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Sedy Admin Sedy
posted on Wednesday, February 09 2022, 10:34 AM in Updates
There will be a short maintenance today to apply the following updates:

VALENTINES
It's almost Valentines Day and Alfredo is back in town. Speak to Alfredo in Terminus for quests and his Valentines store.

https://noscrubs.net/images/iris/valentines2017/alfredoquests.jpg

Help Alfredo stock his shop with Jewelry Boxes, Heart Shaped Pendants and Chocolate Gift Boxes by collecting materials and ingredients from monsters around Arcana and he will reward you with Love Tokens that you can spend in his store.

You can buy 7-Day Romanchi outfits and hats, 7-Day costume accessories, several different titles, a cooking recipe and Chocolate Gift Boxes containing various different chocolates that heal you or grant bonuses to stats like Movement Speed, Attack and Defense, and Recovery.

You can also buy the fancy Be My Valentine? mantle if you collect enough tokens!

images/iris/valentines2017/valentines2017.jpg

Valentines related costumes, accessories, mantle schematics and mount can all be found on the Shopping Mall with a 10% discount.

Valentine Heart Mantle Schematic
A brand new mantle schematic, Valentine Heart, has been added to the Shopping Mall
images/iris/valentines2022/mantle_valentineheart.jpg

Valentine's Dungeon Boss
Alfredo has a quest to defeat the robot boss, Valentino. Players of level 30 and above can team up together and speak to Alfredo to enter the dungeon and defeat Valentino.

Valentino doesn't care about your level or how strong your gear is. Everyone, including pets, does the same damage.

The dungeon can be entered once per day.


TL;DR Notes
Ok, so this update post is fairly long, so I will try to break it down for you here if you don't want to read it all :P

The basis of this update is to squish some of the stats that had become super high for no good reason, to balance the primary stats, Strength, Agility, Stamina, Intelligence and Wisdom, and to correct some secondary stats that counter each other to be viable again.

Hit, while still a part of the game, is no longer something you can increase - so the Hit stats that were found on items and consumables have been replaced. Everyone will now have 100% chance to hit a target of the same level, decreasing slightly if the target is a higher level.

Permanent Evasion is now coming from Agility and Wisdom only, and is capped, so there will be no unhittable players, pets, or monsters.

The mail melee classes that previously depended on Evasion as their primary defense mechanic now get more Defense and Protection from the primary stats, as well as more Protection from their itemisation, and no longer need to rely on evading attacks as much. It is still a part of those classes, but they will no longer have the need, or option, to go all out Evasion, sacrificing other important stats. There is now a cap (limit) of 30% permanent Evasion, but it can be increased further temporarily with skill buffs.

Since Hit is now capped at 100%, more classes can make use of even small amounts of Evasion. The healer class that focuses on the Wisdom primary stat will find they actually now evade some magic attacks, and even other classes that obtain Agility and Wisdom from All Stats will also. It might only be 10-15% for an endgame geared player, but that means 10-15% of attacks against you will completely miss, reducing damage by 10-15%.

Crit is no longer obtained from the primary stats and only comes from the Physical, Magic, and All Crit Rating stats on items and consumables - it will be something that needs some thought when gearing your characters. Do you have enough Crit to make increasing your Crit Bonus worthwhile or not? Do you have enough to counter the Protection of bosses and players? Players should expect to do far less crits and therefore less damage, to other similarly geared players and high level bosses in this update.

Protection, while still coming from the Strength and Intelligence primary stats, is now much lower than before in line with Crit, but it has been made more available on items. It is now a lot easier to get enough Protection to actually reduce Crits from other players. Elite and Boss monster Protection has been reduced considerably and will be fairly easy to counter, without requiring massive amounts of Crit - so we don't get into a situation like before with Hit needing to be super high for PvE and breaking Evasion in PvP. A lot of items that previously had Evasion stats, now have Protection.

Max MP and MP Recovery is now much lower on all classes, but especially on the magic classes and healers. There will be no more 80k MP Shields, and much more careful management of MP will be required in long fights.

Heal is no longer gained from Intelligence, considerably lowering the healing capability of the cloth damage classes, and has also been reduced slightly from Wisdom, but Heals can now Crit.

Two new stats, Resistance Rating and Accuracy Rating, have been introduced. Resistance reduces the chance of enemy debuffs landing on you, and Accuracy increases the chance of your debuffs landing on the enemy. Resistance has been added to many of the Battlefield armors and accessories in place of Hit and Evasion, but both can be found on some regular items, consumables, and class skill buffs.

A lot of skills from the 1st and 2nd jobs, along with Monster Transformation skills, and pet debuffs, will once again become useful due to the reduction in amounts of Evasion, Crit, and Protection. Skills that reduce Hit and Crit will be super useful to reduce incoming damage since Hit can no longer be increased above 100% and Crit is much lower compared to before.

Efficiency of all skills and Purge skills have been modified. It is now much easier to understand what you can Purge with the skills you have at your disposal. 2nd job purge skills can purge all 2nd job buffs and some of the early ones from the 3rd jobs. 3rd job purge skills can purge all class buffs. Some classes (Templar, Champion, Wizard, Sorcerer) do not have 3rd job purge skills so it will be important to have classes that do in your parties to remove buffs from bosses.

Dungeon monster damage has been reduced in all level 75 and higher dungeons, including hell modes due to the slightly lower healing output of the healer classes. Also, unannounced and unavoidable AoE/splash damage in dungeons is now drastically reduced by half or more, bringing a much better experience to melee DPS classes, especially in hell modes where the damage is super high. Also, most boss skills that target a random player, player with 2nd most aggro, player furthest away etc. etc. have been reduced.

There are class skill changes, but it's mostly stuff related to the changes to stats. Some of the plate classes received some new buffs in place of less useful skills since they had less than all other classes, and some OP skills got a bit of a nerf. Soul Blader received a few updates to skills, but mostly to their animations and visuals that were never given much thought when the 3rd jobs were introduced. There will very likely be further more extensive class skill changes once we see how this update affects everything.

Read on for the full details.


PLAYERS
Primary Stat Changes
The secondary stats obtained from the primary stats, Strength, Agility, Stamina, Intelligence, and Wisdom, have been modified.

Please see https://noscrubs.net/discussions/guide-stat-distribution forum post for up to date info on exactly what you get from each primary stat now.

Strength
No longer grants Physical Crit, Physical Hit, or Physical Evasion, the amount of Physical Defense has reduced, and the amount of Physical Protection has increased.

Agility
No longer grants Physical Crit, Physical Hit or Physical Protection, the amount of Physical Evasion has been reduced, but it now grants Physical Defense and Magic Defense.

Stamina
Now grants slightly less Physical Defense, the same Max HP and Weight, and considerably less HP Recovery.

Intelligence
No longer grants Magic Crit, Magic Hit, Magic Evasion, or Healing, and the amount of Magic Defense, Max MP, MP Recovery, Magic Protection has reduced.

Wisdom
No longer grants Magic Crit, Magic Hit, or Magic Protection, the amount of Magic Defense, Max MP, MP Recovery and Healing has reduced, and Magic Evasion remains unchanged.

What each Primary stat gives now
Strength: Physical Attack, Physical Defense, Physical Protection.
Agility: Physical Attack, Physical Defense, Magic Defense, Physical Evasion.
Stamina: Physical Defense, Max HP, HP Recovery, Weight.
Intelligence: Magic Attack, Magic Defense, Max MP, MP Recovery, Magic Protection.
Wisdom: Magic Attack, Magic Defense, Max MP, MP Recovery, Magic Evasion, Healing.

The effect of these changes to Primary stats is as follows:
Defenses
Plate wearing classes will now have slightly less Physical Defense, but more Magic Defense.
Mail wearing classes will now have more Physical and Magic Defense.
Cloth wearing classes will now have slightly less Magic Defense, but more Physical Defense.

Max MP
MP pools will be much smaller than before. At least 50% smaller.
MP regeneration will be considerably slower than before.

Max HP
HP regeneration will be considerably slower than before.

Hit
Everyone now has 100% chance to hit the same or lower level target (up from 95%). Reducing slightly for higher level targets.

Evasion
Evasion numbers in the Hero windows will be much lower than before, but what you see is now exactly what you get as Hit cannot be increased. If you have 30% Physical Evasion, you will evade 30% of attacks against you.

An Assassin character with 11-12k Agility and 4-5k Wisdom (endgame player with decent gear making use of All Stats) will have around 28-29% Physical Evasion and around 11% Magic Evasion. The Prophet and Saint with 11-12k Wisdom and 4-5k Agility will have around 28-29% Magic Evasion and around 11% Physical Evasion. A plate wearing class that doesn't focus on either Agility or Wisdom, but makes use of All Stats, will easily have 4-5k of both Agility and Wisdom and will have around 11% Physical and Magic Evasion.

Evasion is now beneficial to all classes, even in small amounts.

Crit
Crit chance will be considerably lower than before as it's not coming from any of the primary stats.

Protection
Protection no longer comes from Agility and Wisdom, but still comes from Strength and Intelligence. Classes that focus on those primary stats will gain more Protection from the primaries than the other classes. Plate melee classes that focus on Strength will have a bit more Physical Protection and the cloth magic classes that focus on Intelligence will have more Magic Protection.

Monster permanent Protection has been reduced in line with the changes to Crit and will be kept low even on newly added content. We don't need a repeat of the Hit/Evasion issues where everyone is forced to increase their Crit so high for PvE that it makes Protection in PvP useless again.

Healing
The cloth damage classes will have much lower healing, but heals can now crit, and very likely will due to these classes usually having a considerable amount of Crit and no counter to it in the form of Protection like we have for damage skills.

The healing classes will have lower healing, but the heals can now crit. Most Healer itemisation does not provide Crit or Crit Bonus, so healers looking to take advantage of this change will need to reconsider which consumables and buffs they use and possibly look at using different armor and accessories that provide it.


Secondary Stat Changes
The way that the following secondary stats are turned into percentages has changed:
Physical Hit+
Magic Hit+
Physical Evasion+
Magic Evasion+
Physical Crit+
Magic Crit+
Physical Protection+
Magic Protection+

They are now considered Rating stats and have been renamed to Physical Crit Rating, Magic Protection Rating, etc. and you will now need a higher amount of these as your level increases to get a percentage.

Before at all levels:
Physical Crit+ 100 = 10% Physical Crit in the Hero window.

Now:
Upto level 40 it will be the same as before:
100 Physical Crit Rating+: 100*0.1 = 10% Physical Crit in the Hero window.

Level 41+:
100 Physical Crit Rating+: 100/(level*0.25)
Level 50 8%
Level 60 6.6%
Level 70 5.7%
Level 80 5%
Level 90 4.4%
Level 100 4%

NOTE: When joining Battlefields - player levels are increased to the max for that particular Battlefield tier. So a level 75 player gets boosted to 84 and a level 85 player gets boosted to 99 etc. In these cases, the original, actual level will be used to calculate these Rating stats - so the lower level players will not be unfairly penalized by this system. If anything, it will actually be beneficial to them.

Hit
Items, consumables, cards, skill buffs, tarot buffs, etc. that previously granted Hit have been changed to other stats.

The Physical Hit%, Magic Hit%, and All Hit% stats, that can still be found on debuffs, are now additive, meaning if it says -10%, that is exactly what it will be. It will reduce the target's 100% chance to hit to 90% chance to hit.

NOTE: The 35% chance to always hit mechanic has been completely removed. Before, if a player or monster's level difference or Hit/Evasion difference prevented them from hitting their target completely, they would still have a 35% chance to hit them. This was to prevent players being unhittable. Now that there is a cap on permanent Evasion, it is no longer necessary.

Evasion
Evasion obtained from Agility and Wisdom is now capped at 30% - meaning your Evasion cannot go higher than 30% permanently.

The Evasion obtained from Agility/Wisdom can be reduced with debuffs that reduce Agility/Wisdom, or with negative Physical, Magic, or All Evasion+ stat on them.

The mail melee classes (Assassin and WindWalker) have several skills that increase Evasion temporarily with the Physical, Magic or All Evasion% stat. Evasion obtained with the % stat are NOT included in the 30% cap, so these classes can raise their evasion higher than 30% temporarily.

So permanent Evasion is capped at 30%, but can be increased temporarily with short duration buffs.

The Evasion+/Evasion% stats can no longer be found on items and have been replaced with other stats, but temporary Evasion% can still be found on some skill buffs, armor and accessory chance effects, and some armor set bonus chance effects.

The Physical Evasion, Magic Evasion, All Evasion% stat is now additive, meaning if the buff says it gives 10% Evasion, you will get exactly that. Previously it was increasing the amount of Evasion you got from the primary stats by 10%.

Evasion is no longer considered when incapacitated, ie. stunned, immobilized or sleeped, or when sitting down, or on a mount.

NOTE: Due to the removal of the 35% chance to always hit, it WILL now be possible to become unhittable with a combination of your Evasion and reducing your target's Hit with debuffs. So if you have 30% permanent Evasion + 20% temporary Evasion from a buff, and you manage to somehow reduce your target's Hit by 50%, leaving them with only 50% chance to hit, they will be unable to hit you. This is however fine as it's temporary and they have a chance to actually counter it by dispelling themselves. It's also not something a single player can do - reduce Hit by 50% - it would need to be a concerted team effort using player skill debuffs, Monster Transformation debuffs, and pet debuffs - so it's likely only ever going to happen in PvE encounters against monsters.

Crit
The Physical Crit, Magic Crit, and All Crit% stat is now additive, meaning if the buff says it gives 10% Crit, you will get exactly that. Previously it was increasing the amount of Crit you got from the primary stats by 10%. The same goes for debuffs that reduce Crit. If it says -10% Physical Crit, it will reduce the target's Physical Crit by 10% exactly.

Many items that previously granted Hit, now grant Crit instead.

NOTE: Your chance to crit with skills and spells, and therefore your damage, will be decreased, especially against player targets. You will no longer see constant crits unless you actually build your character with Crit giving items and consumables.

Protection
The Physical Protection, Magic Protection, and All Protection% stat is now additive, meaning if the buff says it gives 10% Protection, you will get exactly that. Previously it was increasing the amount of Protection you got from the primary stats by 10%. The same goes for debuffs that reduce Protection. If it says -10% Physical Protection, it will reduce the target's Physical Protection by 10% exactly.

Many items that previously granted Evasion, now grant Protection.

NOTE: Due to the reduction in Crit, and increase in available Protection on items, Protection will now be a viable stat to build your character with to reduce damage - especially in PvP.

Healing
Nothing has changed with the actual secondary stat, Healing+ or Healing%, but the mechanics of healing skills have.

Direct Healing skills can now Crit like damage skills. If a heal crits, it will heal for 150% the usual amount, or more if you have increased your Crit Bonus stat.

Healer itemisation does not include Magic Crit Rating, other than a few sets that are shared with the damage classes, so it must be obtained from accessories, wearing cards, equip cards, enhancements, potions, foods, tarot, and buffs. This is intended. It will not be easy to get a lot of Magic Crit Rating on healers without sacrificing some of the more healer focused items and consumables.

Crit Bonus can already be found on healer armor from Dead Man's Peak and Catacombs.

This change could pave the way for Battle Healer type builds. Pure healers can focus on the usual healer items and stats, ignoring crit if they wish, and those wanting a hybrid damage/healer build can focus on a mix of healer and damage itemisation and have the higher crit from it make up for the loss of Healing stat.


New Secondary Stats
Accuracy Rating
Accuracy Rating increases your skill debuff chances (including Monster Transformation skill debuffs).

Accuracy is multiplicative. So 10% Accuracy will increase your debuff's existing 80% chance to 88%.

Accuracy Rating can be found on wearing cards, equip cards, relics, and accessories, and also on Catacomb's Deftness armor sets, and from a few class skill buffs.

Upto level 40, 10 Accuracy Rating equals 1% Accuracy in your Hero Window.
You will need more Accuracy Rating to get 1% as your level increases, similarly to Hit, Crit and Protection Rating mentioned before.

Any Accuracy you have will increase the debuff chance percent number you see in your skill tooltips.

Resistance
Resistance Rating decreases the chance that debuffs land on you.

Resistance is multiplicative. So 10% Resistance will decrease the chance of a debuff with 80% chance to 72%.

Upto level 40, 10 Resistance Rating equals 1% Resistance in your Hero Window.
You will need more Resistance Rating to get 1% as your level increases, similarly to Accuracy, Hit, Crit and Protection Rating mentioned before.

Resistance Rating can be found on battlefield armor and accessories, Catacombs Resistance armor sets, some Artisan accessories, wearing cards and equip cards.

Both of these stats will remain in fairly limited supply. Even using Resistance VII cards in every single card slot of all items will not be enough to completely avoid debuffs.

Note: The Resistance stat does work in PvE to lower monster debuff chance too, but some bosses do have debuffs that cannot be reduced. It's usually those with a grey icon and efficiency 99 - the ones that cannot be dispelled even by healers.


CLASS SKILLS
ALL CLASSES
Hit, Crit, Evasion & Protection Buffs & Debuffs
Buffs that previously granted any of the Hit stats have been changed to grant Crit Rating, Accuracy Rating, or something else.

Debuffs that previously affected any of the Hit stats have mostly been changed from flat amounts to a percentage.

Buffs that grant Crit stats are mostly unchanged, but some of the numbers may have changed slightly.

Buffs that grant Evasion have been replaced with other stats except for a couple of mail melee class skills that grant it temporarily. These buffs have changed from flat amounts to percentages.

Debuffs that reduce Evasion have mostly been changed to smaller flat amounts, removed, or changed to something else, since Evasion is now capped.

Some debuffs that affect Protection had their amounts reduced.


Skill Buff and Debuff Efficiency
The efficiency of all buffs and debuffs have changed.
All buffs/debuffs from skills in the 1st jobs now range between efficiency 0 and 4.
Skills in the 2nd jobs now range between efficiency 5 and 9.
Skills in the 3rd jobs now range between efficiency 10 and 14.


Immunity Skills
Previously, all immunity type skills granted immunity to debuffs upto efficiency 10. They now grant immunity upto efficiency 14 in line with the changes to buff/debuff efficiency.

However, the efficiency of the actual immunity buffs themselves have changed and depend on which job they belong to (1st, 2nd or 3rd) and the rank of the skill.

Immunity skills from the 1st job will now have an efficiency of 0-4. (e.g. if the skill has 2 ranks, the 1st will be efficiency 0 and the 2nd will be efficiency 1).

Immunity skills from the 2nd job will now have an efficiency of 5-9 and can be purged with purge skills from the 2nd and 3rd jobs.

Immunity skills from the 3rd jobs will now have an efficiency of 10-14 and can only be purged with purge skills from the 3rd jobs.


Purge Enemy Skills
Skills that purge (remove) buffs from enemy targets rely on their own efficiency to determine which buffs they can purge. If a purge skill has an efficiency of 10, it can purge buffs upto efficiency 10.

All purge skills from the 2nd jobs had their efficiencies changed to a maximum of 9, meaning they can now purge all 2nd job buffs, since they also have a maximum possible efficiency of 9.

All purge skills from the 3rd jobs had their efficiencies changed to a maximum of 14, meaning they can now purge all 3rd job buffs, since they also have a maximum possible efficiency of 14.

This basically means you cannot use a 2nd job purge skill to remove 3rd job buffs from enemy players. It also means you cannot use a low level purge skill to remove buffs from high level monsters that have high efficiency buffs.

Some class purge skills with other effects on them, like Immobilize, had them removed so they can be used in PvE on bosses that are immune to crowd control, and on players that have immunity buffs up. In some cases, the removed effect has been moved to a different non-purge type skill instead, but most have simply been removed.


Dispel Friendly Skills
Healer skills that dispel (remove) debuffs from friendly targets also had their efficiencies modified in line with all the other changes but their usability remains exactly the same. They can still remove exactly the same as before.


Invoke Chance Effects
All invoked chance effect rates on skills with cooldowns of 10s or lower have been normalised.
1st job skill invokes 10-25% chance depending on rank.
2nd job skill invokes 15-30% chance depending on rank.
3rd job skill invokes 20-40% chance depending on rank.

The majority of invoke chance effects are supposed to be exactly that, chance effects, not almost guaranteed, semi-permanent stat bonuses, and some of them were set too high, some too low.


Debuff Chance Rate
The debuff chance rates of many skills have changed. Rank 1 of many skills have been increased from 50% to 60% chance. Most skills start at 60%, increasing in rank until 80% max*. Skills with only 2 ranks start at 70% with the final rank at 80%*.
*excluding Defense reducing debuffs that max out at 70%.


FIGHTER CLASS PASSIVES
Inspired Heavy Armor 1/2/3
Now grants Max MP and MP Recovery instead of Physical Hit.

FIGHTER (Sword & Shield)
Nothing of note.

KNIGHT
Encumbrance
Chance to cause Silence/Skill Paralysis changed from 10/10s duration at 70/80% chance to 7/10s duration at 100/100%.

Armor Destruction 2
No longer reduces Physical Evasion or Physical Protection, only Defense.

Force Control
Chance to purge increased to 80/80%.
Now purges efficiency 7/9.


TEMPLAR
Shield Bash 3

Invoke chance of Shield Layers reduced considerably to 20/23/26/28/30/32/34/37/40%.

Armor Destruction 3
No longer reduces Physical Evasion or Physical Protection, only Defense.

Radiance
Now reduces All Hit by 20% at all ranks.

Holy Word: Exorcism
No longer has a chance to purge a Physical and Magic buff.
Immobilize duration increased from 1/2/3s to 3/3/3s.
Cooldown reduced from 60s to 30s.


WARRIOR CLASS PASSIVES
Inspired Heavy Armor 1/2/3
Now grants Max MP and MP Recovery instead of Physical Hit.

WARRIOR (Sword & Shield)
Nothing of note.

GUARDIAN
Encumbrance

Chance to cause Silence/Skill Paralysis changed from 10/10s duration at 70/80% chance to 7/10s duration at 100/100%.

Shield Smash 2
No longer reduces Physical Protection, only Physical Evasion.

Falcon Slash
No longer reduces All Attack. It's purely a Purge skill now.
Chance to purge to 80/80%.
Now purges efficiency 7/9.

CHAMPION
Shield Bash 3

Invoke chance of Reflect shield removed, still causes Stun.

Shield Smash 2
No longer reduces Physical Protection, only Physical Evasion.

Shield Throw 3
No longer increases Casting Time, still reduces Movement Speed and Attack Speed.

Rotating Shield Bash 2
Invoke chance of Reflect shield reduced to 20/24/28/32/36/40%.

Bolstered Agility
Duration increased from 5/5s to 5/10s but cooldown increased from 20/15s to 60s in line with other immunity giving skills.

Beastial Aspect: Hawk
Now grants All Crit instead of All Hit.


FIGHTER (Greatsword)
Nothing of note.

GLADIATOR
Skill Paralysis

Chance to cause Skill Paralysis changed from 10/10s duration at 70/80% chance to 7/10s duration at 100/100% chance.

Impregnable Cataclysm
Chance to purge increased to 80/80/80%.
Now purges efficiency 5/7/9.

Sneak Attack
This 30m buff now grants 80/90/100 Physical Protection instead of reducing Threat by 10/12/14%.

CRUSADER
Exposure 3

No longer reduces All Evasion, only All Defense.

Skill Paralysis 2
Chance to cause Skill Paralysis changed from 10/10s duration at 70/80% chance to 7/10s duration at 100/100% chance.

Impregnable Cataclysm 2
Chance to purge increased to 80/80/80%.
Now purges efficiency 10/12/14.

Blood Craze
This skill, that previously reduced All Hit of the enemy, is now a 30m self buff with 3s cooldown that increases Attack Speed by 3/6/9%.


WARRIOR (Greatsword)
Nothing of note.

BERZERKER
Skill Paralysis

Chance to cause Skill Paralysis changed from 10/10s duration at 70/80% chance to 7/10s duration at 100/100% chance.

Torrent Slash
Chance to purge increased to 80/80/80%.
Now purges efficiency 5/7/9.

VANQUISHER
Demoralize

Cooldown reduced from 30s to 12s meaning the class can now purge buffs upto efficiency 14 every 12s.

Ferocious Roar 2
No longer reduces All Protection, only All Defense.
Tooltip corrected - it does not cause additional threat.

Skill Paralysis 2
Chance to cause Skill Paralysis changed from 10/10s duration at 70/80% chance to 7/10s duration at 100/100% chance.

Cleave
Now grants 50/75/100 Physical Crit Rating instead of Physical Hit, as well as increasing targets for aoe skills.
This skill is now a 30m buff with a 3s cooldown.

Decisive Strikes
Now grants 50/100 Accuracy Rating instead of Physical Hit.
This skill is now a 30m buff with a 3s cooldown.



FIGHTER (Dual Swords)
Dexterity

Now grants Physical Crit instead of Physical Hit.

Divided Slash
This skill is now multi-target and hits upto 3 targets in a 3m radius around the target.

Annihilate
This skill is now multi-target and hits upto 3 targets in a 3m radius around the target.

Subdue
Now reduces 10% Physical Hit at all ranks.

MERCENARY
Divided Slash 2

This skill is now multi-target and hits upto 5 targets in a 3m radius around the target.

Subdue 2
Now reduces 15% Physical Hit at all ranks.

Medusa Strike
No longer causes Immobilize for 3s (Immobilize moved to Annihilate 2/3 skill). It now purely purges 1 Physical and 1 Magic buff upto efficiency 9 and can now be used on targets that are immune to Immobilize.
Chance to purge increased to 80/80%.
Now purges efficiency 7/9.

Annihilate 2
This skill is now multi-target and hits upto 5 targets in a 3m radius around the target.
Now has an 80% chance to Immobilize for 3s.

SOUL BLADER
Focused Attack 3

All Attack increased from 2/4/6% to 6/9/12%.
No longer grants Hit.

Accelerated Chop 3
Debuff icon corrected.

Divided Slash 3
This skill is now multi-target and hits upto 6 targets in a 3m radius around the target.

Annihilate 3
This skill is now multi-target and hits upto 6 targets in a 3m radius around the target.
Now has an 80% chance to Immobilize for 3s.

Ruin
This skill is now multi-target and hits upto 6 targets in a 3m radius around the target.
New animation and visuals.

Soul Blade: Assemble
New visuals.

Soul Blade: Omen
Updated animation and new visuals.

Soul Blade: Abyss
New animation and visuals.
Rank 3 corrected to require 1 Skill Point, not 2.

Soul Blade: Execute
This skill is now multi-target and hits upto 6 targets in a 3m radius around the target.
No longer purges buffs, but instead reduces Movement Speed and Healing Received by 50% for 10s.
Updated animation and new visuals.

Frostbite Strike
Now purges 1 Physical and 1 Magic buff instead of causing -30/-40% Movement Speed and -50% Healing Received for 8s (effect swapped with Soul Blade: Execute).
Chance to purge increased to 80/80/80%.
Now purges efficiency 10/12/14.
Updated animation.

Final Promise 3
Duration reduced from 12s to 10s, heal amount reduced from 24/48% over 12s to 20/40% over 10s.

Aoelian Strike
Updated animation and new visuals.

Glacial Spike
Updated animation and new visuals.

Vampiric Bite Curse
New animation and visuals.

Mass Subdue
Now causes Silence & Paralysis as well as reducing All Hit by 20% for 10s.
Updated animation and new visuals.

Final Flash 3
No longer grants Physical Hit, just Attack Speed and Melee Reach.


WARRIOR (Dual Swords)
Crusader Strike

Skill changed so that it now does damage.
Tooltip corrected to state the target needs to be suffering from damage over time (any), not Physical damage over time.

Dexterity
Now grants Physical Crit instead of Physical Hit.

BARBARIAN
Oblivion

No longer reduces Movement Speed. It is purely a Purge skill that can now be used on targets that are immune to slows.
Cooldown reduced from 18s to 12s.
Chance to purge increased to 80/80%.
Now purges efficiency 7/9.

Crusader Strike 2
Skill change so that it now does damage.
Tooltip corrected to state the target needs to be suffering from damage over time (any), not Physical damage over time.


MYRMIDON
Final Promise 3

Duration reduced from 12s to 10s and heal amount reduced from 24/48% over 12s to 20/40% over 10s, and reflect amount reduced from 50/75% to 25/30%.

Shatter
Now grants All Defense instead of Physical Defense and All Protection.

Hemorrhage 2
Invoke chance of Drain HP removed.

Phoenix Strike
Cooldown increased from 1s to 4s.

Spirit Burn
Cooldown increased from 7s to 8s and no longer reduces Healing Received.
Chance to purge increased to 80/80/80%.
Now purges efficiency 10/12/14.

Dragon's Courage
Now grants 100/150/200 Physical Protection Rating instead of HP Drain.
Blood Thirst in the Barbarian skill tree is now the only source of Drain HP.



RANGER CLASS PASSIVES
Improved Mail Armor

Now grants All Protection instead of Max MP and MP Recovery.

Enhanced Mail Armor 1/2/3
Now grants Max MP and MP Recovery instead of All Evasion.

Dagger Expert 1/2
Now grants Physical Attack instead of Physical Hit.

Improved Guns 1/2
Now grants Physical Crit instead of Physical Hit.

RANGER (Daggers)
Wind Protection

Now grants Physical Protection instead of Physical Evasion.

Beastial Instincts
Now grants 20% All Evasion at all ranks instead of flat amounts.
Evasion% is not affected by the 30% Evasion cap, so if you already have 30% Evasion from Agility, this will increase it to 50% while active.

ADVENTURER
Barbed Wire

This skill (75% All Reflect shield) has been removed.

Wind Protection 2
Now grants All Protection instead of Physical Evasion.

Beastial Instincts 2
Now grants 20% All Evasion at all ranks instead of flat amounts.
The difference between this and Beastial Instincts 1 is the Efficiency. This one will be more difficult to Purge.
Evasion% is not affected by the 30% Evasion cap, so if you already have 30% Evasion from Agility, this will increase it to 50% while active.

WIND WALKER
Scorpion Sting 3

No longer reduces Physical Evasion, only causes Immobilize.

Crippling Jab 3
No longer reduces All Hit, only Movement Speed.

Beastial Instincts 3
Now grants 20% All Evasion at all ranks instead of flat amounts.
The difference between this and Beastial Instincts 1 and 2 is the Efficiency. This one will be more difficult to Purge.
Evasion% is not affected by the 30% Evasion cap, so if you already have 30% Evasion from Agility, this will increase it to 50% while active.

Flying Scissors
Chance to purge increased to 80/80/80%.
Now purges efficiency 10/12/14

Camouflage and Vanish
The character will now be completely invisible even to friendly players. Previously they were semi-transparent so that friendly players could still see them.



ROGUE CLASS PASSIVES
Improved Mail Armor

Now grants All Protection instead of Max MP and MP Recovery.

Enhanced Mail Armor 1/2/3
Now grants Max MP and MP Recovery instead of All Evasion.

Dagger Expert 1/2
Now grants Physical Attack instead of Physical Hit.

Improved Guns 1/2
Now grants Physical Crit instead of Physical Hit.

ROGUE (Daggers)
Wind Purification

Now grants 10s of Stun immunity instead of Dispel All debuffs.

Shadow Protection
Now grants Physical Protection instead of Physical Evasion.

Beastial Instincts
Now grants 20% All Evasion at all ranks instead of flat amounts.
Evasion% is not affected by the 30% Evasion cap, so if you already have 30% Evasion from Agility, this will increase it to 50% while active.

SHADOW WALKER
Barbed Wire

Skill (1 rank - 75% All Reflect shield) has been replaced with Blue Wind Aegis (2 ranks).
Blue Wind Aegis
60s cooldown, grants 20/40% All Absorb for 15s.

Shadow Protection 2
Now grants All Protection instead of All Evasion.

Beastial Instincts 2
Now grants 20% All Evasion at all ranks instead of flat amounts.
The difference between this and Beastial Instincts 1 is the Efficiency. This one will be more difficult to Purge.
Evasion% is not affected by the 30% Evasion cap, so if you already have 30% Evasion from Agility, this will increase it to 50% while active.

ASSASSIN
Paralytic Strike 3

No longer reduces All Evasion, only Stuns.

Protective Shield 3
No longer grants Stun immunity.

Exterminate
Invoke chance of Drain HP removed.

Void Assumption
No longer increases Physical Hit, only Physical Attack.

Beastial Instincts 3
Now grants 20% All Evasion at all ranks instead of flat amounts.
The difference between this and Beastial Instincts 1 and 2 is the Efficiency. This one will be more difficult to Purge.
Evasion% is not affected by the 30% Evasion cap, so if you already have 30% Evasion from Agility, this will increase it to 50% while active.

Spectral Dagger
Negative bonus damage modifiers removed so the skill will now do more damage, but the cooldown has been increased from 8s to 12s.
Now reduces All Hit by 5% at all ranks instead of flat amounts.

Paralytic Strike 3
No longer reduces Physical Evasion.

Terrify
No longer reduces Physical Evasion, only Immobilize and DoT.

Psychic Raze
Chance to purge increased to 80/80/80%.
Now purges efficiency 10/12/14.



RANGER (Guns)
Nothing of note.

SCOUT
Marksmanship

Now grants Accuracy Rating instead of Physical Hit.

Eradicating Shot
Chance to purge increased to 80/80/80%.
Now purges efficiency 5/7/9.

SNIPER
Marksmanship 2

Now grants Accuracy Rating instead of Physical Hit.

Controlled Barrage 3
No longer reduces Physical Evasion, just All Defense.

Eradicating Shot 2
Chance to purge increased to 80/80/80%.
Now purges efficiency 10/12/14.


ROGUE (Guns)
Nothing of note.

HUNTER
Marksmanship

Now grants Accuracy Rating instead of Physical Hit.

Eradicating Shot
Chance to purge increased to 80/80/80%.
Now purges efficiency 5/7/9.

SHARP SHOOTER
Hawk Eye 2

No longer increases Physical Hit, just Range and Ranged Physical Attack.

Magic Block 2
Chance to purge increased to 80/80/80%.
Now purges efficiency 10/12/14.



MAGE (Damage)
Nothing of note.

MAGICIAN
Ice Crystallization

Duration increased from 8s to 10s.

Enchanted Arrow 2 & Thunderstrike
No longer cause Conductivity.
Conductivity now comes solely from Electric Shock 1/2.

Augment Depletion
Chance to purge increased to 80/80/80%.
Now purges efficiency 5/7/9.

WIZARD
Arctic Gust 3

Cooldown increased from 2.5/2/1.5/1/0.5s to 4/3.5/3/2.5/2s.

Void
Cooldown increased from 19s to 40s.
All 3 ranks now affect a 6m radius (was 4/5/6m).

Chilling Shock 1/2/3
Invoke chance of Ice Infusion reduced to 30/35/40/45/50%.

Thunderstrike 2
No longer causes Conductivity.
Conductivity now comes solely from Electric Shock 1/2.
Cooldown reduced from 16s to 12s.

Cold Radiance
Now increases All Crit instead of All Hit.



SHAMAN (Damage)
Nothing of note.

WARLOCK
Wind Fusion

Duration increased from 8s to 10s.

Pyrotechnic Arrow 2
No longer causes Flammability.
Flammability now comes solely from Combustion 1/2/3.

Magic Depletion
Chance to purge increased to 80/80/80%.
Now purges efficiency 5/7/9.

SORCERER
Tempest Spear 3

Cooldown increased from 2.5/2/1.5/1/0.5s to 4/3.5/3/2.5/2s.

Tempest Shock 1/2/3
Invoke chance of Wind Infusion reduced to 30/35/40/45/50%.

Windwalk
Now grants All Evasion% instead of a flat amount.



MAGE (Heal)
Nothing of note.

PRIEST
Colossal Capability 2

No longer increases Size.

SAINT
Ward

Now grants 5/10/15% Magic Damage Absorb instead of Magic Damage Reflect.
The reason for this change is there should not be such amounts of semi-permanent reflect without a visual indicator (the thorny shell visual effect you see on most temporary reflects). It's not feasible to have that visual showing all the time since this is an aura. It's also not purgable - so there is no way to counter it. The change from reflect to absorb means the damage reduction will remain as it was, it just won't cause damage back to the attacker.

Colossal Capability 3
No longer grants All Crit and no longer increases size, just gives All Attack.

Celestial Anger 2
The amount of All Attack has been reduced and the cooldown has increased but the duration has increased to 30s and it now grants additional All Crit and increases size, but no longer reduces Movement Speed.



SHAMAN (Heal)
Nothing of note.

SAGE
Nothing of note.

PROPHET
Thorns

Now grants 5/10/15% Physical Damage Absorb instead of Physical Damage Reflect.
The reason for this change is there should not be such amounts of semi-permanent reflect without a visual indicator (the thorny shell visual effect you see on most temporary reflects). It's not feasible to have that visual showing all the time since this is an aura. It's also not purgable - so there is no way to counter it. The change from reflect to absorb means the damage reduction will remain as it was, it just won't cause damage back to the attacker.

Celestial Sphere of Life 2
Heal HP increased from 1500/2000/2500/3000 to 2000/3000/4000/6000. MP remains at 10% at all ranks.

Natural Power 2
Now grants 100/125/150 All Protection, up from 50/100/150.



MONSTERS
Hit

Monsters now have a fixed 100% chance to hit a target of their own level or lower. The chance will decrease if their target is a higher level.

Monster Hit can be reduced by player debuffs, pets, and monster transformation skills.

Evasion
Monsters no longer have large amounts of permanent Evasion like before. General monsters do not have any Evasion at all. Veterans, Elites, and Bosses have a small amount that increases depending on their level. These small amounts of Evasion can easily be removed using Evasion debuffs of player skills, pets, and monster transformation skills.

Monster Evasion is not taken into account when they are incapacitated, ie stunned, immobilized or sleeped.

Crit
Monsters now have a fixed amount of permanent Crit instead of having all different rates for each of their skills like before. The amount of Crit they have depends on their level and their kind, the kinds being General, Veteran, Elite or Boss.

Crit can be reduced with Crit debuffs - although there are not that many available currently other than a few 1st job skills for the tank classes and a few pets and monster transformations.

Protection
Monster permanent Protection has been reduced in line with the changes to player Crit. The amount they have depends on their level and kind, just like Crit.

Protection can be reduced with player debuffs, pets, and monster transformation skills.

Monster Damage Reduction
The damage of monsters (elites and bosses) in the following dungeons has been reduced by 10%:
Temple of Atlantis Normal, Hard, Insane
Laioha Insane, Hell 1-5
Decomus Insane, Hell 1-5
Wood Garden Insane, Hell 1-5
Circus Insane
Von Stein's Mansion Normal, Hard, Insane
Golden Temple Normal, Hard
Wonderland Normal, Hard, Insane
Dead Man's Peak Normal
Catacombs Normal

Additional Hell Mode Dungeon Damage Reduction
Hell Mode dungeon monster damage bonus multipliers have been reduced also.
Previously, the damage increased by 20% per hell mode, so 100% bonus for hell 5. This has been reduced to 16% per mode, now totaling 80% for hell 5.

Additionally, the amount of the bonus multipliers to monster Crit, Protection and Evasion have been reduced considerably, in line with the changes to player Crit, Protection and Evasion. Do take note though that since player Hit is now capped at 100%, and Crit is much lower than before, monster Evasion and Protection, however small, will come into play now. Monsters, especially those in Hell mode dungeons, will evade some attacks - so the use of Evasion and Protection debuffs will be important now compared to just raising your Hit/Crit super high like before.

Hell mode monsters no longer get additional Hit either. They are capped at 100% like all other monsters, players, and pets. This makes Hit debuffs all the more useful for reducing their damage.

Hell Mode Buffs
Hell mode monsters no longer gain 10-50% Armor Penetration from their Hell Mode buff. Penetration amounts have been moved to each individual monster skill and vary in amount depending on the monster and skill. Unannounced area damage skills will no longer penetrate any armor.

Monsters now gain a small amount of Resistance from their Hell Mode buff instead.

Area Damage
Random unannounced area damage of all dungeon monsters has been reduced drastically and these type of skills can no longer penetrate defense.

Follow Skills
Damage of skills that target a random player and their surrounding area with a red circle that follows you (Archane, Okeanos etc.) and cannot be avoided have been reduced considerably and can no longer penetrate defense.


MONSTER TRANSFORMATION
Skill Debuffs

Most Monster Transformation skill debuffs of the same type can no longer be stacked infinitely and will now replace each other or be blocked depending on their efficiency. This means you cannot stack multiple Defense reducing debuffs, or multiple Hit reducing debuffs, but only have one active on the target at a time.

Skill Efficiency
Monster and Monster Transformation skill buff and debuff efficiency have changed, similarly to player skills, and depend on their level, or difficulty if they are dungeon monsters.


PETS
Hit

Pets now have a fixed 100% chance to hit a target of their own level or lower. The chance will decrease if their target is a higher level.

Hit is no longer obtained from the Agility primary stat.

The Hit stat can no longer be found on pet items and has been replaced with other stats.

Evasion
Evasion obtained from the Agility stat has been reduced and is now capped at 30% like players and monsters.

The Evasion stat can no longer be found on pet items and has been replaced with other stats.

Pet Evasion is not taken into account when they are incapacitated, ie stunned, immobilized or sleeped.

Crit and Protection
Crit and Protection obtained from the primary stats has been reduced, in line with players and monsters.

Skill Debuffs
Pet debuffs of the same type can no longer be stacked infinitely and will now replace each other or be blocked depending on their efficiency. This means you cannot stack multiple Defense reducing debuffs, or multiple Hit reducing debuffs, but only have one active on the target at a time. If there are two pets in the party with the same debuff and same efficiency, the 2nd pets debuff will refresh the existing one rather than have 2 of the same debuff on the target.

Pet Purge Skill Efficiency
Typhoonus pet purge skill's efficiency increased from 9 to 14.

Pet Debuff Changes
Numerous Magic type pets (Caster, Assist, Hybrid) had their auto-attack skill debuff type changed from Physical to Magic, except for a few that remain as Poison.

Blue Fox
Straw Doll
Aoba
Fairy
Crabby
Reaper
Pumpkin Boy
Dry Mutul
Death
Wraith
Mutul
Trunky
Griffu
Neill
Wolf
Battle Tiger
Red Fox
Racoon
Hawk
Larqoue
Blue Armor Tiger
Sand Ghost
Chipmunk Wizard
Sahar Scout
Coral Starfish
Buzzed Starfish
Little Tiger
Eye Batty
Necromancer
Frost Fiend
Fire Fiend
Summer Treant
Magic Leaf Sprite
Summer Sprite
Autumn Sprite
Winter Sprite
Spring Sprite
High Magic Leaf Sprite
Theurgist
Soothsayer
Warlock
Witchdoctor
Common Octopus
Tiger Octopus
Lusca

Some Physical type pets had their auto-attack skill debuff type changed from Magic to Physical
Mandragora
Shushu
Ice Soldier
Wandering Stella
Octocan
Coastal Mandragora
Goblin Engineer

Bloombugs
All Bloombug pet's Movement Speed debuff duration increased from 5s to 10s.

Gigabit
Gigabit's debuff changed from Attack Speed -50% for 5s to Attack Speed -50% and All Crit -20% for 10s.

Fiend
Slime Fiend and Mud Fiend debuff changed from damage over time to -10% Physical Absorb for 10s.

Frost Fiend and Fire Fiend debuff changed from damage over time to -10% Magic Absorb for 10s.

Deathcap
All Deathcap pet's debuff changed from -2000 Physical Attack to -15% Physical Attack.

Ju-Ju
Violet Ju-Ju, Chartreuse Ju-Ju and Amaranth Ju-Ju's debuff changed from damage over time to -10% Physical Protection.

Ecru Ju-Ju and Teal Ju-Ju's debuff changed from damage over time to -10% Magic Protection.

King Ju-Ju's debuff changed from damage over time to -20% All Protection.

Fairy
Wood, Wild Wood and Wicked Wood Fairy's debuff changed from damage over time to -10% All Evasion.

Fairy Matriarch's debuff changed from damage over time to -15% All Evasion.

Pirate
Pirate's debuff changed from -300 All Crit to -15% All Crit.

Deckhand
Deckhand's debuff changed from -400 Physical Protection to -10% All Protection.



ITEMS
Hit & Evasion Items

All Hit and Evasion stats on items have been replaced with other stats. It's too many changes to list here but the majority of the Hit was replaced with Crit or the new Accuracy stat, and most of the Evasion was replaced with Protection, Crit, or the new Resistance stat. The nsDB item database has been updated. https://noscrubs.net/iris/nsdb/items.

This applies to equippable armor, accessories, mantles, cloaks etc. and also to food and potion consumables, tarot buffs etc.

NOTE: I will be accepting requests to exchange Agile Mantle I-V to a different mantle as it has been changed from giving All Evasion, All Attack and All Stats to Movement Speed, All Attack and All Stats. Rage Mantle will probably be more suitable for the mail melee classes now.

Physical Hit Equip Card
This card and it's recipe have been changed to Accuracy Equip Card.
Any items that were carded with Physical Hit are now carded with Accuracy.

All Hit Equip Card
This card has been renamed S Accuracy Card.
All items that were carded with All Hit are now carded with Accuracy (increased amount compared to regular Accuracy card).

Magic Hit Equip Card
This card and it's recipe have been removed from the game.
Any Magic Hit Equip Cards in your bags will change to Accuracy Equip Card.
Any items that were carded with these are now carded with Accuracy.

Physical Evasion Equip Card
This card and it's recipe have been changed to Resistance Equip Card.
Any items that were carded with Physical Evasion are now carded with Resistance.

All Evasion Equip Card
This card has been renamed S Resistance Card.
All items that were carded with All Evasion are now carded with Resistance (increased amount compared to regular Resistance card).

Magic Evasion Equip Card
This card and it's recipe have been removed from the game.
Any Magic Evasion Equip Cards in your bags will change to Resistance Equip Card.
Any items that were carded with these are now carded with Resistance.


Immunity Items
Items that grant immunities, like Wearing Cards, and some Monster Transformations will now grant immunity to their specific type of debuffs upto efficiency 14 (was 10) in line with player and monster skill efficiency changes. So there will be no difference as far as these are concerned - they will still immunize against the same stuff as before.

Full Resistance Items
Mount Runes that grant full resistance to debuffs will now grant it to their specific type of debuffs upto efficiency 14 (was 10) in line with player and monster skill efficiency changes. So there will be no difference as far as these are concerned - they will still prevent the same stuff as before.

*The difference between Immunity and Full Resistance is that Immunity will remove any existing debuffs too - Full Resistance will not. It will only prevent new debuffs. Tooltips of Mount Runes have been updated to read Full Resistance instead of Resistance to avoid confusion with the new Resistance stat.


Dispel Items
Dispel Potion I, Physical Cure Potion I, and Antidote Potion I
Dispels debuffs upto efficiency 5. This includes all 1st job skill debuffs and some early 2nd job debuffs.

Dispel Potion II, Physical Cure Potion II, and Antidote Potion II
Dispels debuffs upto efficiency 10. This includes all 2nd job debuffs and some early 3rd job debuffs.

Dispel All Potion, Battle Dispel All Potion, Dispel Potion III, Physical Cure Potion III, Antidote Potion III
Dispels debuffs upto efficiency 14. This includes all 3rd job debuffs and most monster debuffs except for efficiency 15 that can only be removed by max rank healer dispel skills.

Other
Corrected the double Stamina on the Wood Garden hell mode tank armor set bonus. It is now Strength and Stamina.


ENHANCEMENTS
Glove enhancements that previously provided Hit and Evasion have been changed.

Orange Enhancement & Yellow Enhancement
Now provides 10-100 Resistance.

Green Enhancement & Colorless Enhancement
Now provides 10-100 Accuracy.


DUNGEONS
Wood Garden Hell Mode Drops

Radon is now guaranteed to drop at least one armor piece, as well as the usual chance of upto 5 pieces.


INTERFACE
Damage Meter

Corrected the missing numbers for total damage and damage per second.

Hero Window
The Hero window now displays your Accuracy and Resistance stat amounts.

Skill Tooltips
The debuff chance percent number displayed in your skill tooltips will now increase if you have any Accuracy stat.


MECHANICS
Item Chance Effects

Previously, all chance effects on items and armor set bonuses had their cooldowns activated whenever you changed any equipped items or switched weapons. This meant that your legendary accessory chance effects for example, were going on cooldown for 60s, weapon chance effects for 90s, etc.

These chance effects will no longer go on full cooldown, and only the newly equipped item's chance effect will go on to a warmup cooldown of 10s, so if you are a player that switches weapon or items often while in combat, you will notice your chance effects activating much more frequently than before.

MOUNTS
Corrected the Little Elephant mount jumping animation for female Elven classes.

MONSTER TRANSFORMATION
Corrected an issue with PK Karma only increasing every other auto-attack when attacking another player while using a Monster Transformation.


FINAL NOTES
Due to the extensive changes, I'm in no doubt there will be some tooltip mismatches on skill and items. I tried my best to update them all but I have most probably missed a few. So please let me know if you notice any that are incorrect so I can get them updated. I am gradually moving towards having all tooltips generated automatically, but for now, a lot of them still need to be updated manually.
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