Was just going to do a small maintenance update but turned out to be a big one. (The paladin procrastination is real 🤦♂️)
Improvements/Fixes
Removed blurring in Swamp Wilderness
Fixed gold not saving sometimes
Dual wield autoattacks now take main hand element, instead of requiring each hand to have the right element
Reduced monster hybrid skill damage (75% > 50%), these skills scaled too high due to monsters having alot of both ATK and MATK
Disabled combo ready for monsters (not summons)
Fixed some issues with Party UI
Items in storage now automatically gain substats
Skills now show its damage type in UI (Melee, Magic, Ranged)
Negative status effects now shows popup
Fix some issues with skill usage when silenced
LeechVale
Party bonuses are now reduced if maximum player level gap in party is > 15
Each level beyond 15 reduces the party bonuses by 5%
At a level gap of 35, party bonuses are reduced to 0
Status Damage Revamp
Poison New Formula: Damage = (100 + STR + AGI) / 4 * stacks
Poison: removed stack limit, scales fully with aspd and hits
Poison: removed damage scaling from skill level (fix inconsistencies with Enchant Poison Lv5 vs Venom Strike Lv10)
Poison: No longer does hp% dmg
Bosses no longer immune to poison
Enchant Poison status effects only applied by melee attacks
Enchant Poison status effects disabled for clones
Hexbrand Fixed
Bleed now damages 4% hp per second, scales with StatusDmg%
Guardian Bond now heals 4% hp per second, scales with Healing%
Reflect Damage & Counter Stance Revamp
New formula: Reflect Damage = (100 + DEF + FlatDEF/2) * 4 * Reflect%
Counter Slash: now works with combo ready, melee% & taunt/cutter debuffs and stat scalings
Counter Slash: now applies leech and autocasts
Boss/Monster Behaviour
Make bosses more challenging and interesting to fight
Spell names are displayed at the beginning of cast instead of the end
Boss now target a random player in range with spells, instead of being taunt locked
Boss targeted spells have splash
Added wide status effect attacks to bosses
Boss minions spawned in a much wider area
Minions no longer auto change target if boss is hit
Non-hostile monsters no longer have cast detection (makes things easier for new mages)
Added cooldowns for Large Area, Medium Area and Wide status skills.
Element Table
Holy/Shadow a bit too strong vs others
Removed advantages of Holy vs Poison
Removed advantages of Shadow vs Undead
Autocast
Autocasts were too strong across the board, especially the bolts which were balanced by long cast times
Reduced autocast bolts and CL base dmg by 50%
Reduced all autocast stat scaling by 50%
Removed autocast ICD
Classes
Helping out melee & Bringing back mage combos
Shinobi
Clone cost 75% > 65%
Cloaking crit bonus now works with Shadow Release
Warrior
New passive +30% crit dmg
Rogue
New passive +50% autoattack dmg
Poison Exposure debuff on Venom Strike (-20% poison resist)
Enchant Poison changes weapon element
Mage/Wiz
New Fire/Wind/Earth/Water Exposure debuffs on appropriate skills (-20% resist)
Acolyte/Priest
Smite debuff: 25% > 20% (to align with other debuffs)
Fanaticism: Autocast chance 25% > 50%
Items
New cards for reflect and poison damage
Buffs for Holy, Meteoric, Tempest, Hellfire, Chainfrost staff
Atk bumps for swords
Relic Trident: fully removes cd
All kunais give chain +1
2 new kunais
1 new halloween hat
Wraith of Dawn: reduced atk 35 > 30, reduced range 15 > 10
Pumpkin Hat (revamped): Grants Death Coil, Autocast Death Coil
Swampy Hat (revamped): Grants Gunk Shot, Autocast Gunk Shot
Maces: No longer equippable on offhand/dualwield
Revamped Weapon Innate Bonuses
Sword: 10% block
Axe: 10% crit damage
Twinblade: 50% total crit rate
Spear: 20 hit, 1 range
