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 Class balancing changes in progress 
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Joined: Fri Jun 20, 2014 3:48 pm
Posts: 1866
NOTE: All changes are small, * - more than small change

These are done and ready for next update:
Warrior - HP and fierce warrior nerf
Ranger - Faster arrow shooting, intensity gives armor*
Wizard - Armor spell bump
Warlock - Armor spell bump
Cleric - Armor spell bump*
Diabolist - Armor spell bump*
Melee - Critical hit nerf
Breaker/Chaotic - some buffs are either on/off (like white pearl) so those didn't change, other buffs are knocked down 30% instead of just removed. *
Random buff on hit only when enemy is comparable level.

Planned:
Warrior - may reduce pvp damage
Paladin - will reduce pvp damage
Darkwar - will reduce pvp damage - may bump juxta up
Druid - some sort of buff, not sure yet


Sun Apr 07, 2024 6:18 pm
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Joined: Fri Jun 30, 2017 8:47 pm
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Nice! Sounds good!

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Sun Apr 07, 2024 6:31 pm
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Joined: Sun Feb 12, 2023 1:15 pm
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Please not maybe buff juxta, it's horrible right now. The rest sounds good to me


Sun Apr 07, 2024 6:34 pm
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Along with this, can we look into melee types Magic Power. It is very low at low levels and even the base mp isnt making a dif.

Also if possible: can we change the base MP/HP properties into just set amounts based on item level? That way the %'s aren't wild when using items like Vishabus and Omni Pots


PS: Wil that breaker stack? Is it going to be 30/60/90 or just ONE time 30% ?

PSS: Also look into Doom Crit damage. That seems to be dealing massive damage as well. Stacked with lethal hit.

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Sun Apr 07, 2024 6:35 pm
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Joined: Mon Jun 30, 2014 9:09 pm
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Can you make it so you can buff yourself when your buffs get knocked down?

That change to dispel is going to be super annoying if it hits your velo, and you have to fully dispel yourself to buff yourself again.

If you're buffed by someone or something else (rand buff on hit prop) with a higher base level of the spell you cannot cast your version on yourself until it drops.


Sun Apr 07, 2024 6:39 pm
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Joined: Tue Jan 30, 2018 7:16 pm
Posts: 123
Xen101 wrote:
Along with this, can we look into melee types Magic Power. It is very low at low levels and even the base mp isnt making a dif.

Also if possible: can we change the base MP/HP properties into just set amounts based on item level? That way the %'s aren't wild when using items like Vishabus and Omni Pots


PS: Wil that breaker stack? Is it going to be 30/60/90 or just ONE time 30% ?


yeah this was an issue lvling a new warrior i couldnt even buff myself doesnt matter how much base mp i added


Sun Apr 07, 2024 7:10 pm
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Joined: Wed Nov 22, 2023 5:21 am
Posts: 6
Sweet, this makes me excited. appreciate your hard work EJ. Good to know most balancing is geared towards pvp. I think its gonna be good for the game. Hoping that if tihs update doesnt, maybe afuture update will address the farmability for all classes to be able to do top dd and fervo dungeon. Regardless i think its a step in the right direction. Only thing I would like to see is Diab/Cleric hp tweaked as well. they lack in hp massively. so there survivability in said areas is minimal. Look forward to seeing effect of balancing.


Sun Apr 07, 2024 7:11 pm
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All sounds good. Hopefully this means all classes are playable and viable not just Melees.

Are you still planning to do the Quest Ideas you had with Jeloc and Velanthra quests in the Castles?

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Sun Apr 07, 2024 7:18 pm
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Joined: Thu Nov 19, 2020 10:12 pm
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Its a great start and everything is looking good.

Do agree either some HP or something on cleric/diab would be nice. If all the casters are getting a bump to armor stuff they will still be behind.


Sun Apr 07, 2024 7:34 pm
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Ej : players are setting spirit run and tornado slice into a single key so it does massive damage in 1 single instance. Is that intended? Could be a feature but could be a bug.

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Sun Apr 07, 2024 7:36 pm
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