► "Odin Cup Season 2" is about to start
The Battle of the Peak warm-up match will end on July 16, and the warm-up match points will be cleared. On July 17th, the qualification match for the top guilds in the Kingdom will officially start! The Odin Cup, the most representative competition in the Kingdom of Midgard, is about to start. The Odin Cup has attracted outstanding guilds from all over the world to participate. The power of guild unity and tacit tactics. Warriors! Fight for the glory of the guild and bring pride to the server!
► Increased rewards for the Juperus Ruins
After the adventurers continue to explore the dungeons of the Upales Ruins, after the update, they will clear the Juperus Ruins and reach LV2 or above, and they will definitely get the Class imprint selection box!
Adventurers who have already challenged and completed the dungeon don't have to worry, we will reissue it to the updater Adventurers who have challenged LV2 or above and have not obtained the Class imprint selection box are rewarded, please wait patiently. The weekly leaderboard rewards of Juperus Ruins have also increased the number of Class imprint boxes, allowing adventurers to develop genre imprints more quickly!
► Brand new Class Imprint slate coming soon!
Assassin/Assassin Cross
Brand-new Class Imprint "Flashing Shadow Hunting": After the poisonous dagger kills the target, it will get the effect of "Flashing Shadow", so that the next poisonous dagger can be cast without stealth. Upgrading the class sigil can increase the damage of the poisonous dagger and increase the movement speed.
Blacksmith/Mastersmith
New genre imprint "Molten Iron Dash": The cooldown time of the Cart Boost skill is extended. After casting Cart Boost, the effect of [Molten Iron dash] will be obtained, and the movement speed and physical and magical damage reduction will be increased. The duration can be extended if the target is killed during the effect. Upgrading the Class imprint can increase movement speed, physical and magical damage reduction, and extend the duration.
Bard/Minstrel
Brand-new class imprint "Poetic Echo." During the "Apple of Idunn" performance, add the "Poetic Echo" effect to healed targets. The effect restores a portion of Bard's physical attacks as health every second. Upgrading the Job Sigil increases the amount of health restored, extends the duration, and enhances both physical and magical attacks for allies under the "Poetic Echo" effect.
Dancer/Gypsy
Brand-new class imprint "Charm Healing." During the "Service for You" performance, add the "Charm Healing" effect to healed targets. The effect restores a portion of the Dancer's physical attacks as health every second. Upgrading the Job Sigil increases the amount of health restored, extends the duration, and enhances both physical and magical attacks for allies under the "Charm Healing" effect.
Rogue/Stalker
New Class imprint "Cunning Ambush": When using Backstab, the crit rate of the backstabs is increased. When the backstab deals damage, there is a chance to add [Graffiti] effect to the enemy. When you can cast Backstab behind the target, the additional chance is increased. Upgrading the Class imprint can increase the backstab crit rate, and increase the physical attack after the backstab crit.
Class Balance
Martyr's Reckoning Paladin
Since the Crusaders can cause high-skill damage while taking into account survivability and defense capabilities, it is difficult to be effectively restrained in the PVP scene, which has a big gap with our original positioning of the Crusaders.
After more in-depth testing, we have found out the key reason. The current formula for Marty'r Reckoning is (normal attack + Marty'r Reckoning*special damage increase)*special damage increase.
※ Special increase and decrease stats include PVP increase and decrease stats, PVE increase and decrease stats, title increase and decrease stats, fatal toughness, etc.
This formula mistakenly multiplies two special damage increases and decreases, resulting in abnormally high damage in some cases. We will fix this abnormality after this week's update.
Corrected to the following correct formula:
(Normal attack + Marty'r Reckoning) * special increase or decrease damage.
On the other hand, we have also strengthened the performance of the Marty'r Reckoning in PVE, hoping to improve the grinding efficiency of the Crusaders and better performance in the dungeon.
Trap Hunters
The output of the trapper Hunter build is too strong in the late stage, which makes the trapper easily suppress most classes, which deviates from the original design positioning of the trap build. We deeply understand the impact this has on game balance and understand players' expectations for fairness.
We expect the trap build to be more treacherous on the battlefield, affecting the battle situation through unexpected ways, rather than relying on excessive output to suppress everything. To that end, we're tweaking the trap's damage calculation formula to achieve this balance.
In addition, we also realize that the damage calculation of the trap booster gear has some irrationality. The damage multiplier it provides belongs to the final damage multiplication area, and the increase in skill damage is too large and will not be diluted, which is unreasonable compared with the gear design of other classes. Therefore, in this adjustment, we will revise the damage calculation method of the trap booster gear to make it more in line with the overall balance requirements.
➤Many adventurers think that turrets and traps can be targeted, but they cannot use skills to cause damage to them, which is poor in PVP experience. And if the Turrets and traps can be destroyed, the two classes will also lose their main output means. Therefore, we adjusted the Turrets and Traps. You can no longer target them in battle. While improving the PVP experience of other classes, it also ensures the gameplay of the Turrets and traps.
In addition to the correction of strong classes, there are also major adjustments for relatively weak classes.
➤For Alchemists, we have reduced the cooldown time and common cooldown time of Acid Flask Throwing skills; adjusted the physical gain in the damage formula; and increased the chance of destroying equipment, hoping to allow alchemists to perform better.
➤For Rogues, we have strengthened the crit damage and Backstab damage of the Divine Armament (Elven Crossbow) effect, and with the launch of the new class imprint, the expected damage will be significantly improved. Also, adjust the trick attack so that the skill can get copper coins with a 100% chance.
➤For Hunters, we have strengthened the Divine Armament (Ul'r determination) effect, so that the skill Steel beak can inherit part of the physical damage of the character, and further increase the late damage of the Falcon Build.
➤For Dancers and Bards, we have reduced the skill cooldown time and common cooldown time of Dissonance/Ugly Dance, Eden's Apple/Serving You, Fantastic Rhapsody, Upanish Arrow Flurry, and increased the skill cooldown of Arrow Flurry Skill damage. Fantasia will also increase damage in PVE scenes.
➤For Priests, we have increased the frequency of damage caused by the Magnus Exorcismus, increasing the overall damage and improving the hang-up practice experience. We have also reduced the cooling time of resurrection in the PVE scene and improved the auxiliary status of priests. While increasing the damage frequency of Magnus Exorcismus, for balance considerations, we have also reduced the Fixed Cast time from Holystick.
➤For Champions, we have removed the indestructible debuff that is automatically released after the gear Phoenix Ember is used, to make it more in line with the usage situation.
➤For Sages, we have enhanced the attribute damage of the Divine Armament (Origin) effect, the additional multiplier damage of attribute arrows, increased the probability of automatic spell casting, and reduced the SP consumption of Psychic Wave.
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