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Sedy Admin Sedy
posted on Friday, January 20 2017, 02:02 AM in Updates
Fixed an issue with some skill tooltips causing the game client to crash when trying to learn new skills.

Due to concerns over monster damage still being too high after the reduction in permanent damage absorb from skills and items, monster damage has been toned down some more.

Field
Port Plunder monster damage reduced by ~20-30%.
Level 85+ elite monsters damage reduced by ~20-30%.

Dungeons
TLC boss damage reduced by 30% and monster damage reduced by 50%.

LH all damage reduced by 10%.
LI boss damage reduced by a further 30% (now -40%) and monster damage reduced by a further 20% (now -30%).

DH all damage reduced by 10%.
DI all damage reduced by 30% (now -40%).

WGH all damage reduced by 10%.
WGI boss damage reduced by 20% and monster damage reduced by 30% and lowered the ITD on the plant and scorpion monsters.

CH monster damage reduced by 10% - it's super low already with no nasty ITDs, and boss attacks are also super slow - don't go tanking too much on undergeared cloth chars and you will be fine.
CI boss monster damage reduced by 10% and monster damage reduced by 30%.

ToAN monsters damage reduced by a further 20% (now -45%), boss damage remains the same (it already had 25% reduction).
ToAH boss damage reduced by 30% and monster damage reduced by a further 30% (now -40%).
ToAI boss damage reduced massively - the min to max damage had a massive range difference and this has been brought right down so damage should be much less spikey than before and monster damage reduced by 30% and summoned Nieless and Nieleium no longer have ITD skills.

GTN boss damage reduced by a further 10% and monster damage by a further 20%.
GTH boss damage reduced by a further 10% and monster damage by a further 20%.
GTI boss damage reduced by a further 10% and monster damage by a further 20%.

VSMN boss damage reduced by 10% + several ITD skills removed, monster damage reduced by 30%.
VSMH boss damage reduced by 10% and monster damage reduced by 30%.
VSNI boss damage reduced by 10% and monster damage reduced by 30%.

WN boss damage reduced by 10% and monster damage reduced by 30%.
WH boss damage reduced by 10% and monster damage reduced by 30%.
WI boss damage reduced by 10% and monster damage reduced by 30%.

Magic Tower, Snow Mountain and Hall of Elements (all modes) damage reduced by 20%. Vortex remains the same - it's hella low anyway.

Raid and World Boss
Catacombs boss and monster ITD damage reduced considerably.

LiskN auto-attack ITD reduced - otherwise damage remains the same.
LiskH auto-attack ITD reduced, Shockwave aoe no longer does ITD - otherwise damage remains the same.
Rhinestone - as above.

Glaceon, Sakun, Athelon, Sraclone, Tundro, Frigid Glaceon, Cringer, Lost Mysterion, Ulric, Livid - damage reduced by ~10-20% depending on skill etc.

Nereus - already had massive reductions before, it's fine.

Enraged Sakun/Tundro - lowered their only ITD skill slightly and reduced damage by ~10%.

Namazu - more ITD reductions on autoattacks and ITD removed from aoe knockback skill Boredom.

Cletus - damage reduced by 30% and ITD reduced.

Frigid Queen Glaceon, Shadows and Enslaved Neill damage reduced by a futher 10% and some of the ITDs reduced more.

Monoxia damage reduced by 10% and some ITD skils reduced.


These changes should equal out the damage caused by trash monsters in dungeons to be around the same as before the player absorb reductions - bosses will still be doing more on tanks in most cases but that is absolutely intended otherwise it defeats the point of reducing absorb in the first place.

You will still see a big jump in damage going from Circus Hard (level 72-75) to Temple of Atlantis Normal (level 76-78). Circus Hard has always had comparatively low damage.

Remember, some monsters or specific monsters skills you are not supposed to be touched by. Think Mumu's Pets, Tomb Sand Worm Worm, some Arcturis skills, Lisk's Death Spark, Thiassis/GT Tomb Hawk casted skills etc. these are set artificially high because they are supposed to oneshot if you get hit by them or you don't move into the shield domes etc. Some players could probably survive these before due to all the absorb and other effects, but that might not be the case anymore.

If you know of, or come across any situations where massive damage is absolutely unavoidable to you as a dps or healer class then please let me know about it. By this I mean massive instant damage that is not announced in some way, or gives some visual clue that something big is being cast. Something you have no chance of escaping.
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