Balance Changes
Since the 1.1 Update, we have noticed underperformance, overperformance, and outright problems with the existing Damage calculations, Health scaling for players and monsters, Mana scaling with secondary attack cost scaling, and all the different damage avoidance types (Evade, Parry, Block). This update introduces a significant rebalance of all these items.
Damage Calculation Rebalance
Damage calculations between players and monsters have been harmonized, however, you'll find monsters will generally do less damage than players at the same level due to players having more armour / Damage mitigation, and monsters having lower inherent modifiers.
Monsters loadouts will now correctly mirror their models, so you will find monsters wielding two handed weapons dealing more damage.
The Damage scale now increases significantly so you will notice a much greater different in damage output as you level up. (TG-317)
Hit Point Calculation Rebalance
The formula for both monster and player hit points have been rebalanced to be in line with damage output. You will notice that when you equip an item with +HP your total HP will increase more than the listed amount, this is due when certain bonuses are applied. Ultimately, the higher level you are, the more health you will get from any item bonus. (TG-319)
Mana Point Calculation Rebalance
Because of the significant increase in damage, the mana point formula also needed to be increased so that mana returned per hit doesn't fill your entire mana bar with each attack. (TG-318)
Secondary Attack Cost Change
We refined the scaling of the secondary attack so that with base mana alone, each class will have roughly a set number of attacks per full bar at every level. Adding +MGK and +MP gear will increase the number of attacks available. (TG-325)
Rebalance to Damage Avoidance
Each ability to avoid taking damage (Evade, Parry, and Block) has been adjusted. Each of these attacks now uses a comparison of SPD between attacker and defender as well as the level of the attacker and defender to provide bonuses to the chance to mitigate damage.
Because Blocking is a very powerful defensive action in its own right, we have removed the ability for players holding a shield item (Shield or Orb) to evade. Players without shields (typically Barbarians or Knights and Mages using a 2H weapon) will still be able to evade. While the chance to block will always be significantly higher than the chance to evade, this is offset by the higher damage dealt from 2H weapons or from dual wielding. (TG-322, TG-323, TG-324)
Store Inventory
We have further lowed the stock that Mimi has available in her store. She will now only have Epic (Yellow) or lower rarity items available for sale. (TG-320)
Potion Value
Potions were being created at the same level as the player. Because of this and the fact that they could be stacked, they unintentionally became the most valuable item in the game to sell in relation to inventory space used. We have adjusted potions so they will always be level 1. With that, their value has been lowered. Any potions in your inventory will be reset to level 1. This change will in no way impact the value of heals from potions since they are and always have been percentage based. (TG-321)
Unique Monster Spawn
Because of the large difference in level between the player and a unique monster (always 20 level higher) the requirement for them to spawn in the Halls of DOOOOOOOM was changed from every 50 floors, to every 50 floors and the active character must be level 50 of greater.
Bugs
-Fixed an issue where MP restored from potions was based on your total HP instead of total MP. (TG-118)
Hotfix 1
-Fixed calculations for the attack and secondary attack damage displayed in your character sheet.
Hotfix 2
-Fixed alignment of floating text for larger monsters so it isn't covered by other UI elements making it difficult to read.
