• Dragon Ball Online Omega is currently under public Alpha Phase

Patch Notes #22 ~ Lvl Cap 70 & Balance Changes Part 1

Erinnyes

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🔧 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.
    bazAn.gif

🧰 Item Upgrade

  • The upgrade rate description has been expanded
    ItemUpgrade-modified.png
    to 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​

papaya.jpg
  • 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)​

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