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Sedy Admin Sedy
posted on Saturday, February 12 2022, 10:36 PM in Updates
The following updates will be applied during the server restart at midnight.

ITEMS
Wearing Cards
Jade and Garnet Wearing Card

Lifted the 1 only allowed restriction on these two cards to make it fair since some players have multiples of these cards now due to the swap from Amber/Sapphire cards yesterday.

NOTE: Please be aware that if you have multiples of the exact same card, they use the same chance effects and therefore cooldown. For example, if you have x2 Jade VII cards equipped and the chance effect is activated on one of them, they will both be on cooldown for 60s. If you have a VI and a VII, this doesn't happen, because they have different effects.

Rose Heart (Healer version)
Chance effect bonus changed from 100% Healing for 10s to 50% Magic Crit for 10s.

CLASS SKILLS
Myrmidon
Rising Steam Strike

Cooldown increased from 10s to 14s.

Magician/Wizard
Thunderstrike 1/2

Previous change has been reverted and it now applies Conductivity.

Warlock
Pyrotechnic Arrow 2

Previous change has been reverted and it now applies Flammability.

Saint
Ward

Now grants 2/5/8% All Absorb instead of 5/10/15% Magic Absorb.

Prophet
Thorns

Now grants 2/5/8% All Absorb instead of 5/10/15% Physical Absorb.


INTERFACE
Pet Intensify

Corrected a bug with the Pet Intensify window not updating properly when using Agility or Stamina Tonics. The actual tonics were still working but the Agility and Stamina numbers were not updating until after a relog or moving the pet to storage and out again.


MECHANICS
Magic Evasion

Magic Evasion has been removed from the Wisdom primary stat and can now only be found in temporary forms from the mail melee class skill buffs and some armor and accessory chance effects.

Hit Chance
Modified how Hit Chance calculations work so that you get upto 10% bonus to your Hit Chance when attacking lower level enemies to counter any Evasion they have. Level 100 players should no longer Miss on level 75 monsters, etc.

The penalty when attacking a much higher level target has been increased. Previously, even a level 1 hitting a level 100 only received -12% Hit Chance due to the level difference - this has been increased. This applies to players, pets, and monsters.


MONSTERS
MP Damage Debuffs

I have made some more reductions to monster debuffs that do MP Damage (reduce your MP) in line with player MP changes, but you should still expect these debuffs to be more dangerous than before due to lower MP pools. If there are monsters that have these debuffs, don't pull too many of them at the same time, use immunities, dispels, and potions.

Hell Mode Dungeon Boss Damage
The auto-attack damage of boss monsters in Hell mode dungeons had their Defense Penetration increased to make up for some of their loss of damage done to the tank. Previously, all Hell mode monsters gained upto 50% Defense Penetration but it was removed to make the Elite trash monsters easier to deal with and easier for melee to get involved - but it had the unintended effect of reducing boss damage by too much. Only the autoattack skill that will always be used on the player with the highest threat received this increase.

Monster Evasion
Hell mode Elite monsters no longer gain bonus Evasion depending on the mode of the dungeon, it only applies to bosses now. Elite monsters have a fixed base chance of 5% Physical and Magic Evasion. Previously, Hell mode 5 Elite monsters had 10-15%.

Just to clarify how much Evasion monsters have now.
General and Veteran monsters do not have any.
Elites have 5% base chance to evade Physical and Magic attacks.
Bosses have 10% base chance, but some of the lowbie bosses are set lower at 5%.
Hell mode dungeon bosses gain another 2% per hell mode, so in Hell 1 they have 12% and Hell 5 they have 20% in total.

Guard stones, Pillars, Statues, totems, cannons, gates, doors, and other stationary object type monsters do not have any kind of evasion regardless of their type.

Magic Tower, Vortex, Snow Mountain, Garden of Baphomet, and Hall of Elements monsters, seasonal event monsters like Bad Santa, Boxxy Valentino, Christmas Shushu, Jack'o'Lantern and others, do not have any evasion.

Overall, these changes mean
Level 100 players won't miss monsters when running lower level dungeons like Insane Daily Quest runs, level 85 dungeons etc. but you do have a 5% chance to miss Elites of your own level.

You won't miss Elite monsters in Hell mode dungeons so often.

Low level players, pets, and monsters, will now miss higher level targets more frequently.


If you don't understand something, or just have questions, please ask.
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