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Patch V115


Jordan

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Viridian Gorge

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Available for level 125 players and above, Viridian Gorge is the latest content addition to the game! Head over to Death Mountains to enter!

Viridian Gorge brings new gems for both weapons and armors. There is also two rings per boss which have combination effects for all class types!

You can also obtain Awaken Weapon EXP from this content!

Viridian Gorge can be run twice a day and is designed to be run in a raid party!

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Armor 125

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New armors have been added to the Abyss content!

The orange version of these armors are crafted via Guild Town NPC's and can be upgraded using items obtained through the Abyss. When upgrading the orange armor to gold you will keep any fortifications, enchants, gems and gear upgrades.

Similar to the level 115 armor there is several different versions of armor to cover different styles of gameplay. However, there has been a new type of armor added which covers Heavy Armor Magic Damage classes.


 

Human Racial Improvements

Its no secret that Human's have it rough when it comes to racial crafting and as more expansions come out the system gets harder and harder. Not to mention that the availability of Tower Gems and other gems of this nature are directly tied to this system requiring around 32 characters at the current moment to cover Sky Tower, Dreadlore Lab, 4 Trials of the Dimension and Daylight Forest.

Although we where quite limited on what we can do with this system we decided to make some changes to help make the experience a little less jarring for players who are invested in the Human Racial ecosystem.

Stat gems of each type has been broken into 3 categories. The first category is level 1 gems to level 4 gems, the second category is level 5 gems to level 8 gems and the third category is for level 9 gems and above. This should give each Human more coverage requiring less alts and also should make a significant difference on the gem rolling stage.

We asked for feedback during the work on this system from some of the more prominent Human racial crafters in the server right now. They expressed how important it was to not lose any progress to their racial crafting. So we made sure that any already learned gems and any in-progress gem learning data has not been lost.

We hope this change makes life easier for the Humans of the server!


 

Holy Blade Update

We have made some big adjustments to the Holy Blade class.

Although this class is currently the meta when looking at the skills and effects we found that the only reason this class was meta was because it was simply overloaded with DMG Dealt stats and DMG Taken stats.

We felt like the best course of action was to make some improvements across the board revamping the cohesion between the skills, improving the skills in areas that required improving and nerfing the areas that required nerfing. We tried to avoid completely changing the class like in previous reworks but we have shuffled some stuff around so make sure to read all the spells before taking the new version for a spin.

We hope to have made significant improvements for the class to still function in the current meta game while fixing the issues that make it too strong at the current moment for the wrong reasons.

We also took the liberty to revamp all the spell effects so that they actually make visual sense (similarly like we did with the Lethal Arrow class rework earlier this year).

Here is a list of the skills for the Holy Blade class:

Spoiler

Chaos Step
No Cooldown Time
Instant
Combo Skill: Chaos Step
Grants P-ATK and teleports to the target dealing Double Hit DMG to all enemies within 10 meters of the target reducing their ATK SPD & Cast SPD -5% and Move SPD -7% for 7 seconds, stacks 5 times.

Combo Skill: Blinding Light
Grants P-ATK and deals DMG to all enemies within 20 meters of the caster stunning them for 3 seconds.

 

Holy Rain
No Cooldown Time
Instant
Combo Skill: Holy Rain
Grants M-ATK and deals Double Hit Holy DMG to all enemies within 15 meters of the target reducing their DMG Dealt -5% for 7 seconds, stacks 3 times.

Combo Skill: Light Assult
Grants M-ATK and deals Holy DMG to all enemies within 15 meters of the target reducing their Slash Resistance -3 pts, Holy Resistance -6 pts and Other Elemental Resistance -4 pts for 7 seconds, stacks 5 times.

PVP Changes
Slash Resistance -5 pts.
Holy Resistance -10 pts.
No longer reduces Other Elemental Resistance.
Stacks 3 times.

 

Energy Slash
No Cooldown Time
Instant
Combo Skill: Energy Slash
Grants M-ATK and deals Holy DMG to all enemies within 15 meters of the target reducing their DEF for 7 seconds, stacks 4 times.

Combo Skill: Shattering Slash
Grants P-ATK and deals DMG to all enemies within 15 meters of the target dealing additional Slash DMG equal to 30% of the casters P-ATK every second for 3 seconds.

PVP Changes
Slash DMG equal to 15%.

 

Phantom Sword
No Cooldown Time
Instant
Combo Skill: Phantom Sword
Grants P-ATK and deals DMG to all enemies within 25 meters of the caster recovering HP equal to 10% of the DMG Dealt.

Combo Skill: Summoning Light
Grants M-ATK and deals Holy DMG to all enemies within 20 meters of the caster granting P-ATK & M-ATK +2% for 10 seconds, stacks 15 times.

 

Elusive Knight
Cooldown: 50 seconds.
Instant
Grants the caster "Elusive Knight" status for 10 seconds and "Shield of Illusion" status for 1.5 seconds.

Elusive Knight
You become invisible.
You remove 4 negative status.
You recover 10% HP every second.

Shield of Illusion
DMG Taken -100%.
This status is removed when attacking.

 

The Magic Circle
Cooldown: 10 seconds.
Instant
Grants M-ATK and deals Triple Hit Holy DMG to all enemies within 15 meters of the target.

 

Light Step
No Cooldown Time
Instant
You leap into the air.

While in the air your Physical DMG Dealt +300% and Magical DMG Dealt +200%.

PVP Changes
Physical DMG Dealt +250%.
Magical DMG Dealt +175%.

 

Destructive Strike
Cooldown: 10 seconds.
Instant
Grants P-ATK and deals Triple Hit DMG to all enemies within 15 meters of the target.

 

Holy Skill: Light Strike
Cooldown: 3 seconds.
Instant
Grants M-ATK and deals Holy DMG to all enemies within 15 meters of the target reducing their P-CRIT & M-CRIT for 10 seconds, stacks 3 times.


 

Class Balancing

We have made some smaller adjustments to other classes!

Here is a list of the changes made this patch:

Spoiler

Mecha Ares

Mecha Ares

(PVP) DMG Dealt reduced from 20% to 10%.

 

Glyph: Forceful Fist Glyph

(PVP) DMG Dealt reduced from 30% to 15%.

 

Glyph: Laser Cannon Glyph

DMG Taken reduced -20% to -15%

No longer increases Elemental Resistance +10 pts.

No longer increased DEF +15%.

Now increases the HP Value of Mecha Ares +20%.

 

Rifleteer

Sanctioned Annihilation

Sanction status duration increased to 10 seconds from 8 seconds.

Annihilation status duration increased to 10 seconds from 8 seconds.


 

Defense Stat Adjustments

We have made several adjustments to the defense stat and how it functions to make the game more balance and fair with the current state of the game.

The first change we made was to increase the amount of defense points required to gain a higher physical damage reduction. We made this change as most classes regardless of armor type could cap defense without a shield equipped or any sort of defense specifications like certificates or class talents. We will keep an eye on the state of the game to see if further adjustments are needed.

The second change we made was to give more damage reduction based on the type of armor the class is using. We achieved this by raising the cap of defense based on the type of armor you are using. Heavy Armor users will now be able to reach 65% Physical DMG Reduction, Light Armor users will now be able to reach 60% Physical DMG Reduction and Cloth Armor users will remain capped at 55% Physical DMG Reduction. We feel like this is a much better system but will be monitoring the situation to see if further adjustments are needed.
Note: Non-Player entities such as monsters, bosses and pets are treated as if they are wearing Heavy Armor and will cap at 65% Physical DMG Reduction.

The final change we made in line with the first change is that we rebalanced the defense stat across the following pieces of content:

Spoiler

Enchanted Marsh Dungeons

Water Falls Dungeons

Death Mountains Dungeons

Abyss Dungeons

Elemental Raid

Celestial Corridor

Angelic Temple & Demonic Fortress


 

Elemental Raid Improvements

Improvements to Avner's Reset range, this should prevent the boss reseting when players are killing the crystals.

Several adjustments to the map elements to prevent spells such as Area of Effect Cure from effecting them. This should reduce lag when using classes such as Holy Sage aswell as preventing and extending the duration on things like Zark's Lava Geysers.

Reduced the amount of Elemental True Resistance on the boss map wide buff Elemental Beast from 20 pts to 5 pts.


 

Celestial Corridor Adjustments

The amount of Elemental True Resistance on the boss wide buff Zodiac Spirit from has been reduced from 30 pts to 10 pts.

You can no longer place Celestial Corridor weapon gems into an unbound weapon.


 

Evaluation Dungeon Improvements

Logic improvements to fix the issue where on rare occasions where the reward selection UI would not appear.

Improvements to the Reward Selection UI to include the quantity of items on the selected rewards.


 

Archive Updates

There have been some minor improvements to the archive.

The Head Costume section has been split into multiple sections (Head, Face and Special).

Duplicate costume have been removed and all costumes have been reordered so that White, Alpha, Prime and Legendaries are together. Costumes that where missing a legendary version have also been created / added to the archive.

Item locations have also been improved / added across all sections of the archive to improve information on where to obtain the item, this includes costumes specifying if they are Mystery Box or Altar costumes.

Massive thanks to @MrDoudou who did 95% of this work on his own.


 

Item Adjustments

Smoke bomb's have been reworked to now work 100% of the time. However, they now have a 10 second cooldown between uses.

Engineer Potion can no longer be used in maps where PvP restrictions apply.


 

Vendetta Training Armor Updates

Updated the set bonus to include PVE DMG Dealt +8%, PVE Cast Speed +20%, ACC & EVA +20% and P-CRIT Rate & M-CRIT Rate +20%.

Fixed an issue where the defence value was not represented as if the armor was fortified to +10.

Fixed a bug where Light & Cloth armor sets would not have increased stats at level 76, 77, 78 and 79.


 

Misc. Changes

Added Accursed versions of Haven of Oblivion Weapons available via the Demon Stone Exchange.
Note: Accursed weapons cannot be improved with or be transformed into weapon drivers.
Note: Accursed weapons have the P-ATK & M-ATK of a 110% version of the weapon.

Updated the WIS value on the Holy Knight's Blade & Life Melody Guitar to 512 pts from 385 pts.

We have adjusted the Daylight Forest Weapon gems to be the correct value for the level:

Spoiler

1H Gem: WIS 512 pts -> 465 pts.
1H Gem: P-ATK & M-ATK 4352 pts -> 3956 pts.

2H Gem: WIS 385 pts -> 465 pts.
2H P-ATK & M-ATK 6528 pts -> 5994 pts.
2H Gem: P-CRIT & M-CRIT Rate 459 pts -> 417 pts.
2H Gem: ATK SPD & Cast SPD 459 pts -> 417 pts.
2H Gem: ACC 459 pts -> 417 pts.


 

Bug Fixes

Fixed a weird glow effect on the following pets:

Spoiler

Magic Elly

Magic Levi

Magic Blaise

Fixed stats across the Level 115 Abyss Armor Sets.

Spoiler

Defense 2319 pts -> 2435 pts on the following gear:

Medic's Gloves
Battle Medic's Gloves
 

M-CRIT Rate 35 pts -> 45 pts on the following gear:

Nightmare Crown
Revelation Crown
Rhymester's Hat
Wrathful Rhymester's Hat
Soul Crown
Requiem Crown
Doom Crown
Abyssal Doom Crown
Magical Hat
Magic Sundering Hat
Breathless Crown
Breath of Life Crown

Fixed a visual issue with the Pumpkin Head costumes.

 

Have a nice day!

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