
Combat Rework 1) All combat styles now require the Attack skill for accuracy. Players will now receive Attack experience equal to 15% of their existing Ranged experience and 12% of their Magic experience. This adjustment is based on leaderboard data to ensure comparable total experience across the three combat styles. 2) Bonus magic evasion from the Ranged skill and bonus resistances from the Magic skill have been moved to the Defense skill. 3) The Power skill has been renamed to Melee. 4) The Regal Sword can now parry damage for party members. 5) Pestilent Shot has been reworked to debuff Armor/Resistances instead of HP/MP regeneration. 6) Critical rate and other buffs have been added to Ranged equipment to compensate for the loss of accuracy. 7) Magic damaging abilities now scale by 0.5% per ability level instead of 1%. 8) Rippling Trident now restores 10 MP when Ripple activates. 9) Ability damage and other buffs have been added to Magic equipment to compensate for the loss of accuracy and reduced ability scaling. 10) Bulwark: 10.1) Bulwark has been reworked to include a new stat, Defensive Damage, significantly increasing its damage output. 10.2) Spiked Shell has been reworked to include both physical and elemental thorns, scaling based on both Defensive Damage and Armor/Resistances. 10.3) Arcane Reflection has been converted to Retribution, granting a Retaliation buff that reflects a percentage of incoming damage as a Smash attack. 10.4) Shield Bash's Armor scaling has been increased from 60% to 70%. 11) Auras: 11.1) Aqua and Flame Auras have been converted into Mystic Aura, which grants an amplify bonus to all elements. 11.2) Sylvan Aura has been converted into Guardian Aura, which grants healing amplify, evasion, Armor, and Resistances. Guardian Aura can temporarily be traded into Mystic Aura in the Shop. 11.3) Base Aura stats have been adjusted. 11.4) Each Aura now additionally scales with the caster's corresponding skill: Speed Aura → Attack, Guardian Aura → Defense, Fierce Aura → Melee, Critical Aura → Ranged, Mystic Aura → Magic. 11.5) All blue ability experience will be reverted into books at a rate of 1 book per 500 experience. Any remaining experience below 500 will stay on the ability. This is a one-time conversion. 12) A fixed amount of combat experience is now granted based on the monster defeated, with an increasing Survival XP bonus the longer the fight lasts. 30% of the experience is granted to the primary training skill determined by your weapon. The distribution of the remaining 70% can be chosen using the new Charm equipment. This system allows players to optimize their experience distribution across preferred skills. Experience rates are balanced so that players can gain more in their primary skill, but potentially less total experience overall. 13) Monsters no longer have base regeneration. 14) Monsters will now enrage every 3 minutes, increasing their accuracy and damage by 10% (stacking up to 10 times). Bosses use a 10-minute timer instead of 3 minutes. 15) Some monster stats have been adjusted to balance around these changes. 16) Combat level formula has been updated. 17) Party combat experience is now divided equally among all party members, regardless of damage contribution. Party members who are at least 20% below the highest combat level will receive an experience and drop debuff, increasing by 3% for each 1% level difference beyond 20%. 18) All combat styles have been balanced to deal comparable damage and achieve similar experience rates. Features and Content: 1) Combat Zones now have selectable difficulty tiers ranging from T0 to T5. T0 corresponds to the previous normal zones, while T2 is slightly above the previous Elite zones. Higher difficulty grants additional experience, increased drops, and some unique drops. 2) Charms: 2.1) Charms are new equipment that can be equipped in the Charm slot to grant bonus experience to a specific skill. They can also be used to focus experience toward that skill in combat. 2.2) Trainee Charms can be purchased from the Shop for 250K. 2.3) Higher-tier non-combat Charms can be crafted using Skilling Essences. 2.4) Higher-tier combat Charms can be obtained as drops from higher-tier combat zones. 2.5) Charms can be combined into higher tiers using the Crafting skill. 2.6) Charms can be enhanced and grant 5x the normal enhancement bonus, like other jewelry equipment. 3) Dungeons now have higher difficulty tiers, up to T2. 4) Refinement: 4.1) T1 and T2 dungeons drop Refinement Chests, which are opened using the same Chest Keys to obtain Refinement Shards. 4.2) Refinement Shards can be used to upgrade Lv.95 equipment and back-slot items from their respective dungeons. 4.3) Refined equipment grants +5% extra stats (+10% for back-slot items) and increases weapon special effects. 4.4) Refining an existing item will transfer 100% of enhancement levels. 5) Enhancement scaling has been moderately increased for +11 and higher. 6) Supporter chat icons (different tiers of Cowbells) have been added to the Cowbell Store. They can be purchased with supporter points and will display as a special second icon. 7) Default loadout slot count increased from 2 to 3. Other: 1) Official market data now updates every 1 hour instead of every 6 hours.
2025-08-19 00:30:13 发布在
Milky Way Idle - 银河奶牛放置
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