Erinnyes
Administrator
- Joined
- Jul 8, 2025
- Messages
- 56
- Thread Author
- #1
Fixes
- Fixed the mail tooltip appearing incorrectly in the top-left area of the UI
- All quests should display minimum level now in Quest Link Gui
- Fixed an issue where wing animations could stop playing under certain conditions.
- Fixed the bazooka sub-weapon attack animation.
Item Upgrade
- The upgrade rate description has been expandedto always display the possible upgrade outcomes based on the items placed in the upgrade slot.
- Players can now clearly see the chance of success, failure with item break, or downgrade before attempting an upgrade.
- The displayed rates update according to the registered upgrade materials and item setup.
Balance Changes — Part 1
This update introduces the first part of a larger balance rework, focused on stat scaling, combat formulas, Guard, RP generation, regeneration, and core combat mechanics.
Stats & Conversions
- All classes now use the same stat-to-secondary conversion formulas.
- STR and SOL now scale total attack multiplicatively instead of adding flat offense. This means investing into these stats becomes more valuable as your gear improves.
- DEX no longer contributes to Block Rate. CON is now the only stat that increases block.
- DEX and FOC no longer add flat physical or energy offense. They now focus on crit, dodge, and resistance scaling.
Defense & Damage
- A naked level 70 character now deals 0 damage with basic attacks. The hidden per-level offense baseline has been removed, making gear the only source of damage.
- The damage formula is now ratio-based. Damage is determined by the relationship between attack and defense rather than their absolute values, resulting in much tighter damage variance.
- All DoT types — Bleed, Poison, Burn, and Stomachache — now subtract full defense.
- Poison and Stomachache no longer bypass 50% of the target’s defense.
- Mobs now deal significantly less damage to higher-level players and significantly more damage to lower-level players.
- PvP damage and player-to-mob damage are unchanged by this level-difference adjustment.
Crit, Dodge & Block
- Crit Rate is no longer hard-capped. Heavy investment can now push beyond the old ceiling.
- Anti-crit defense now directly reduces the rolled crit chance.
- Critical hits now always include a guaranteed damage multiplier:
- Normal crits hit harder by default.
- Special-skill crits receive an even stronger default multiplier.
- Gear bonuses are applied on top.
- State damage can no longer critically hit.
- Dodge and Block no longer use level scaling and no longer have hard caps.
- Dodge and Block now follow the same general mathematical curve.
- Block now always reduces incoming damage by 50% instead of sometimes negating damage entirely.
- Blocking also grants immunity to critical hits and control effects attached to the same skill.
Crowd Control
- Damage-bearing curse skills, such as paralyze skills with energy damage, now use hit, dodge, and block rolls instead of the curse resistance roll.
- If the attack is dodged, it deals no damage and applies no crowd control.
- If the attack is blocked, it deals reduced damage and the crowd control effect is removed.
- DoT effects are an exception: a blocked DoT skill still applies the DoT, but at a reduced per-tick value.
- This affects skills such as Bold Strike and similar bleed, poison, or burn effects.
- Pure debuff skills with no damage component still use the normal resistance check.
- Crowd-control duration reduction stats are now capped. Full CC immunity through gear stacking is no longer possible.
Guard
- Holding Guard now grants full critical-hit immunity for as long as R is held, even if the incoming hit does not trigger a block.
- Holding Guard now grants full control-effect immunity for as long as R is held.
- Paralyze, stun, terror, confuse, sleep, stone, candy, and yell effects now fail to land on a guarding target.
- When a damage + CC skill is blocked, the blue “curse blocked” indicator now appears above the defender, making it clear that the control effect was prevented.
- Guard now grants a substantial defense bonus while held, scaling with Guard skill rank.
- This defense bonus only applies while Guard is active. Releasing R returns your defense to its normal value.
- Guard Crash now correctly bypasses the Guard defense bonus when calculating damage, allowing it to break through Guard as intended.
Counter-Attack
- Counter-attack chance now scales with Guard skill rank, making higher Guard investment more valuable.
- Counter-attack now costs 1 RP ball.
- If you have no RP balls, counter-attack will not trigger even if the counter roll succeeds.
- Counter-attack no longer immediately removes you from Guard when a successful block occurs.
- Each successful block while Guard is held now queues the counter, which fires once at the natural end of Guard.
- Guard Crash cancels any queued counter. If your Guard is broken, you do not retaliate even if a counter was already prepared and you have RP available.
RP & Power Up
- Players now generate rage from taking damage in addition to building it through Power Up.
- Larger incoming hits generate more RP.
- Power Up charge speed is now based on your RP regen stat instead of a hidden multiplier.
- The partial-fill animation on the current RP ball now updates smoothly while charging instead of only appearing when the ball is completed.
LP / EP Regen
- LP and EP regeneration are now calculated as a percentage of your maximum LP or EP per tick instead of as flat values.
- Higher-LP or higher-EP characters now benefit more from the same regen stat.
- Existing “+X LP per tick” gear and passive bonuses now contribute toward regen percentage instead of adding a fixed amount.
- Because of this, some regen numbers may noticeably change even when using the same gear.
- Sitting and out-of-combat regeneration still tick faster than standing or in-combat regeneration, as before.
- Mobs and NPCs are unaffected by this regeneration rework.
Combat Mechanics
- Bonus from chain attacks (for auto-attack) is now disabled.
Level 70 Cap Release
- Lvl 60-70 takes place in Papaya Island. (The quest which teleports you is in Hub)
- All UD's and TMQ's are now accessible from HUB
Network Security
We have rolled out a major end-to-end security upgrade for the connection between the game client and the game server.- All gameplay traffic between the client and server is now encrypted.
- Packet-tampering tools that previously modified in-flight requests, such as movement, item, or skill packets, no longer work.
- Modified packets are now detected and rejected by the server.
- Captured packets can no longer be replayed against the server, blocking cheats based on re-sending recorded actions.
- Each session now uses fresh security keys, meaning recorded traffic cannot be decrypted later.
Video (Language: PT)