Sikuku Catacombs Discovered!
Coming March 18, 2015!
New Dungeon Features
- 3 New Boss Encounters
- We will be taking advantage of damage zones, making the players need to have more awareness of their surrounding and environment. Taking it a step further from the Sea of Dawn's boss battle, the effects are no longer limited to just damage but will also add status effects too.
- A unique feature of one encounter will change the focus of normal combat, and have players focus on how to defeat the boss, rather than beat on them to defeat. Players will need to be aware of the event's going on around them, to defeat the boss. Players need to pay attention to the situation otherwise all their effort can be undone in seconds.
- Another encounter has a choice for the players to make, where one may allow the fight focus on surviving the power of the boss, while another causes the players to be mindful of their environment while moving around fighting the boss.
- Dynamic Dungeon Exploration
- The Catacombs is a labyrinth, with multiple points of entry between the main floor and sewers, some gates and entry points may not be open all the time for each adventure.
- New level 220 tier armors & unique equipment
- Unique Boss Drops & new items for crafting recipes
- New 220 armors will drop from the dungeon bosses (to start)
- Due to the volume of new blue, crafted, and basic NPC shop gear versions, we will be adding these variations at a later date in a future update.
- We plan to update the dungeon and other content after the initial launch to continue expanding on what the dungeon and update will offer.
- Future content to be added to dungeon
- We have plans to add additional content to the dungeon, to add more goals and rewards to achieve, such as escort quests, exploration, and collection style quests with the same dynamic style of change to make each dungeon adventure different.
Combat System Changes
The 24 hour Stat and Skill reset skills will be activated after the update is complete to allow players to adjust to the update.
Defense Scaling Update
- We've done a little adjustment to the defensive curve. The previous curve of diminishing returns had a sharp angle, and a late fall off, making damage reduction between classes very close to being the same.
- We did not want to make unique defense curves per class, as we believe there should be a universal and consistent result for having the same amount of defense rating.
- With the scaling change, we've updated the values of equipment so that they should hold up to the same damage reduction as before from a starting level.
- You will see a larger gap between values of class equipment, and refines will also play off of that as well.
- Equipment bonuses will also be updated, as well, with the exception of appraisal stats.
- This means, a Mage with 4,000 defense, and a Knight with 4,000 Defense, will have the same amount of damage reduction to physical attacks. So naturally low defense classes that focus on defense, will have the same benefit as a high defense class, who don't focus on defense.
- Please check the 'Bug Fixes' section for some other details that we found, while going through the combat formula that also weren't intended
- We did not want to make unique defense curves per class, as we believe there should be a universal and consistent result for having the same amount of defense rating.
- We've made some changes to the combat calculation to update the impact of certain stat types, based on stat design intentions.
- Enhancement Damage/Damage Reduction : Is slightly more powerful, as the effect is second to last in combat modifiers.
- PvP/PvM modifiers are now applied to attacker's attack power before target's defenses are applied, and now also impact block amounts.
- Critical damage modifiers now apply after enhanced damage/damage reduction modifiers, instead of before.
- And finally, we have removed the level difference modifier to the defense calculation.
- We found that this was acting as a double buff during combat for players with level differences, even if one player had higher stats, the level difference would overrule and give advantage to the higher level player naturally. We didn't see this as being fair when stats are what many players focus on and attribute to their strength. Stats come with levels, so naturally a higher level player is expected to have a higher amount of stats, but in the situations of unique and high effort builds, we want them to feel rewarded by being competitive, without a level difference being a punishing factor.
- Enhancement Damage/Damage Reduction : Is slightly more powerful, as the effect is second to last in combat modifiers.
Equipment Updates
Honor & Valor Equipment
- Changes have been made to the bonuses and set bonuses.
- Because of the changes to stats and bonuses, we are implementing a temporary ability to disassemble Chivalrous, Glorious, Luminous, Precious, Brave and Courage equipment, for their full value of Honor or Valor.
This should let you explore the new set stats and bonuses! - The temporary period will last from the moment the update is implemented, until April 1st, 2015.
- After the temporary period has concluded, we will reduce the return rate to 30% of the original purchase price.
Yes, we will be keeping the ability to get a small refund from Honor/Valor equipment purchased for recycle-ability towards new purchases once no longer needed.
- Because of the changes to stats and bonuses, we are implementing a temporary ability to disassemble Chivalrous, Glorious, Luminous, Precious, Brave and Courage equipment, for their full value of Honor or Valor.
- These changes were done with the intention of spreading out build potential across various classes due to certain type of gear being dominant in use.
- PvP/PvM Offense/Defense, have been rescaled amongst equipment, and now also impact block amounts defensively.
- This means, if you normally block 100 damage, and you have a PvP Defense bonus of 10%, you will effectively block 110 damage from a PvP source.
- Block Rate (chance to block) is not affected by the PvP/PvM Modifiers.
Monster (Blue) Drop Set Bonuses and Upgrades
- We're adding an extra layer of consideration to equipment functionality by giving more unique set bonuses to equipment.
- Example being, Dark equipment of the same tier will now have a set bonus that relates to the Dark bonuses already on the equipment.
- PvP/PvM bonuses will be updated to improve on the gear's use and viability for competitive use in the Game Arena modes.
Class Skill Changes
Because of the changes to the combat formula, it affected certain stats and their impact, so we needed to re-balance out certain stat types and skills. Some balances were the result of working with the Class Representatives.
Soldier
Knight Champion Muse Cleric Mage Hawker Raider Scout Monster Skills & Effects Bug Fixes