 - 105% to 110 - 130%
Dragon Uppercut
- Physical Damage Scaling: 85 - 136% to 100 - 140%
Rolling Grable and Smash kick
- Reduced Flat damage
Mirage
Rising Drop Kick
- Physical Damage Scaling: 350 - 410% to 150 - 230%
Jumeaux
Infinite Scuffle
- Physical Damage Scaling: 100 - 200% to 120 - 220%
Consecutive Hits
- Physical Damage Scaling: 420 - 580% to 220 - 380%