Сегодня стал доступен мультикласс. Что бы не ошибиться в выборе, разрабы выкатили предварительные изменения баланса по классам.
Enhanced Hiding (2nd Class)
- No longer extends the duration of Hiding. Its effect has been merged into the Hiding skill itself.
Slash (2nd Class Advancement)
- P.ATK multiplier increased from
400% + 80% per levelto500% + 100% per level.
Soul Destroyer (2nd Class Advancement)
- Maximum charge stacks reduced from
3to2. - Fixed Cooldown reduced from
6seconds to5seconds.
We would like to slightly reduce the ranged burst potential of Dagger Assassins. This adjustment lowers the maximum number of Soul Destroyer charges while reducing its cooldown as compensation.
Reject Sword (2nd Class Advancement)
- Counterattacks now calculate damage based on the final damage received.
- When a counterattack is triggered, you will also become immune to that instance of damage.
- The number of activations has been reduced from
10to8. - The maximum reflected damage multiplier has been reduced from
1000%to150%.
Napalm Vulcan (2nd Class Advancement)
- The M.ATK multiplier has been reduced from
100% + 100% per levelto100% per level. The flat damage value remains unchanged. - Now deals shared damage within a
3-meter radius. - The chance to inflict Curse has been increased from
3% per levelto50% at all levels. - The duration of Curse has been reduced to
6seconds.
132 - 12 per level INT, the skill’s damage multiplier is increased by 0.1% per skill level.This adjustment introduces minor changes to the Wizard’s Ghost-element skills to complement the rework of the Curse status. We will continue to make balance adjustments to Wizard classes in future updates to improve their performance in PvE content.
Intense Telekinesis (2nd Class Advancement)
- The damage multiplier of Napalm Vulcan now scales with INT. As a balancing adjustment, Intense Telekinesis no longer grants Napalm Vulcan a chance to deal double damage.
Auto Spell (2nd Class)
- INT no longer increases the level of Elemental Arrows. The level of Elemental Arrows triggered by Auto Spell is now determined entirely by the learned level of the corresponding Elemental Arrow skill.
We have decided to slightly reduce the PvP specialization of Sages to prevent them from excessively limiting the survivability of other classes. Magic Rod will receive a minor rework, and the number of activations for Elemental Shield will be adjusted to a more reasonable range. In addition, Auto Spell will be optimized to provide Book Sages with greater flexibility in stat allocation.
Magic Rod (2nd Class)
- The effect has been changed from absorption to immunity.
- Now only applies to M.DMG of Earth, Fire, Water, and Wind elements skills.
- Immunity instances has been increased from
1 per skill levelto3 + 1 per skill level. - Remaining immunity counts are now displayed as Buff stacks.
- Duration has been reduced from
10seconds to8seconds. - Fixed CD has been increased from
5seconds to12seconds. - The INT-stealing effect has been removed.
- Fixed an issue where reflected damage would consume immunity counts.
Magic Rod (Shadow Equipment — Book)
- The buff is now granted immediately after casting Magic Rod.
- Duration has been increased from
5seconds to8seconds. - The internal cooldown has been removed.
Magic Rod (Shadow Equipment — Two-Handed Rod)
- The buff is now granted immediately after casting Magic Rod.
- Duration has been increased from
5seconds to8seconds. - The internal cooldown has been removed.
Iron Fist (2nd Class)
- The P.ATK scaling has been reduced from
50% per skill levelto5% per skill level.
We believe both Monk playstyles currently suffer from significant design issues and are in need of a comprehensive rework. The Crit Monk’s skill values are severely unbalanced, and its mechanics have drifted far from their original design intent (Asura Strike’s overwhelming damage has effectively invalidated the entire combo system, while Gate of Hell has completely undermined the Spirit Sphere consumption mechanic). We intend to make large-scale adjustments to both the values and mechanics of this playstyle, ensuring that it remains sustainable in long-term gameplay and viable across multiple game modes while maintaining overall balance.
Following these changes, combo skills will receive substantial damage increases, while Triple Attack will retain its current power level. As an iconic skill of the RO series, Asura Strike will preserve its extreme damage potential, but the weighting between its base damage and scaling bonuses will be redistributed. The duration of its healing prohibition effect will also be extended to better match its role as a burst skill.
The ‘Combo’ and ‘One-Shot’ playstyles will be separated through the healing prohibition mechanic. Players will need to choose between consuming SP for explosive burst damage or preserving SP to execute combo chains.
As for the Combo Monk, its damage rotation currently relies entirely on Spirit Spheres, but the acquisition and consumption of Spirit Spheres are heavily out of balance. This update will significantly alleviate issues related to Spirit Sphere shortages and skill flow interruptions. We also plan to redefine the classifications of certain active skills and simplify, consolidate, or redesign some passive skills.
Similar to skill-based builds of other classes, the Combo Monk will gain global damage bonuses for active skills. As a tradeoff, the base multipliers of some AoE skills may be reduced.
Spirit Sphere Attack (2nd Class)
70% + 20% per skill level. This effect does not apply to True Damage.Penetrating Power (2nd Class)
- Fixed Cooldown has been removed.
- No longer consumes Spirit Spheres.
- No longer gains additional damage scaling based on the target’s P.DEF.
- Now deals only 1 hit instead of multiple hits.
- P.ATK scaling has been reduced from
230% + 30% per skill levelto150% + 20% per skill level.
Penetrating Power Ⅱ (2nd Class)
- Since Penetrating Power no longer gains additional damage scaling based on the target’s P.DEF, its Shadow Equipment will no longer provide related bonuses.
10% + 5% per skill level chance to grant 1 Spirit Sphere.Ki Wave (2nd Class)
- No longer consumes Spirit Spheres.
- Now deals only 1 hit instead of multiple hits.
Finger Offensive (2nd Class)
- A maximum of
4Spirit Spheres can now be consumed, regardless of whether Critical Explosion is active. - Damage scaling has been adjusted from
170% + 20% per skill levelto200% + 20% per skill level.
Call Spirits (2nd Class)
- Maximum skill level has been reduced to Lv.5.
- AGI is no longer converted into P.ATK based on the number of Spirit Spheres.
- Fixed CD has been adjusted to
20 - 2 × skill levelseconds. - This change will also affect the Novice class line. After the update goes live, players will need to manually reset this skill.
Zen (2nd Class)
- Maximum skill level has been reduced to Lv.5.
- AGI is no longer converted into P.ATK based on the number of Spirit Spheres.
- Fixed CD has been adjusted from
12seconds to20 - 2 × skill levelseconds. - This change will also affect the Novice class line. After the update goes live, players will need to manually reset this skill.
Critical Explosion (2nd Class)
- Maximum skill level has been reduced to Lv.5.
- The ATK bonus has been adjusted from
1% per skill levelto2% per skill level, with the maximum value remaining unchanged at max level. - Fixed CD has been reduced from
12seconds to10seconds. - Skill level is now fixed and cannot be adjusted.
- This change will also affect the Novice class line. After the update goes live, players will need to manually reset this skill.
Quadruple Blow (2nd Class)
- P.ATK scaling has been increased from
31% + 2% per skill levelto40% + 4% per skill level. - Consumes 1 Spirit Sphere. Cannot be used without a Spirit Sphere.
Combo Finish (2nd Class)
- No longer consumes Spirit Spheres.
- P.ATK scaling has been adjusted from
315% + 20% per skill levelto200% + 30% per skill level.
Tiger Knuckle Fist (2nd Class Advancement)
- P.ATK scaling has been increased from
68% + 4% per skill levelto100% + 10% per skill level. - No longer requires Combo Finish as a prerequisite combo skill.
- Consumes 1 Spirit Sphere. Cannot be used without a Spirit Sphere.
- Skill level is now fixed and cannot be adjusted.
Chain Crush Combo (2nd Class Advancement)
- No longer consumes Spirit Spheres.
- Can now only be cast as a follow-up to Tiger Knuckle Fist.
- P.ATK scaling has been adjusted from
650% + 20% per skill levelto600% + 60% per skill level.
Spirits Recovery (2nd Class Advancement)
- Skill description has been corrected to clarify that taking damage will interrupt channeling. The actual skill effect remains unchanged.
Asura Strike (2nd Class Advancement)
- Base damage scaling is no longer increased by STR and AGI.
- P.ATK scaling has been reduced from
200% + 100% per skill levelto200% + 40% per skill level. - The skill damage bonus granted per 1% SP has been increased from
5%to20%. The maximum damage bonus has been increased from 5x to 20x. - The SP recovery prohibition effect has been extended from
16 - 1 second per skill levelto25 seconds at all skill levels.
Asura Strike I (Shadow Equipment)
- Skill Damage Bonus has been increased from
10% + 4% per skill levelto10% + 6% per skill level. - Due to the significant increase in the SP-based damage scaling of Asura Strike, the interaction between this Shadow Equipment effect and the SP damage bonus has been changed from multiplicative to additive. When both the skill and Shadow Equipment reach their maximum levels, the final damage bonus remains unchanged.
Asura Strike II (Shadow Equipment)
- Skill Damage Bonus has been increased from
20% + 8% per skill levelto20% + 12% per skill level. - Due to the significant increase in the SP-based damage scaling of Asura Strike, the interaction between this Shadow Equipment effect and the SP damage bonus has been changed from multiplicative to additive. When both the skill and Shadow Equipment reach their maximum levels, the final damage bonus remains unchanged.
Blade Stop (2nd Class Advancement)
- Fixed Cast Time has been reduced from
0.5seconds to0.2seconds. - Variable Cast Time has been removed.
- Fixed CD has been increased from
0seconds to4seconds. - Variable CD has been increased from
0seconds to3 seconds per skill level. - No longer gains additional damage scaling based on the target’s DEF.
- Damage scaling has been adjusted from
150% + 40% per skill level + 100% × Spirit Sphere countto100% + 30% per skill level + 300% × Spirit Sphere count. - Can now only be cast while under Critical Explosion state. Consumes up to
4Spirit Spheres. Cannot be used without Spirit Spheres.
Blade Stop I (Shadow Equipment)
- No longer gains additional damage scaling based on the target’s Final P.DEF/M.DEF.
Blade Stop II (Shadow Equipment)
- No longer gains additional damage scaling based on the target’s PvP Final P.DMG Reduction or PvP Final M.DMG Reduction.
12% + 4% per skill level for 4 seconds.Assimilate Power (2nd Class Advancement)
- Trigger chance has been increased from
1% per skill levelto2% per skill level. - Now always restores only
1Spirit Sphere, regardless of whether Critical Explosion is active. - Fixed an issue where Tiger Cannon would sometimes fail to trigger correctly.
Gentle Touch — Energy Gain (2nd Class Advancement)
- No longer has a chance to generate Spirit Spheres when attacking.
- No longer generates Spirit Spheres when taking damage.
1 + 0.3 seconds per skill level.Power Velocity (2nd Class Advancement)
Effect Reworked:
- Converted into a passive skill.
- Casting Finger Offensive or Ride in Lightning has a
2% per skill levelchance to infuse the user with Power, causing the next Finger Offensive or Ride in Lightning to consume no Spirit Spheres and be treated as if4Spirit Spheres were consumed when cast. Lasts6seconds.
Power Velocity I (Shadow Equipment)
- Effect Reworked: The trigger chance of Power Velocity has been increased by
2% + 1% per skill level.
Power Velocity II (Shadow Equipment)
- The trigger chance of Power Velocity has been increased by
3% + 2% per skill level. - Damage of Finger Offensive or Ride in Lightning has been increased by
12% + 6% per skill level.
Gate of Hell (Shadow Equipment)
- No longer grants damage bonus per Spirit Sphere consumed. Now instead deals
20% + 8% per skill levelbonus skill damage.
Before the changes, there were several key issues with the Heavy Monk:
The Combo Build and the One-Punch Build were originally designed as two independent playstyles. Asura Strike consumes all SP to unleash a devastating finishing blow, while Combo Skills require SP to cast. As a result, it was difficult to combine the two playstyles effectively.
The Combo Skills were significantly underpowered. One of the main reasons the Heavy Monk underperformed in PvP was its heavy reliance on Asura Strike, which is easily countered by various Physical Immunity effects. From the development team’s perspective, Asura Strike is an extremely polarized skill that is inherently difficult to balance. If it is too strong, ROX PvP becomes a race to land the first one-shot, leaving little room for counterplay or class diversity. If it is too weak, however, one of the Monk’s defining characteristics in the Ragnarok series is lost, which is also something we want to avoid.
Based on these considerations, we made the following adjustments: significantly increase the damage of Combo Skills, relax the casting requirements of several combo skills, and reduce the impact on Spirit Spheres on casting Combo Skills. To further differentiate the Combo Build from the One-Punch Build while preserving the Monk’s class identity, we decided to maintain the core identity of Asura Strike and push the One-Punch Build toward a more specialized playstyle. The SP scaling of Asura Strike has therefore been greatly increased. To unleash its maximum potential, adventurers must ensure they have sufficient SP before casting, encouraging adventurers to incorporate Spirits Recovery after using Asura Strike.
To maintain overall balance, the base damage multiplier of Asura Strike has been reduced due to its significantly increased SP scaling. In addition, the damage scaling previously granted by STR and AGI has been removed. Instead, that power has been transferred directly into the SP scaling, allowing all adventurers — whether free-to-play or paying adventurers — to benefit equally from the adjustment. Extending the duration of Asura Strike’s SP recovery restriction was a difficult decision.
- (Important) Further distinguish the recommended stat and skill builds for the One-Punch Build and the Combo Build.
- (Important) Enhance Spirits Recovery so that, in addition to restoring SP, it also reduces the cooldown of Critical Explosion, allowing the One-Punch Build to unleash a fully empowered Asura Strike approximately every 4–5 seconds.
- We may adjust Crescent Elbow again or redesign its effect to better support the One-Punch Build.
- We will continue monitoring the Monk’s performance across all game modes. If necessary, additional balance adjustments will be made.
- Since the Heavy Monk has undergone substantial changes, we encourage adventurers to actively adapt their skill rotations. These balance adjustments were also tested with the Divinity System in mind. Adventurers who have progressed in the Divinity System may experience better performance, and Flash effects can provide additional burst potential for the Monk.
Midas Touch (1st Class)
- P.ATK scaling has been adjusted from
70% + 35% per skill levelto100% + 20% per skill level.
Cart Revolution (1st Class)
Judicious Investment (2nd Class)
Converted into the passive skill Weaponry Research.
Effect Reworked:
- When equipping any weapon, P.ATK is increased by
8 × skill level+5% × skill level × STR. - When equipping an Axe, Active Skill Damage is increased by
60% + 12% per skill level. This effect does not apply to True Damage. - When equipping a Mace, the P.ATK scaling of Normal Attacks is increased by
20% + 4% per skill level.
We believe that the Blacksmith’s early skill design placed too much emphasis on party support while neglecting the class’s own combat strength. As a result, we have decided to revert the earlier changes to Weaponry Research and move the damage bonuses from skills such as Zeny Utility and Savage Blast forward to the second-class job stage, with significantly increased effectiveness. As a balance measure, the base damage multipliers of certain skills — especially AoE skills — may be reduced.
Skin Tempering (2nd Class)
- Fixed an issue with incorrect attribute bonuses. The affected attributes should have been Fire Resistance, Neutral Resistance, and Fire Enhancement.
Greed (2nd Class)
- Now triggers when casting any class skill.
Weight Utility (2nd Class)
- No longer increases skill damage. This effect has been merged into Weaponry Research.
4000 - 200 × skill level points of Weight capacity. Maximum bonus: 20%.Cart Assault (2nd Class Advancement)
- Skill description has been corrected. The actual skill effect remains unchanged.
Savage Slash (2nd Class Advancement)
- No longer gains additional damage scaling based on STR. This effect has been merged into the second-class job passive skill Weaponry Research.
- P.ATK scaling has been increased from
300% + 60% per skill levelto400% + 80% per skill level. This P.ATK scaling adjustment will also affect the Novice class line.
Melt Down (2nd Class Advancement)
- P.ATK scaling has been increased from
250% + 50% per skill levelto400% + 80% per skill level. - Now deals only a single hit and no longer has a chance to inflict multiple hits.
Savagery (2nd Class Advancement)
- No longer provides bonus damage to over thrust-type skills. This effect has been merged into the second-class job passive skill Weaponry Research.
Hurl Zeny (2nd Class Advancement)
- Fixed CD has been removed.
- Zeny cost has been reduced from
200 × skill levelto150 × skill level. - P.ATK scaling has been adjusted from
250% + 50% per skill levelto150% + 20% per skill level. - No longer inflicts Armor Break.
Zeny Storm (2nd Class Advancement)
- Fixed damage is no longer increased by STR.
- P.ATK scaling has been adjusted from
95% + 6% per skill levelto30% + 5% per skill level.
Zeny Utility (2nd Class Advancement)
- Renamed to Maximize Power.
- No longer requires Unfair Trick as a prerequisite skill.
- No longer provides bonus damage to Zeny-based skills. This effect has been merged into the second-class job passive skill Weaponry Research.
When equipping a Mace, each Refinement Level grants an additional
0.5% × skill level Critical Damage.When equipping an Axe, each Refinement Level grants an additional
0.5% × skill level Final P.DEF Penetration.Midas Touch I (One-Handed Sword & Shield, SE)
- Renamed to Greed I. Icon updated.
- No longer increases the damage scaling of Midas Touch.
5% + 2% per skill level.Midas Touch II (One-Handed Sword & Shield, SE)
- Renamed to Greed II. Icon updated.
- No longer increases the damage scaling of Midas Touch and no longer increases the Bounty multiplier.
10% + 5% per skill level.Mammonite I (Mace & Shield, SE)
- Skill description has been optimized. Fixed an issue with incorrect Shadow Equipment stat bonuses.
- The skill can now Critically hit.
Mammonite II (Mace & Shield, SE)
- Skill description has been optimized. Fixed an issue with incorrect Shadow Equipment stat bonuses.
- The skill can now Critically hit.
Midas Touch I (Mace & Shield, SE)
- Skill description has been optimized. Fixed an issue with incorrect Shadow Equipment stat bonuses.
- The skill can now Critically hit.
Midas Touch II (Mace & Shield, SE)
- Skill description has been optimized. Fixed an issue with incorrect Shadow Equipment stat bonuses.
- The skill can now Critically hit.
Zeny Storm I (Mace & Shield, SE)
- Renamed to Hurl Zeny I. Icon updated.
- Changed to a chance-based trigger of Hurl Zeny. Trigger rate remains unchanged.
- The skill can now Critically hit.
Zeny Storm II (Mace & Shield, SE)
- Renamed to Hurl Zeny II. Icon updated.
- Changed to a chance-based trigger of Hurl Zeny. Trigger rate and debuff values remain unchanged.
- The skill can now Critically hit.
Midas Touch I (Two-Handed Axe, SE)
- Renamed to Mammonite. Icon updated.
- Now increases the damage scaling of Mammonite.
Midas Touch II (Two-Handed Axe, SE)
- Renamed to Mammonite & Midas Touch. Icon updated.
- Now increases the damage scaling of Mammonite. The effect that increases Midas Touch’s bounty value remains unchanged.
Axe Mastery (2nd Class)
- The additional P.ATK scaling gained from INT has been reduced from
50% per skill levelto5% per skill level.
40% + 10% per skill level, and Active Skill Damage is increased by 70% + 20% per skill level. Does not apply to True Damage or summons.Reckless Potion (2nd Class)
- Fixed damage is no longer increased by INT.
- P.ATK scaling has been increased from
5% per skill levelto100% + 5% per skill level. - Now deals split damage.
Reckless Potion I (Mace, Shadow Equipment)
- Damage bonus has been increased from
4% + 2% per skill levelto20% + 10% per skill level.
Reckless Potion II (Mace, Shadow Equipment)
- Damage bonus has been increased from
5.8% + 2% per skill levelto30% + 15% per skill level. However, it no longer scales with the number of targets hit.
Gene Upgrade (2nd Class)
- The additional P.ATK scaling gained from INT has been reduced from
50% per skill levelto5% per skill level.
200% - 10% per skill level Final ASPD increases the casting speed of Reckless Potion by 5%, up to a maximum of 50%.War Axe (Shadow Equipment)
- Fixed damage is no longer increased by INT.
- The skill can now Critically hit.
Bio Cannibalize (2nd Class)
- Fixed damage is no longer increased by INT.
- Attack interval has been increased from
1second to1.5seconds. - P.ATK scaling has been increased from
20% + 2% per skill levelto40% + 5% per skill level. - True Damage scaling has been increased from
0.06% per skill levelto0.3% per skill level. - Plant model has been updated. Fixed an issue with the plant’s attack range.
Marine Sphere (2nd Class)
- Fixed damage is no longer increased by INT.
Learning Potion (2nd Class)
- Thorn Trap and Wall Of Thorns can now benefit from Cast Range bonuses.
Demonstration (2nd Class)
- Fixed damage is no longer increased by INT.
- P.ATK scaling has been increased from
4% per skill levelto20% + 4% per skill level.
Acid Terror (2nd Class)
- Fixed damage is no longer increased by INT.
- P.ATK scaling has been increased from
20% + 8% per skill levelto300% + 60% per skill level. - Now inflicts the standard Bleeding debuff.
Acid Terror I (Shadow Equipment)
- Now only increases the skill’s direct damage and no longer increases Bleeding damage.
Acid Terror II (Shadow Equipment)
- Now only increases the skill’s direct damage and no longer increases Bleeding damage.
- Skill description has been optimized.
Acid Demonstration (2nd Class Advancement)
- Fixed damage is no longer increased by INT.
- P.ATK scaling has been increased from
206% + 80% per skill levelto400% + 80% per skill level. - Converted into a charge skill with 1 charge.
Acid Demonstration II (Shadow Equipment)
- Fixed damage is no longer increased by INT.
- Area damage now also affects the primary target.
Slim Potion Pitcher (2nd Class Advancement)
- Fixed CD has been removed.
- Fixed healing is no longer increased by INT.
- Healing scaling has been reduced from
100% per skill levelto70% per skill level.
Cart Tornado (2nd Class Advancement)
- Fixed damage is no longer increased by INT.
Cart Upgrade (2nd Class Advancement)
- No longer increases skill damage. This effect has been merged into Axe Mastery.
Spore Explosion (2nd Class Advancement)
- Cooldown has been increased from
3seconds to12seconds. - Fixed damage is no longer increased by INT.
- P.ATK scaling has been adjusted from
120% + 40% per skill levelto100% + 18% per skill level.
Hell’s Plant (2nd Class Advancement)
- Fixed damage is no longer increased by INT.
Illusion Doping (2nd Class Advancement)
- The skill can now Critically hit.
- P.ATK scaling has been increased from
4% per skill levelto10% per skill level. - Fixed damage is no longer increased by INT.
Demonic Fire (2nd Class Advancement)
- Fixed damage is no longer increased by INT.
8% P.ATK per skill level every second for 5 seconds. Cooldown: 15 seconds.Demonic Potion I (Shadow Equipment)
- Now permanently active. Attribute bonuses are always in effect and are no longer tied to the Demonic Potion buff.
Demonic Potion II (Shadow Equipment)
- Now permanently active. Attribute bonuses are always in effect and are no longer tied to the Demonic Potion buff.
Thorn Trap I (Shadow Equipment)
- Fixed damage is no longer increased by INT.
Ignite (Shadow Equipment)
- Fixed damage is no longer increased by INT.
- Renamed to Arson to distinguish it from the Wizard class skill.
- Skill description has been optimized.
Normal Attack (Lif)
- Fixed damage is no longer increased by INT.
- P.ATK scaling has been increased from
90%to100%.
Touch of Heal (Lif)
- Fixed healing is no longer increased by INT.
- Now only targets the owner.
- Now also restores half of Lif’s HP.
- Now casts when the owner’s or Lif’s HP is below 90%.
Brain Surgery (Lif)
- Fixed healing is no longer increased by INT.
- Now casts when the owner’s or Lif’s HP is below 90%.
Normal Attack (Amistr)
- Fixed damage is no longer increased by INT.
Sharp Horn Charge (Amistr)
- Fixed damage is no longer increased by INT.
Normal Attack (Vanilmirth)
- Fixed damage of Unstable Matters is no longer increased by INT.
- Unstable Matters no longer deals damage to the owner.
Caprice (Vanilmirth)
- Fixed damage is no longer increased by INT.
- No longer deals damage to the owner.
- The chance to deal damage to itself has been adjusted from
48%to20%.
Chaotic Benediction (Vanilmirth)
- Fixed healing is no longer increased by INT.
- The probability of healing itself / the owner / enemies has been adjusted from
4% / 48% / 48%to40% / 40% / 20%.
Suicidal Destruction (Vanilmirth)
- Fixed damage is no longer increased by INT.
- No longer deals damage to the owner.
Weaponry Research (2nd Class)
- When equipping a One-Handed Axe, Active Skill Damage Bonus has been reduced from
70% + 20% per skill levelto60% + 12% per skill level. - When equipping a Mace, the P.ATK scaling of Normal Attacks has been increased from
10% + 2% per skill levelto20% + 4% per skill level.
We believe the Novice Physical Penetration build is currently overperforming, while the Mace build’s PvE performance is slightly below expectations. This adjustment focuses on fine-tuning the values of their core passive effects. We will continue monitoring this class’s performance across different gameplay environments.
Mace Mastery (1st Class)
When equipped with a mace, INT is also converted into P.ATK. The conversion rate is
(1+0.1 per skill level)+5×INT/10000 times the STR conversion rate, up to a maximum of 3.5×.When equipped with a mace, every
1% increase in Max SP grants an additional 1.8 INT.In this update, we have reworked the conversion mechanics of Mace Mastery and increased the values of several other core skills. As a result, Crit Priest’s PvE performance will be slightly reduced, but it will still remain ahead of other classes. We will continue optimizing the conversion ratio of Mace Mastery in future updates and plan to fully address the issue of critical penetration scaling for Crit Priests.
Holy Strike (2nd Class Advancement)
- Additional damage is now counted as Normal Attack DMG and benefits from Normal Attack DMG bonuses, but no longer ignores DEF.
- DMG Multiplier increased from
1% per skill levelto5% per skill level.
Sacred Hammer (2nd Class Advancement)
- Single-target DMG Multiplier increased from
190% + 10% per skill levelto300% + 50% per skill level.
Demon Bane (2nd Class Advancement)
- Healing is no longer calculated based on Max SP.
- Healing Multiplier increased from
20% per skill levelto100% per skill level.
Sleep
Unified the effects of all Sleep-type statuses in the game:
- Unable to move.
- Unable to attack or cast skills.
- HP and SP can naturally recover.
- Final P.DMG Reduction and Final M.DMG Reduction are reduced by
80%. - During the effect, there is a
10%chance to wake up every second. Taking melee or ranged damage has a30%chance to immediately wake up.
We plan to strengthen or rework all universal negative statuses in the game. The goal is to enrich attribute combinations and class choices in the PvP environment.
Curse
Unified the effects of all Curse-type statuses in the game:
- All healing received is reduced to 0, including Life Steal effects.
- HP and SP can no longer naturally recover.
- This effect does not reduce Healing Bonus or Life Steal stats; it only affects the final healing amount.
Class Skills
The following skills will now display only one damage number when dealing damage. This does not affect the original damage values of these skills:
- Strike
- Magnum Break
- Magic Crasher
- Jupitel Thunder
- Napalm Beat
- Spell Fist
- Left-Hand Mastery-enhanced Brute Force
- Left-Hand Mastery-enhanced Venom Knife
- Meteor Assault
- Lightning Trap
- Blitz Beat
- Falcon Assault
- Warg Bite
- Energy Beat
We plan to comprehensively optimize multi-hit skills in the game. This will address issues where the number of damage instances does not match the number of effect triggers, while also reducing floating damage text frequency to improve the visual experience. This adjustment changes certain skills to deal damage in a single instance, ensuring that their visual presentation aligns with their actual damage output.
Pet Skills
The following skill will now display only one damage number when dealing damage. This does not affect the original damage value of the skill:
- Strike
Homunculus Skill
The following skill will now display only one damage number when dealing damage. This does not affect the original damage value of the skill:
- Filir — Normal Attack
Channeling Interrupt
- Icon updated.
Righteous Guard (Senoumaru)
- Shield visual effects updated. The effect will now use a visual style that better matches Senoumaru’s design.
Spear Mastery (2nd Class)
- The Active Skill Damage Bonus effect is no longer based on the main attribute.
- It is now based on the skill level itself, with the value adjusted to
70% + 20% per skill level.
Left-Hand Mastery (2nd Class)
- The Active Skill Damage Bonus effect is no longer based on the main attribute.
- It is now based on the skill level itself, with the value adjusted to
70% + 20% per skill level.
Dagger Mastery (2nd Class)
- The Active Skill Damage Bonus effect is no longer based on the main attribute.
- It is now based on the skill level itself, with the value adjusted to
70% + 20% per skill level. - The effect can now benefit from STR bonuses.
Weapon Attribute Change
Effect Priority Adjusted: Scroll < Magnum Break < Other Class Skill Effects
“Other Class Skill Effects” currently include:
- Enchant Deadly Poison (Novice, Assassin)
- Dip (Rogue)
- Phantom Raid – Ghost (Rogue)
- Spell Fist (Sage)
- Aspersio (Priest)
Hiding (Thief, Novice, Cards)
- The duration of Hiding has been increased from
6 seconds at all levelsto2 seconds per skill level. - The Assassination bonus has been adjusted from
0.5% + 0.05% per levelper stack to0.1% per levelper stack, with the maximum value unchanged. - Hiding no longer has its normal Variable or Fixed Cooldown. Instead, it now enters a
5-second cooldown after the Hiding state ends. - Hiding can no longer be cast again while already in the Hiding state.
- This change affects the Hiding skills of Assassin, Rogue, Novice, Smokie Card, and Kraken Card.
We have received extensive feedback regarding Hiding and Bow Rogues and identified issues with Hiding in newer gameplay modes. To address PvP balance concerns, Hiding’s cooldown will now start after the stealth effect ends instead of upon skill activation, preventing indefinite stealth. To compensate, Dagger Rogues will gain improved survivability, and Phantom Raid damage for Bow Rogues will be adjusted.

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