The new dungeon is set to be for the Sikuku Prison's second floor. With the Archaeology quests we've put in, we're continuing that in to the deeper darker corners of this dungeon.

The story goes, an Archaeology team ventured too bravely in to the second level and were never heard of again. Your hope is to find them and safely escort (yes, I said escort) them back to safety. For each team member you're able to safely escort to safety, we're looking to provide benefits. It could be secret access to some areas of the map, it could be a buff to help you adventure further or just help you reach one step closer to saving all the lives of those silly scientists. Whatever your choice may be, we're looking to put some new spins on how you may confront your objectives in this dungeon. It will be part combat, part adventure, all fun.

We're looking to even add to the boss fight, some aspects of making sure you're paying attention to your environment and what's going on around you. The boss may benefit from certain monsters near by wanting to get closer, or maybe you can use them against him. It's a little still in the design phase, but essentially, we're going to be adding some secondary objectives while fighting the boss, to help keep it interesting for those who might be just a tad bored with the current way you might button mash to win.

Expect to see Patrols of certain monsters, lurking around the dungeon so you may turn a corner to find one, you may not! Keep on the look out, because they may sneak up on you while you're fighting or escorting out one of the Archaeologists!

Because this contains a new mechanic and feature, we're doing our best to make sure the implementation is smooth and flawless as possible. We will be testing on Pegasus once we have it ready. For now, we're also doing some class balancing testing on Pegasus, so if you would like to check it out, the Scout is being class balanced this weekend along with a revision of the combat mechanic.

Pegasus notes:

Spoiler

Pegasus is currently using Draconis data.

Combat Mechanic Change
This update to the damage calculation changes the applying critical damage modifiers after enhanced damage/damage reduction modifiers, but before elemental damage modifiers.

You will note that the elemental properties have not yet been implemented to the point they make an impact, but they are expected to be and soon. Quite possibly with this new dungeon's update.

Scout

Fire Arrow
Added 1/2/3/4/5 stacks of Wounded at a 20% chance of application per skill hit.

Ice Arrow
Added 3 stacks of Critical Impact at 10%/20%/30%/40%/50% chance on hit.

Wind Arrow
Now provides 1 stack of Wind Fury at a 10%/20%/30%/40%/50% chance to activate on skill use.

Wind Fury
Per 1 stack, adds 5% Dodge and Movement Speed to caster for 12 seconds, up to 10 stacks max.

Camoflauge
Reduced cooldown to 45/42.5/40/37.5/35 seconds.

Equipment Changes Piercing Arch
The dodge stat has been replaced with [Pierce Defense 279]

Lunaris Bow
[Dodge 45] has been replaced with [Critical 69]
Range has been increase 2 meters.

Exalted Lunaris Bow
[Dodge 57] has been replaced with [Critical 87]
Range has been increase 2 meters.

Pegasus Server, no cost skill books in appropriate location for Honor & Valor Shops

(PvM) Taunt Shot (New Unique Skill)
Requirement: [None currently]
A crossbow bolt shot that catches your target's attention and taunts it to you.

(PvP) Shield Bash (New Unique Skill)
Requirement: [Shield Bash 5]
Adding a Daze effect for 4 seconds with 20% success rate (like sleep)

These changes to all Damage Reduction effects are to compensate for their change in strength because of the combat formula change. (I apologize, I was so focused on the Scout, that I forgot about some other changes that were done in light of the combat formula update)

Soldier Guard
Damage Reduction reduced to 20%, from 50%

Knight Protection
Damage Reduction reduced to 10%, from 50%

Shield Spikes (Unique)
Damage Reduction reduced to 20%, from 50%

Hawker Crossbowman's Guard
Damage Reduction reduced to 10%, from 30%

Reflective Guard (Unique)
Damage Reduction reduced to 10%, from 30%

You will note that the elemental properties have not yet been implemented to the point they make an impact, but they are expected to be and soon. Quite possibly with this new dungeon's update.

For those wondering what exactly the effect of this will be, I'll attempt to explain it the best I can.

Alright, time to do the magic of numbers. The trick to seeing just what you'll get from this formula change is working out the numbers on both (enhanced damage-damage reduction)X critical and (enhanced damage + critical - damage reduction). You compare the new with the old multiplier, and come out with the difference in damage you'll deal (on a crit).

First of, this formula change does not affect non-critical hits. On a non crit, the critical damage is left out in both equations, so you're left with two times (enhanced damage - damage reduction), meaning you'll get the same value.

I'm going to compute the values for all classes at different levels of damage reduction (since this depends on the target they're fighting), and you'll be able to see the difference. These calculations are all assuming you're buffed and thus have the enhanced damage buff.

Going to have 4 damage reduction values you're most likely to encounter:

1)No damage reduction

2)Rosasite body gem (5% reduction)

3)Crossbow scout with rosasite body gem (35% reduction)

4)Knight with rosasite body gem (55% reduction)

Non-crit damage classes without innate enhance damage (knight, gun bourg, gun artisan, crossbow scout, dual raider, sword and spear champions while berserk/enraged berserk is not active):

Spoiler

1) In this case, you have (1+0,15) (the 1 is your base damage, 0,15 is the enhance damage modifier) X 1,5 (50% crit damage)= X1,725 total multiplier.

With the old formula you would have (1+0,15+0,5)= X1.65 total multiplier. This results in a crit dealing about 5% increased damage.

2)You have (1+0,15-0,05) (it gets rounded off at 5% even though the gem says 4,5%) X 1,5= X1,65 total multiplier. Old multiplier would be (1+0,15-0,05+0,5)= X1,6.

3)You have (1+0,15-0,35) X 1,5 = X1,2 multiplier. Old value is (1+0,15-0,35+0,5)= X1,3. Here you see for the first time, and as I will note later on my post, that you'll do less damage than before.

4)You have (1+0,15-0,55) X 1,5 = X0,9 multiplier. Old value is (1+0,15-0,55+0,5)= X1,1 multiplier.

Mages and Battle clerics (these have both the same amount of enhance damage and crit damage and as such are calculated together).

Spoiler

1)You have (1+0,35) X 1,5 = X2,025. Old value would be (1+0,35+0,5)= X1,85. This is where you're starting to see larger differences, and the higher the enhance/crit damage values, the more exponential the difference will be.

2)You have (1+0,3) X 1,5 = X1,95. Old value would be (1+0,3+0,5)= X1,8.

3)You have (1+0,35-0,35) X 1,5= X1,5. Due to enhance damage being the same value as damage reduction, these nullify eachother, so there's no difference in damage.

4)You have (1+0,35-0,55) X 1,5 = X1,2. Old value would be (1+0,35-0,55+0,5)= X1,3.

Sword and spear champs while enraged berserk is active

Spoiler

1)You have (1+0,75) X 1,5 = X2,625. Old value would be (1+0,75+0,5)= X2,25.

2)You have (1+0,7) X 1,5 = X2,55. Old value would be (1+0,7+0,5)= X2,2.

3)You have (1+0,75-0,35) X 1,5 = X2,1. Old value would be (1+0,75-0,35+0,5)= X1,9. (Since the enhance damage is for once higher than the damage reduction, crossbow scouts take increased damage from champ criticals).

4)You have (1+0,75-0,55) X 1,5 = X1,8. Old value would be (1+0,75-0,55+0,5)= X1,7. Same as above.

Launcher bourgs and bow scouts (without the unique passive).

Spoiler

1)You have (1+0,15) X 1,9 =X2,185. Old value would be (1+0,15+0,9)= X2,05.

2)You have (1+0,1) X 1,9 = X2,09. Old value would be (1+0,1+0,9)= X2.

3)You have (1+0,15-0,35) X 1,9= X1,52. Old value would be (1+0,15-0,35+0,9)= X1,7.

4)You have (1+0,15-0,55) X 1,9= X1,14. Old value would be (1+0,15-0,55+0,9)= X1,5.

Unstacked katar raiders and bow scouts (with unique passive)

Spoiler

1)You have (1+0,15) X 2 = X2,3. Old value would be (1+0,15+1)= X2,15.

2)You have (1+0,1) X 2 = X2,2. Old value would be (1+0,1+1)= X2,1.

3)You have (1+0,15-0,35) X 2 = X1,6. Old value would be (1+0,15-0,35+1)= X1,8.

4)You have (1+0,15-0,55) X 2 = X1,2. Old value would be (1+0,15-0,55+1)= X1,6.

Fully stacked katar raider and bow scout (will be possible with the new ice arrow)

Spoiler

1)You have (1+0,15) X 2,5 = X2,875. Old value would be (1+0,15+1,5)= X2,65.

2)You have (1+0,1) X 2,5 = X2,75. Old value would be (1+0,1+1,5)=X2,6.

3)You have (1+0,15-0,35) X 2,5 = X2. Old value would be (1+0,15-0,35+1,5)= X2,3.

4)You have (1+0,15-0,55) X 2,5 = X1,5. Old value would be (1+0,15-0,55+1,5)= X2,1.

Axe champ while enraged berserk is not active.

Spoiler

1)You have (1+0,35) X 2 = X2,7. Old value would be (1+0,35+1)= X2,35.

2)You have (1+0,3) X 2 = X2,6. Old value would be (1+0,3+1)= X2,3.

3)You have (1+0,35-0,35) X 2 = X2. This value remains the same since enhance damage and damage reduction nullify eachother.

4)You have (1+0,35-0,55) X 2 = X1,6. Old value would be (1+0,35-0,55+1)= X1,8.

Axe champ while enraged berserk is active.

Spoiler

1)You have (1+0,95) X 2 = X3,9. Old value would be (1+0,95+1)= X2,95.

2)You have (1+0,9) X 2 = X3,8. Old value would be (1+0,9+1)= X2,9.

3)You have (1+0,95-0,35) X 2 = X3,2. Old value would be (1+0,95-0,35+1)= X2,6.

4)You have (1+0,95-0,55) X 2 = X2,8. Old value would be (1+0,95-0,55+1)= X2,4.

There's a few outliers, depending on the class/equipment used in question.

Rosasite gems will now reduce crit damage, while enargite gems will boost it (only the % values, since the constants are calculated last in the formula and do not get multiplied by anything).

Knights and crossbow scouts (and everyone who gets the dmg reduction from unique integrity) will take REDUCED damage from criticals, since damage reduction now also reduces crit damage.

Axe champions will deal massively increased crit damage, due to enraged berserk+passive enhance damage now also boosting up crit damage by a large amount.

Just putting this one out there, but an axe champion can theorethically do this amount of damage in PvM:

2000 (this is being generous in the amount of attack power they can get, they can go over this easily) X 3.2+265 (using final strike) X 1.6 (courage set, epic/exalted and luna set for 60% pvm offense modifier) X mobs defense reduction X 1.95 (95% enhance damage from enraged berserk, cleric buff and their passive amount) X 2 (100% crit damage) = 41500 damage.

In reality it'll be about 25-30k damage since we still have to take into account the mobs defense and PvM defense (particularly in dungeons), but that's still one hell of a number. And that's on a rather weak set with normal buffs, by using stat buffers/boosters you can get over the 50k mark.

This is all theorethical, in reality things may be different, so I'll get back to this post after doing some testing on pegasus.

For those wondering what exactly the effect of this will be, I'll attempt to explain it the best I can.

Damage dealt by those who don't use crit will remain unaffected.

Cannon bourgs/katar raiders/bow scouts and any class (that is not champion, mage or bc) that chose to stack crit even without passives for it should see about 10-15% increased damage compared to live values ONLY ON CRITS. Normal damage is unaffected. (This is assuming you are fully buffed, you are not using any enargite gems and the opponent has no damage reduction).

Battle clerics/mages who chose to go for a crit build should see about 30-35% increased damage compared to live values on crits (due to having more enhance damage from their 20% buff). Normal hits are also unaffected.

Sword/spear champions who built crit will see about 55-60% increased damage compared to live values on crits while enraged berserk is active. When it isn't, you'll see the regular 10-15% increased damage. Normal attacks again unaffected.

I messed up some of the calculations here, so I'll be correcting this part tomorrow (I should not be doing math at 4am)

The general consensus of crit damage being higher than on live should remain true for all classes.

Then there's a few outliers, also depending on the equipment used in question.

Rosasite gems will now reduce crit damage, while enargite gems will boost it (only the % values, since the constants are calculated last in the formula and do not get multiplied by anything).

Knights and crossbow scouts (and everyone who gets the dmg reduction from unique integrity) will take REDUCED damage from criticals, since damage reduction now also reduces crit damage.

Axe champions will deal massively increased crit damage, due to enraged berserk+passive enhance damage now also boosting up crit damage by a large amount.

Just putting this one out there, but an axe champion can theorethically do this amount of damage in PvM:

2000 (this is being generous in the amount of attack power they can get, they can go over this easily) X 3.2+265 (using final strike) X 1.6 (courage set, epic/exalted and luna set for 60% pvm offense modifier) X mobs defense reduction X 1.95 (95% enhance damage from enraged berserk, cleric buff and their passive amount) X 2 (100% crit damage) = 41500 damage.

In reality it'll be about 25-30k damage since we still have to take into account the mobs defense and PvM defense (particularly in dungeons), but that's still one hell of a number. And that's on a rather weak set with normal buffs, by using stat buffers/boosters you can get over the 50k mark.

This is all theorethical, in reality things may be different, so I'll get back to this post after doing some testing on pegasus.

That means the tanky classes just got tankier? coz they can reduce the crit damage by damage reduction? While the one with enchant damage gets more damage compared to other classes if they crit? Meaning crit damage is exponentially multiplied the more enchant damage a class have? And only a few class has enchant damage mainly champs bc and mage. And the damage reduce xbow scouts got made them tankier? So for classes with enchant damage passives and damage reduction skill they will benefit more coz it will exponentially improve their offensive, defensive capabilities. So those classes that have no enhance damage will get minimal boost in crits? Hm so in theory other classes that have no enchant damage became more helpless vs damage reduction groups because the boost in their crits which is 10-15 prcnt will get reduced by 30 prcnt from xbow scouts and 50 prcnt from knight. That means for other classes except champs.bc and mage, the tank classes became tankier in terms of crit

The way I see it, axe champs will only get the benefit from crit damage coz of their high criticals which will make them more effective vs xbow scouts, knights. Mage and bc dont have high crit anyway. While other classes that dont have enhance damage will do lesser damage to damage reduction classes because the damage of their crits will be lowered

That means the tanky classes just got tankier? coz they can reduce the crit damage by damage reduction? While the one with enchant damage gets more damage compared to other classes if they crit? Meaning crit damage is exponentially multiplied the more enchant damage a class have? And only a few class has enchant damage mainly champs bc and mage. And the damage reduce xbow scouts got made them tankier? So for classes with enchant damage passives and damage reduction skill they will benefit more coz it will exponentially improve their offensive, defensive capabilities. So those classes that have no enhance damage will get minimal boost in crits? Hm so in theory other classes that have no enchant damage became more helpless vs damage reduction groups because the boost in their crits which is 10-15 prcnt will get reduced by 30 prcnt from xbow scouts and 50 prcnt from knight. That means for other classes except champs.bc and mage the tank classes became tankier in terms of crit

Shortly answered, yes. I'm currently typing out the old and new damage multipliers (which will take a while) so you can take a look at them later when I'm done with that.

Due to enhance damage/damage reduction and critical now being separate multipliers, they do multiply upon themselves (and in the case of an axe champion who has both crit damage and enhance damage, this will be exponentially multiplied). BC and mages don't have that much more enhance damage than other classes and don't have any crit damage passives so the multiplier won't be as exponential, but they will still have an advantage in terms of critical damage compared to classes that don't have any enhance damage.

Not all tanky classes, the cleric hasn't gotten any tankier since they don't have any damage reduction (aside from unique integrity but that's only for a short moment). Knights and crossbow scouts however will be notably tankier, yes.

Shortly answered, yes. I'm currently typing out the old and new damage multipliers (which will take a while) so you can take a look at them later when I'm done with that.

Due to enhance damage/damage reduction and critical now being separate multipliers, they do multiply upon themselves (and in the case of an axe champion who has both crit damage and enhance damage, this will be exponentially multiplied). BC and mages don't have that much more enhance damage than other classes and don't have any crit damage passives so the multiplier won't be as exponential, but they will still have an advantage in terms of critical damage compared to classes that don't have any enhance damage.

Not all tanky classes, the cleric hasn't gotten any tankier since they don't have any damage reduction (aside from unique integrity but that's only for a short moment). Knights and crossbow scouts however will be notably tankier, yes.

I recommend testing on pegasus for yourself.

Hooray for axe, xbow scouts and knights XD. Ok jeremy thanks for the insight i will test it. So which is better citrine for weapon or enhance damage?

Hooray for axe, xbow scouts and knights XD. Ok jeremy thanks for the insight i will test it. So which is better citrine for weapon or enhance damage?

Well it depends on the character ofcourse. I think citrine is a waste most of the time unless you have such a high amount of crit that you can reliably crit 50% of the time. On my knight I run enhance damage, since the flat 110 enhance damage is very strong on a character that doesn't have any innate damage enhancers like crit/enhance damage or high skill powers. On raiders I would still go malachite over citrine since a katars sole form of DPS is from melee autos, making malachite a more reliable gem than citrine. Malachite is also still the better gem on BC's for the same reason. On a mage you could go a citrine if you do have enough crit chance to make it worth, but else I'd stick to another gem. Citrine should be good on an axe champ now since it changes a X2 to a X2,3 crit damage modifier, which even further gets exponentially enhanced by the enhance damage. Citrine is also good on a launcher bourg now, although this is mostly because the other options are just kind of weak/undesired for them.

So this means my chance of beating a crossbow scout are like reduced to 0.00001%?

Yes. I'm going to run some damage tests on pegasus to see if the new formula turns out to be problematic. Maybe we'll just nerf the % damage reduction to a lower value since they seem to be (although sometimes unintentional) making the damage reduction stat stronger and stronger with the changes they make.

Yes. I'm going to run some damage tests on pegasus to see if the new formula turns out to be problematic. Maybe we'll just nerf the % damage reduction to a lower value since they seem to be (although sometimes unintentional) making the damage reduction stat stronger and stronger with the changes they make.

Watch how many axe champs will be again. I dont know about the new formula it makes the axe champ leap lightyears away from 2h swords and from the other classes. And the damage reduction xbow knights have make katar raiders more and more lightyears away from killing them. Maybe make the cooldown of reduction damage longer. Thats all i can think. As for axe I dont know but ill see katars getting 4-5 hits again. But as for the fomula for the other classes its good. Just made axe xbow scouts knights incredibly stronger

Watch how many axe champs will be again. I dont know about the new formula it makes the axe champ leap lightyears away from 2h swords and from the other classes. And the damage reduction xbow knights have make katar raiders more and more lightyears away from killing them. Maybe make the cooldown of reduction damage longer. Thats all i can think. As for axe I dont know but ill see katars getting 4-5 hits again

I don't have an axe champ to test with, but yes I'm quite aware they're going to need to be taken a look at as well.

No problem. Well there's more great minds out there who are even better at these things, but glad to be of help.

I edited the original post, it should have most of the values you're looking for.

NOTE: I did the math for their base/passive multipliers, if you want to do calculations while taking into account enargite/citrine gems, you'll have to do some additional math yourselves. Should be able to figure out how to do it if you read the original post, although feel free to ask me if you're having trouble with computing the values.

For those wondering what exactly the effect of this will be, I'll attempt to explain it the best I can.

Alright, time to do the magic of numbers. The trick to seeing just what you'll get from this formula change is working out the numbers on both (enhanced damage-damage reduction)X critical and (enhanced damage + critical - damage reduction). You compare the new with the old multiplier, and come out with the difference in damage you'll deal (on a crit).

First of, this formula change does not affect non-critical hits. On a non crit, the critical damage is left out in both equations, so you're left with two times (enhanced damage - damage reduction), meaning you'll get the same value.

I'm going to compute the values for all classes at different levels of damage reduction (since this depends on the target they're fighting), and you'll be able to see the difference. These calculations are all assuming you're buffed and thus have the enhanced damage buff.

Going to have 4 damage reduction values you're most likely to encounter:

1)No damage reduction

2)Rosasite body gem (5% reduction)

3)Crossbow scout with rosasite body gem (35% reduction)

4)Knight with rosasite body gem (55% reduction)

Non-crit damage classes without innate enhance damage (knight, gun bourg, gun artisan, crossbow scout, dual raider, sword and spear champions while berserk/enraged berserk is not active):

Spoiler

1) In this case, you have (1+0,15) (the 1 is your base damage, 0,15 is the enhance damage modifier) X 1,5 (50% crit damage)= X1,725 total multiplier.

With the old formula you would have (1+0,15+0,5)= X1.65 total multiplier. This results in a crit dealing about 5% increased damage.

2)You have (1+0,15-0,05) (it gets rounded off at 5% even though the gem says 4,5%) X 1,5= X1,65 total multiplier. Old multiplier would be (1+0,15-0,05+0,5)= X1,6.

3)You have (1+0,15-0,35) X 1,5 = X1,2 multiplier. Old value is (1+0,15-0,35+0,5)= X1,3. Here you see for the first time, and as I will note later on my post, that you'll do less damage than before.

4)You have (1+0,15-0,55) X 1,5 = X0,9 multiplier. Old value is (1+0,15-0,55+0,5)= X1,1 multiplier.

Mages and Battle clerics (these have both the same amount of enhance damage and crit damage and as such are calculated together).

Spoiler

1)You have (1+0,35) X 1,5 = X2,025. Old value would be (1+0,35+0,5)= X1,85. This is where you're starting to see larger differences, and the higher the enhance/crit damage values, the more exponential the difference will be.

2)You have (1+0,3) X 1,5 = X1,95. Old value would be (1+0,3+0,5)= X1,8.

3)You have (1+0,35-0,35) X 1,5= X1,5. Due to enhance damage being the same value as damage reduction, these nullify eachother, so there's no difference in damage.

4)You have (1+0,35-0,55) X 1,5 = X1,2. Old value would be (1+0,35-0,55+0,5)= X1,3.

Sword and spear champs while enraged berserk is active

Spoiler

1)You have (1+0,75) X 1,5 = X2,625. Old value would be (1+0,75+0,5)= X2,25.

2)You have (1+0,7) X 1,5 = X2,55. Old value would be (1+0,7+0,5)= X2,2.

3)You have (1+0,75-0,35) X 1,5 = X2,1. Old value would be (1+0,75-0,35+0,5)= X1,9. (Since the enhance damage is for once higher than the damage reduction, crossbow scouts take increased damage from champ criticals).

4)You have (1+0,75-0,55) X 1,5 = X1,8. Old value would be (1+0,75-0,55+0,5)= X1,7. Same as above.

Launcher bourgs and bow scouts (without the unique passive).

Spoiler

1)You have (1+0,15) X 1,9 =X2,185. Old value would be (1+0,15+0,9)= X2,05.

2)You have (1+0,1) X 1,9 = X2,09. Old value would be (1+0,1+0,9)= X2.

3)You have (1+0,15-0,35) X 1,9= X1,52. Old value would be (1+0,15-0,35+0,9)= X1,7.

4)You have (1+0,15-0,55) X 1,9= X1,14. Old value would be (1+0,15-0,55+0,9)= X1,5.

Unstacked katar raiders and bow scouts (with unique passive)

Spoiler

1)You have (1+0,15) X 2 = X2,3. Old value would be (1+0,15+1)= X2,15.

2)You have (1+0,1) X 2 = X2,2. Old value would be (1+0,1+1)= X2,1.

3)You have (1+0,15-0,35) X 2 = X1,6. Old value would be (1+0,15-0,35+1)= X1,8.

4)You have (1+0,15-0,55) X 2 = X1,2. Old value would be (1+0,15-0,55+1)= X1,6.

Fully stacked katar raider and bow scout (will be possible with the new ice arrow)

Spoiler

1)You have (1+0,15) X 2,5 = X2,875. Old value would be (1+0,15+1,5)= X2,65.

2)You have (1+0,1) X 2,5 = X2,75. Old value would be (1+0,1+1,5)=X2,6.

3)You have (1+0,15-0,35) X 2,5 = X2. Old value would be (1+0,15-0,35+1,5)= X2,3.

4)You have (1+0,15-0,55) X 2,5 = X1,5. Old value would be (1+0,15-0,55+1,5)= X2,1.

Axe champ while enraged berserk is not active.

Spoiler

1)You have (1+0,35) X 2 = X2,7. Old value would be (1+0,35+1)= X2,35.

2)You have (1+0,3) X 2 = X2,6. Old value would be (1+0,3+1)= X2,3.

3)You have (1+0,35-0,35) X 2 = X2. This value remains the same since enhance damage and damage reduction nullify eachother.

4)You have (1+0,35-0,55) X 2 = X1,6. Old value would be (1+0,35-0,55+1)= X1,8.

Axe champ while enraged berserk is active.

Spoiler

1)You have (1+0,95) X 2 = X3,9. Old value would be (1+0,95+1)= X2,95.

2)You have (1+0,9) X 2 = X3,8. Old value would be (1+0,9+1)= X2,9.

3)You have (1+0,95-0,35) X 2 = X3,2. Old value would be (1+0,95-0,35+1)= X2,6.

4)You have (1+0,95-0,55) X 2 = X2,8. Old value would be (1+0,95-0,55+1)= X2,4.

There's a few outliers, depending on the class/equipment used in question.

Rosasite gems will now reduce crit damage, while enargite gems will boost it (only the % values, since the constants are calculated last in the formula and do not get multiplied by anything).

Knights and crossbow scouts (and everyone who gets the dmg reduction from unique integrity) will take REDUCED damage from criticals, since damage reduction now also reduces crit damage.

Axe champions will deal massively increased crit damage, due to enraged berserk+passive enhance damage now also boosting up crit damage by a large amount.

Just putting this one out there, but an axe champion can theorethically do this amount of damage in PvM:

2000 (this is being generous in the amount of attack power they can get, they can go over this easily) X 3.2+265 (using final strike) X 1.6 (courage set, epic/exalted and luna set for 60% pvm offense modifier) X mobs defense reduction X 1.95 (95% enhance damage from enraged berserk, cleric buff and their passive amount) X 2 (100% crit damage) = 41500 damage.

In reality it'll be about 25-30k damage since we still have to take into account the mobs defense and PvM defense (particularly in dungeons), but that's still one hell of a number. And that's on a rather weak set with normal buffs, by using stat buffers/boosters you can get over the 50k mark.

This is all theorethical, in reality things may be different, so I'll get back to this post after doing some testing on pegasus.

What a joke in the difference of ap of axe champs before and now. It seems theyre hard hitters now more than before. For other classes a measly increase of damage but became way more stupid vs damage reduction classes. Not to mention shield types have additional gem reduction in their shield

I thought theyre gonna address the reduced damage because the tank classes went out of hand. Turned out axe champs is the only good way to put down tanks then for other classes vs tanks its gone worst. Made the game more unbalanced.

Edited by EndlessDream25, 15 November 2014 - 01:54 AM.

What a joke in the difference of ap of axe champs before and now. It seems theyre hard hitters now more than before. For other classes a measly increase of damage but became way more stupid vs damage reduction classes. Not to mention shield types have additional gem reduction in their shield

I thought theyre gonna address the reduced damage because the tank classes went out of hand. Turned out axe champs is the only good way to put down tanks then for other classes vs tanks its gone worst. Made the game more unbalanced.

You're right. I still need to test the values in practice, but the theory already shows obvious imbalance towards axe champs, knights and crossbow scouts. (The damage reduction gem in shield isn't that worth it though, you're already nigh unkillable without it).

You're right. I still need to test the values in practice, but the theory already shows obvious imbalance towards axe champs, knights and crossbow scouts. (The damage reduction gem in shield isn't that worth it though, you're already nigh unkillable without it).

Pierce defense is rather difficult, since it depends on the defense of the person you're hitting.

Flat enhance damage/damage reduction are calculated last, after all multipliers are already done. They are added/substracted.

So basically, you have the entire jumble of AP X PvP offense/defense (- block) X defense reduction X (enhance damage%-damage reduction%) X crit damage% and then comes + flat enhance damage - flat damage reduction.

Can someone explain to me how to take in consideration pierce defense and flat portion of enhance damage in the damage formula pls?

Defense/Magic Defense Reduction includes Pierce Defense/Magic Defense bonuses. The defense calculation is a beast in itself that we won't be disclosing as it has not changed. See below for a little more information about how static bonuses are included in the damage calculation.

Flat enhance damage/damage reduction are calculated last, after all multipliers are already done. They are added/substracted. So basically, you have the entire jumble of AP X PvP offense/defense (- block) X defense reduction X (enhance damage%-damage reduction%) X crit damage% and then comes + flat enhance damage - flat damage reduction.

Static bonuses are applied at the same time as percentage bonuses. Think of damage modifiers as being applied in stages rather than taking that formula as one big literal calculation:

Defense/Magic Defense Reduction includes Pierce Defense/Magic Defense bonuses. The defense calculation is a beast in itself that we won't be disclosing as it has not changed. See below for a little more information about how static bonuses are included in the damage calculation.

Static bonuses are applied at the same time as percentage bonuses. Think of damage modifiers as being applied in stages rather than taking that formula as one big literal calculation:

Ah that's new, thanks for the correction. It used to be calculated last since it used to be (enhance damage% - damage reduc% + crit damage%) +enhance damage # - damage reduction# which is why I thought it still did.

I tryed to do some calcul with this formula and i m a bit disapointed with the result.

What's the point of using skill power or attack power gems when the enhance damage is better in all situation (maybe i m wrong in my calcul)?

According to me :

- Enhance Damage gems should be used by char who use both skills and melee hit. It should add a middle power for skills and melee hits.

- Skill Power gems should be used bychar who use almost only skills. It should add a better power than enhance damage gems when using skills. (need to simulate the calcul with a 50% skill power gem to get the same result as the enhance damage one)

- Melee attack power gems should be used by char who use only melee hits. It should add a better power than enhance damage gems when using melee hits.

- Critical damage gems shoud be used by char who has high damage and high critical rate. As this skill rely on critical rate to be very effective, i would recommand to increase the % from 30 to 40.

In order for Critical / Enhance to work well, you're going to want a good base AP to build on. If your base AP is garbage and you have a load of enhance, it won't do much.