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New Update Changelog (Outdated)


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As per popular request, I am listing all the changes that have come individually, to give an idea what has changed. I will probably miss a thing or two out accidentally, so say if you notice something. All info for this in detail are in the main guide or the relevant specific one for the area it covers.

Guides

  • The main guide has been rewritten to include missing information collated from other guides, along with rewritten with all the changes. The Sword Arts guide has also been written.
  • Info on how to run away from fights added to Combat Tutorial.

Sword Arts

  • The headline of the show and the reason so many things have been buffed in consequence. Sword Arts are available for use, unlocked by ranking up your weapon skill. See the dedicated guide for more detail.
  • As a consequence, there is now also an Energy amount, which you recover 1 of per post in combat and 3 out of combat turns recovers all energy. This is to encourage tactical use of sword skills rather than willy nilly Shadow Explosions and Eternal Cyclones.

Player Statistics

  • Player HP has been buffed to x4 your Level from x2 +3. This is to compensate for much higher damage, while still being in danger of death.
  • Tracking of Levels has changed, which is now based on SP earned. Encourages questing and bypasses the issue had of several users unfairly jumping a lot of levels due to a site error in post count. See table in main guide for more.
  • Energy is same amount as level.
  • You now heal 3 HP out of combat.

Player Skills

  • First Aid, a canon skill with no canon info, has been introduced. It will fill the support role and heal other players as a post action with a 50% chance to work. Encourages support roles without high cost count with consumables.
  • Noticing several players being at effectively the max rank in all skills, the cost for skills has increased. This provides more late game incentive.
  • Starting SP has been increased from 2 to 5.
  • Mitigation has been buffed so that it increases +5 at rank one to +60 at rank 5, an effect that take action if you wear the relevant armor type to the skill.
  • To match the severe increase in HP, all HP recovery skills (Battle Healing, First Aid & Meditation) heal from 4% of your max HP at rank 1 to 20% of your max HP at rank 5. This makes the skill relevant regardless how high your HP goes. Overhealth is also boosted to +20.
  • The controversial Block skill, after looking at many alternatives for it, will now be the tanks way of reliably avoiding damage by absorbing more of it. It acts like a second armor skill. The cost is that your evasion will never exceed 1, so debuffs still affect you and you cannot use evasion builds. This also defines the shield as the equipment of the defensive tank.
  • A one time skill reset has been engaged to allow people to spec in light of all these changes.
  • Parry has been changed to become more useful.

Player Equipment & Enhancements

  • The regen enhancement has been changed to a one slot with cap of three, moved to heavy armor and providing +3 health per slot used upon being hit if CD is 6+. This suits the role of heavy armor users who lack evasion, so in consequence (ideally paired with shields) will regenerate HP to tank more. Gives light and heavy armor their own respective roles.
  • Combat Craft enhancement added to serve similar to accuracy for First Aid.
  • Mitigation enhancements have been buffed to +3 per slot from +1, along with any that had mitigation effects.
  • Thorns has been buffed to +3 per slot from +1.
  • All healing has been given a +10 bonus added, so at uncommon heals 15 and at perfect heals 25. This also affects potions by merchants which go to 15 HP heal. Healer Familiar also now heals 15 rather than 5.
  • Safe Guard has been removed with Block already providing a mitigating role, so the function of safe guard has become invalid to the extent it functioned.
  • To scale against damage enhancement, Bleed and Burn now do 4 damage for two turns, a total of 8.
  • Merchant item fees doubled to compensate for higher gains in Col.
  • Added Electrolytes enhancement for cooks and fishermen as an option to recover energy in battle.
  • Added Prosperity Enhancement for that Col farming.
  • Changed Light Armor to have Damage Mitigation cap of 2 and Evasion cap of 3. Evasion cap to 3 on accessories too.
  • Crystallize removed, crystals now requiring rank 5 and two mats to made.
  • Performer revamped for debuffer role.

Enemies

  • Mobs have been buffed to Floor Level x4 for health and x3 for damage as minimum for loot, along with half the killers health. They also have 1/4 of their health as mitigation.
  • Most quests have been hidden until they are rebalanced with harder bosses or challenge as a whole, releasing each when balanced.
  • Trap stats changed to match new mob system.
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I don't believe you can start with a shield, but blacksmiths can make them for you.

That makes it kinda hard, IMHO that is. Someone who is training to be Sword & Board (aka shield) would have to train with from the start. Having to have one made or dropped by a monster, means that player has to fight without it. Till he can get enough money to get one.

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  • 4 weeks later...

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