Patch v840
[PvE] Content
Solace of Oblivion
[Exploit] artifact now works with Bleed and Dark Burn as well
Drop Changes Reward Tier A
- Shattered Starlight 15x --> 20x
Drop Changes Reward Tier B
- Shattered Starlight 28x --> 32x
DDNTA
- Added another difficulty to DDNTA (Master) which has ~40% more HP than Normal and slightly more ATK, additionally drops Eternal Timepiece 40x + 20x rollable, Godly Ordinance 10x, Mirage Mirror 35x
- Lamia spawns faster and no cutscene plays
- Scorpion Poison Prison should be more friendly to people with high ping
- Sand Worm now wipes projectiles at the start of sucky sucky doom mechanic
Items
Added names to the different potential rolls of the Covetous Calamity Accessories
[PvE] Class Balancing
Blood Phantom
We're reducing sustained healing across the board, first up with BP because Kozima bias
[Draw Blood] max heal reduced from 10% --> 7.5%
[Draw Blood (B)] max heal reduced from 15% --> 12.5%
[Vaporize (A)] Cooldown reduction reduced from 50% --> 25%
Rai
[Flash] no longer iframes
[Raijin] iframe has been re-added (during the spin-out at the end)
[Phase] iframe is slightly shortened
Trickster
Why did this class even have this
[Blind Revolt] no longer ice stacks
[PvP] Roey Stuff
- Allowed Ivy Relics PVP map to be playable in other modes aside from Domination.
- Created a Rounds 200% HP Mode useable among most regular Rounds PVP modes (thank Vahr for allowing this!)
- Added a couple more effects to Roey's Magic Temple
- Gear Masters and Shooting Stars now let Alfredo use the level 1 versions of the old skills that he used to have.
- Gave Poochum from Poochum Atrium Crest 10x more HP and 10x more Dmg
Cash Shop
Misc
- Skill uses that are rejected by the server due to cooldown desync will attempt to resync the cooldown on your skill bar (so you'll be able to use it when it actually comes off CD and not the entire cooldown period later)
- You can now make your character look/turn their head while in photo mode
- Bosses that are under forced damage taken reduction (aka "1 HP mode") now show a lock icon next to their name for the duration (e.g. DDNTA scorpion big spin, stomp, etc; Golem barmech)
- Energy bars are hidden while SoO artifact select is open
- Myla Laurel's accessible area has been expanded
Bugfixes
Classes
- Improved the hitbox detection on Randgrid's [Counter Flare] and condensed the hit count
- Mystic Knight's [Mystic Link] iframe should be more reliable
- Fixed Trickster's [Class Mastery II] tooltip incorrectly stating "After not being hit for 10 sec, gain 15% MATK for 15 seconds" it should say "After not being hit for 5 sec, gain 15% MATK for 10 seconds"
Content
- Fixed DDNTA Golem having the wrong crit resist, HP decreased to compensate
- Fixed DDNTA Golem soft timer event sometimes triggering after restoring to checkpoint
- Fixed DDNTA Sand Worm bomb detonation mechanic breaking if an Abyss Walker hit a bomb with certain skills
- Sovereign Gem now properly extracts for Desert Medallion 10x
PvP
- Fixed Spirit Gardens PVP map not having original stage initialization (teleporters and stuff work again)
- Fixed Warden Detonating Arrow EX doing +100% damage instead of +10% in PVP
Back to regularly scheduled v841 notes!
[PvE] Content
DDNTA
- Blaze-Bloom lava damage during bar mech increased significantly
- Covetous Calamity Accessories can now be extracted for Covetous Dust
- Covetous Calamity Accessories can now also be crafted using Covetous Dust and Void Essence
Snowdrift Citadel
Abyss difficulty no longer has a weekly drop limit
Vein of Sorrow
Gold Vouchers have been replaced by Vahrtite in Vein of Sorrow to prevent gold issues when exchanging lots of them
Dragon Gems
Mixing AGI and STR/INT gems is cringe and itemization choices should be made in places other than dragon gems
Dragon Gems of the wrong stat type for your class no longer grant any effect when equipped:
- Example: equipping an AGI gem onto a Gladiator (STR class) will grant no stats
- Equipping conversion gems on innately elemental classes (e.g. trying to equip a Abyssal gem on Guardian) will also grant no stats
The item tooltip and dragon gem slot/unslot dialogs will warn you if you try to do it:
[PvE] Class Balancing
We're nerfing self-sustain even more since it's still out of hand. Also several misc changes and adjustments.
All STR/AGI Classes
STR/AGI classes have been restored to scaling 0.75/0.25 STR/AGI to PDMG due to the above dragon gem changes
This has very minimal impact on your stats
/\c23\Gladiator
[Awakened Forward Thrust] self healing reduced 3% --> 1%
[Coup de Grace EX] always critically strikes
/\c26\Destroyer
[(Crash) Assault Crash] self healing reduced 3% --> 1%
/\c32\Windwalker
This prevents you from using the original non-momentum versions of the skills
While Momentum skill enhance effects are active, [Eagle Dive] and [Blooming Kick] are disabled
[Momentum Blooming Kick] self healing reduced 1% --> 0.5%
[Momentum Eagle Dive] self healing reduced 1% --> 0.5%
[Momentum Rising Storm] self healing 1% --> removed
/\c85\Black Mara
The funny thing about this is that the higher your action speed, the more you heal
[Forgotten Wraith] description wordage changed from "Total Healing" to "Heal per tick"
[Forgotten Wraith] healing per tick reduced 0.83% per tick --> 0.5% per tick
/\c51\Physician
Baking in DynBal
[Class Mastery I] Passive Dark Attack reduced 30% --> 20%
/\c62\Chaser
[Dedicate Shadow] self heal ticks reduced 5% --> 3.5%
/\c69\Abyss Walker
[Balm of Azuna] now requires SP in [Blessing of Azuna] and [Pact of Azuna].
/\c68\Light Fury
Baking in DynBal
[Unseen Art] damage reduced 4395% --> 3735%
/\c91\Blood Phantom
Baking in DynBal
[Class Mastery I] PDMG reduced 25% --> 15%
/\c65\Jotunn
Baking in DynBal
[Class Mastery I] PDMG reduced 30% --> 20%
[Frostborne] PDMG buff increased 20% --> 30%
/\c66\Rai
[Enhanced Overload] self healing 2% --> removed
Improved linkage with [Tumble]/[Flash]/[Blink]/[Hypersonic Step] with [Coil], now will start coil a little through the animation and also can hold coils skill button to smoothly link into the skill
/\c72\Lancer
[Flag Salute] cooldown increased from 6s-3s (based on level) --> 10s-4s (based on level)
/\c73\Dragoon
[Awakened Leap] getting the same elemental buff from [Champagne] was not a good move. It doesn't make much sense for a class that has to convert to get a elemental buff to begin with. Since we don't want the benefits from [Champagne] on Dragoon, they shouldn't get al the benefits of utilizing the other tree as well.
[Stalwart Spirit] damage reduction is insane since it can be permanent uptime
Piercer skills that are used primarily by Valkyrie can no longer proc Vulnerable
[Awakened Leap] all elemental attack 25% --> removed
[Leap] damage increased 16148% --> 19378%
[Stalwart Spirit] damage reduction reduced 30% --> 10%
/\c74\Valkyrie
[Stalwart Spirit] damage reduction is insane since it can be permanent uptime
[Awakened Stalwart Spirit] damage reduction reduced 30% --> 15%
[PvP] Roey Stuff
MP changes are here!
Classes that can heal or have big group buffs/debuffs will be limited in how much they can use these (kinda). The amount healed, the value of the buff/debuff, whether its single or multi-target and other factors were considered for determining how much MP something should cost. The MP recovery skills were adjusted to allow a player that runs out of MP to still use their normal skills if they were to run out of MP.
This’ll be “wave 1” where the values may only start affecting the extreme cases (end of 5 minute match and they’re out of MP). However, the MP passives may be needed here, which at least lowers the overall damage (a tiny bit) of classes that would reach the MP limit by having to invest their SP there.
Most classes were somewhat balanced to be able to do well in a BL 1v1 environment. Meaning without heals. So, this MP cap helps limit/cap these classes in non-BL environments if they’re relying on the high MP skills. That's the main focus and goal of this MP overhaul (especially with heals).
Other skills that are still very strong buffs should still require some MP for consistency; even if it probably won’t affect MP usage of that class in a significant way.
In Respawn, having a healer continuously heal in the back of a group for even longer than Rounds mode is not the desired playstyle I have for Healers. They should still be actively pvping and once they’ve healed what they could, they should only be able to use general attacks until they die. Similarly in FFA, just constantly healing forever and running isn’t the ideal playstyle. In wipeout, relying on heals for 5 minutes to win is not the intended skillful way for a healer to win. A couple heals here and there sure.
All Base Classes
Attuned Mind MP recovery rate increased by 5x on each level. (level 1 is 250 MP per 2 seconds, level 4 is 1000 MP per 2 seconds).
This way, Attuned Mind kinda competes with how much MP Mental Fortitude instantly adds due to having 500k MP
Warrior
Brush Off MP cost changed to 10k
Mercenary
Iron Skin MP cost changed to 30k
Taunting Howl MP cost changed to 10k
Enervating Howl MP cost changed to 10k
Subjugate (Devastating Howl) MP cost changed to 10k
Subjugate (Devastating Howl) description fixed to indicate the debuff the skill has.
Dark Avenger
Fatal Impact and Nightmare Fatal Impact MP cost changed to 10k
Transform MP cost changed to 50k
Grand Master
Wind Breaker (EX) MP cost changed to 15k
Arrogance MP cost changed to 30k
Acrobat
Spirit Boost MP cost changed to 50k
Windwalker
Show Time MP cost changed to 30k
Sharpshooter
Sylph's Aid MP cost changed to 30k
Ankle Shot MP cost changed to 10k
Hunter
Trap Master MP cost changed to 30k
Summon Falcon MP cost changed to 10k
Silver Hunter
Transform MP cost changed to 50k
Elementalist
Elemental Shield MP cost changed to 10k
Ice Witch
Ice Barrier is already at 10k MP
Mystic
Fast Forward MP cost changed to 80k
Time Stop MP cost changed to 10k
War Mage
Force Mirror EX MP cost changed to 10k
Mara
Shadow Shell MP cost changed to 10k
Black Mara
Transform MP cost changed to 50k
Cleric
Aura of Healing MP cost changed to 10k
Block MP cost changed to 10k
Priest
Healing Relic MP cost changed to 10k
First Aid MP cost changed to 10k
Cure Relic MP cost changed to 10k
Bind Relic MP cost changed to 10k
Updated Chain Lightning's description to indicate it has a 100% shock chance, not 20%.
Saint
Great Heal MP cost changed to 80k
Healing Relic EX MP cost changed to 20k
Cure Relic EX MP cost changed to 20k
Bind Relic EX MP cost changed to 20k
Paladin
Iron Will MP cost changed to 30k
Divine Punishment MP cost changed to 30k
Guardian
Divine Punishment MP cost changed to 40k
Heretic
Land Corruption MP cost changed to 10k
Soul Steal MP cost changed to 10k
Arch Heretic
Transform MP cost changed to 50k
Tinkerer
Slip N Slide MP cost changed to 10k
Yum-A-Tron MP cost changed to 10k
Alfredo Drop MP cost changed to 10k
Alchemist
Slime Sacrifice MP cost changed to 20k
Slime Shake MP cost changed to 50k
Physician
Good Vibrations MP cost changed to 80k
Antidote MP cost changed to 20k
Lovesick MP cost changed to 10k
Toxic Spill EX:
Heal Split into 3 levels just like the attack. At 0-2 bubbles, heal 1x Mdmg for 10k MP. At 3-4 bubbles, heal 2x Mdmg for 20k MP, consume all bubbles. At 5+ bubbles, consume all bubbles to heal 3x Mdmg for 30k MP (up to 15 bubbles consumed).
This should nerf some of the healing Physician's can do for now. I know that having 5 bubbles as a requirement to do the full 3x heal isn't difficult by any means. However, the consumption of all bubbles does have a couple small additional effects that can help lower how well Physicians perform in group by a little bit. Plus, this plays into the MP limiting as well (if they run out of MP, no more heals). This bubble requirement will most likely be expanded on if the healing is still way too much for Physicians.
Engineer
Quackum Crash MP cost changed to 5k
Summon Towers MP cost changed to 10k
Gear Master
Quackum Crash EX MP cost changed to 10k
Mechanic
Plasma Boost MP cost changed to 30k
Ray Mechanic
Plasma Mastery A MP cost changed to 0.3%/sec
Transform MP cost changed to 50k
Kali
Phantom Guard MP cost changed to 50k
Screamer
Ghost Gate MP cost changed to 10k
Soul Eater
Ghost Gate EX MP cost changed to 20k
Dark Summoner
Shadow Euphoria MP cost changed to 10k
Dancer
Dance of Ecstasy MP cost changed to 80k
Illusion Dance MP cost changed to 15k
Windcall Twirl MP cost changed to 15k
Oracle
Providence MP cost changed to 50k
Oracle Elder
Transform MP cost changed to 50k
Assassin
Feint MP cost changed to 10k
Chaser
Dedicate Crow MP cost changed to 50k
Dedicate Shadow MP is already at 30k
Bringer
Balm of Azuna MP cost changed to 40k
Energetic Chakra MP cost changed to 30k
Healing Chakra MP cost changed to cost 1k and 0.2% MP per tick
Chakra Cure MP cost changed to 10k
Light Bringer
Miraculous Chakra MP cost changed to 80k
Energetic Chakra EX MP cost changed to 40k
Healing Chakra MP cost changed to cost 2k and 0.4% MP per tick
Bleed Phantom
Transform MP cost changed to 50k
Arashi
Decrystallize MP cost changed to 10k
Knightess
Fighting Spirit MP cost changed to 10k
Randgrid
Brave Heart MP cost changed to 0.3%/sec
Plaga
Flow Down MP cost changed to 10k
Vena Plaga
Ego Defense B MP cost changed to 0.2%/sec
Transform MP cost changed to 50k
Patrona
Overclock MP cost changed to 50k
Defensio
Aerial Parry EX MP cost changed to 10k
Auto-Repair MP cost changed to 10k
Pressure Release Defense MP cost changed to 10k
Description for: [Pressure Release Defense]'s cooldown reduction effect on Ducking fixed to say 50% instead of 85%.
Ruina
Pressure Release Attack MP cost changed to 10k
Launcher
Carnival Rush +25% damage
Stunt Rush +75% damage
With the damage fix to Laser Piercer EX and how these skills to underwhelming damage for 32s, this seemed appropriate. Stunt Rush being near impossible to fully land (especially the EX) while the max damage being 300% seemed ridiculous.
Lustre
Enhanced Eternal Light Soul MP cost changed to 80k
Eternal Light Soul MP cost changed to 50k
CM1 lets Entangle Trigger do the intended ~15k-20k damage.
Vandar
Kanna Therapy MP cost changed to 15k
Cosmetics
Our custom costume team is bigger and better than ever, so expect to see more recolors and brand new custom content soon!
Other
- Thunderbane SFX updated for Lunar Knight
Misc
UI
- Item roll window now shows the proper item prefix
- Item obtainment messages and item links now include the proper item prefix
- Dropped items now show the proper item prefix
- Drops that aren't rollable and don't belong to you are now much more transparent
- Added a search box to the title picker
- Replaced old logos on login and channel change dialogs with the proper modern PDN logo
Gameplay
- Added a setting to disable Crusader [Struck by Lightning] spacebar input
DPS Meter
- Big hit damage tracker now includes overkill (overkill does not count towards your DPS)
Bugfixes
Classes
- Fixed Chaser [Augment of Crows] buff duration crest only increasing the duration of the buff on allies and not yourself
- Fixed Guardian abnormal skill lockout after using [Awakened] Divine Barrier and [Holy Kick](lvl 6+ only)
- Attempted to fix [Stance of Faith] sometimes failing to chain properly
- Fixed Lunar Knight [Awakened Moon Fall] description incorrectly stating that it grants 2 Twilight per hit
- Fixed Lunar Knight [Awakened Flash Step] descrption incorrectly stating that it grants 10 Twilight on hit
Content
- Fixed an issue where Solace of Oblivion would sometimes forget about what artifacts you had or how many rerolls you had
- Fixed an issue where artifacts would fail to restore after you died or reconnected
- Fixed an integer overflow bug with sand trap status that can cause you to get one shot by negative damage in certain circumstances
- Players are now immune to certain damaging status effects while in sand trap status
UI
- Fixed Solace of Oblivion Slow Start artifact description not updating with level
Misc
- Fixed an issue that caused game server regions further away from NA Central to experience server tick rate stutter
- Fixed an issue where terrain had weird lighting issues on low quality settings (no more radioactive SdC or RuDNHC)
PvP
- Fixed Laser Piercer EX doing +100% damage instead of +30% damage in PVP.
- Fixed Impactor doing 5x the damage intended on Entangle Trigger in PVP.
- Fixed PVE's Ducking being called sometimes in PVP.
- Fixed Chain Lightning EX having double the bounce range in PVP.
- Fixed Roey's Magic Temple permanently binding when the bind effect occurred.
- Fixed Puppet Battlefield not applying 200% HP in 200% HP mode.
- Fixed a couple Defensio skills not being completely disabled in PVP when they should've been.