Miscellaneous Changes
- After thorough evaluation, we've decided to include Attack Power Boost Potions to Archlight Tokens NPC, opposite of what was mentioned on the last Patch Notes. Their price is the same as the old skill ones.
- As mentioned, every 10 Attack Power Boost Potions used, an extra one will be required to yield the Attack Power Bonus. The same applies to the Strong version of it.
- The old skill daily chests that were scattered throughout the game will now yield 3 Training Tokens each.
Class Changes
As much as we'd like to present each vocation balancement changes with accurate percentage of spell damage/healing difference compared to previous seasons, that's impossible, due to what was mentioned on the Patch Notes of April 25th. Allow us to better explain why:
Spells scaled from the same skill, differently. Now, they scale off the same attribute (Attack Power) the same way. We made sure that the progression feel smooth throughout every stage of the game to all vocations.
We made sure to check every spell and tweak them as we saw fitting to have a good base so it's efficient on early game and scale properly on late game.
Due to the nature of old skills (scaling things without a pattern or base), it's pointless to point out the base damage or percentage change of each and every spell, since you wouldn't have a reference to be compare with. We will point out the bigger/mechanical changes of each vocation down below, but bear in mind that no vocation has been neglected or overlooked, we made sure to check all of them and tweak as necessary to fit their role. Some required more changes than others, but this doesn't mean that if one vocation has had less changes on the list below, it's the same as it was before. Additionally, notice that even if a vocation seem to have been nerfed or buffed, you must understand that these changes were done in a different, bigger scope.
The base spell damage/healing of every spell will be available on the wiki's page of every vocation. This value can be also accessed through the spell book, though bear in mind that through the spell book, said value is scaled with the player's current Attack Power and Level.
To convert the internal formula into a base spell damage, we've considered a player level 1, with no skills, casting each spell. We then multiplied said value by 2, to offset the slower Attack Power progression at the early game.
Through several weeks of test, we've manage to identify and fix the spells that were off the curve, due to having a higher scaling off skills with a lower base.
What this means is, players will have a higher base damage at the early game compared to past seasons, giving them enough time to gain Attack Power and keep on progressing.
The biggest improvement we've notice comes down to auto attack vocations, which had a terrible early game and only got viable on late game. We believe that the weapon formula for auto attack focused vocations progresses throughout the game more evenly now.
Spell Caster vocations (Bard, Druid, Necromancer, Sorcerer and Corsair) receive Cooldown Reduction instead of Attack Speed from Dexterity (20% maximum).
Summons still scale attack speed off Dexterity, regardless of what their master receive from it.
Cooldown Reduction is now capped at 75%.
Soul Rune effectiveness changes have been standardized. What this means is, several Soul Runes scaled Rune Level and Runemastery differently, now, every Soul Rune (except Tamer's, which is explained why on Tamer's vocation changes section) will scale for the same amount.
Every Soul Rune has had its base damage increased due to the following changes.
Runemastery effectiveness per point has been increased for 0.5% to 0.75%. This is due to Soul Runes no longer scaling off any other stat other than Runemastery.
Spell Damage no longer scale Soul Rune damage.
Bard, Guardian and Tamer Soul Runes don't scale with Attack Power, due to their functionalities being strictly buffs or fixed amounts.
Several new Quick Buttons have been added.
We've fixed an issue where every player was receiving about 20% more health/mana on top of every other buff, unintentionally. To offset that, the health/mana has been increased to every vocation. The exact values are mentioned on each vocation's section.
With the structural changes, spells and effects that were based off your auto attack will have an accurate value now.
Summons will now walkthrough creatures.
Skill buff spells have been converted to Attack Power buff. Their percentage values have been decreased, since 1 Attack Power is much easier to obtain than 1 skill point was, their weight on the damage/healing formula is also not the same. Affected spells are mentioned on each vocation's section.
Several spells and effects have had their descriptions updated to better inform their values.
The Weapon's Tier play a great part in the auto attack damage. This means that players will feel the damage progression in between weapons a lot heavier now. After several tests, we've changed the tier of a few weapons. Check out the updated list:
Tier 1: Prismatic (Attack Power: 25)
Tier 2: Voodoo (Attack Power: 30) and Heroes (Attack Power: 40)
Tier 3: Rift (Attack Power: 45) and Sharptooth (Attack Power: 50)
Tier 4: Darksteel (Attack Power: 60)
Tier 5: Iceforged (Attack Power: 70), Goldencrafted (Attack Power: 80) and Mastercrafted (Attack Power: 90)
Tier 6: Reforged Mastercrafted (Attack Power: 100)
Tier 7: Forgemaster (Attack Power: 125)
Tier 8: Olympus (Attack Power: 156)
The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff (vocation specific ones are under each vocation section)
Swift, Illusion, Find, Jump, Glow, Magic Rope, Magic Cloak, Sprint, Strong Sprint, God Spells, Apollo's Hymn, Ares' Battlecry, Hermes' Trickery
Prestiges
Misc
After testing the benefits of prestiging, we've decided to let the player keep their stat and spell points upon prestiging, requiring them to surpass the previous highest achieved level to earn new ones.
Prestiged players don't benefit from catchup experience.
Prestige Benefits
Upon prestiging for the first time, players will receive a new promotion, which has +30 gain of health and mana per level, increasing their life resources significantly. The new promotions are:
Exotic Archer, Celestial Bard, Fierce Berserker, Marauder Corsair, Corrupted Death Knight, Ancient Druid, Relentless Guardian, Ace-High Gunslinger, Mystic Monk, Dreadful Necromancer, Infamous Rogue, Dexterous Samurai, Grandmaster Sorcerer, Expert Tamer
Every 50 Awakening Levels sacrificed, you will earn 1 Awakening Stat Point.
Every 250 Awakening Levels sacrificed, you will earn 1 Awakening Spell Point.
Every 1000 Awakening Levels sacrificed, you will earn +2% of every stat.
After 1000 Awakening Levels sacrificed, every 50 Awakening Levels sacrificed, you will earn 1 Attack Power point.
Players will be able to choose a primary and a secondary bonus that will be permanently added to their character and can be changed by using a token to reset their prestige bonuses. Every 200 Awakening Levels sacrificed will grant +10% of the bonus.
The primary bonuses are: 2% life resources (health and mana), 2% dodge chance, 2% resistance, 2% damage, 2% critical chance, 2% critical damage, 2% healing, 2% attack speed and 2% cooldown reduction.
The secondary bonuses are: 5% chance to get an additional dungeon/quest box, 2% gold nugget drop chance, 2% loot chance, 2% monster essence chance, 2% movement speed.
Class Changes
Archer
Core Information
- Primary Stat: Dexterity
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 28
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 120 > 180
- Mana: 50
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can from benefit the entire duration of the buff
- Aim
- Focused Mind
- Aim
- Reduced buff from 60% to 15%.
- Ethereal Shot is now level 20.
Base Spell Damage
- Exploding Spear: 181
- Mega Exploding Spear: 323
- Snaring Shot: 305
- Focused Shot: 220
- Flame Arrow Spray: 286
- Energy Arrow Spray: 235
- Ethereal Shot: 148
- Strong Ethereal Shot: 190
- High Velocity Shot: 288
- Perfect Shot: 351
- Pinpoint Shot: 448
- Quad Shot: 286
- Arrow Volley: 107
- Skyfall: 235
Base Spell Healing
- Holy Blessing: 220
- Archers Grace: 110
Bard
Core Information
- Primary Stat: Intelligence
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 12
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 20
- Mana: 160 > 220
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Holy Shield
- Buff Party
- Soul Rune
- To compensate for the rune level and runemastery standardization, the damage bonus have been updated to:
- T1: 10%
- T2: 11.5%
Base Spell Damage
- Bard Wave: 105
- Music Strike: 143
- Final Note: 234
- Sound Explosion: 157
- Lightstorm: 88
Base Spell Healing
- Regeneration Hymn: 27
- Healing Tune: 46
- Chain Heal: 28
- Final Light: 41
Berserker
Core Information
- Primary Stat: Strength
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 26
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 160 > 210
- Mana: 40
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Berserk
- Enrage
- Charge
- Life Steal
- Rage Haste
- Relentless Rage:
- Replaced Blade Throw effect for Relentless Whirlwind Swing.
- Relentless Whirlwind Swing: Spins extra blades in the opposite direction, dealing 65% of the original damage.
Base Spell Damage
- Spinning Blades: 50
- Strong Spinning Blades: 78
- Brutal Strike: 89
- Final Showdown: 119
- Whirlwind Throw: 81
- Brutal Stomp: 105
- Annihilation: 97
- Stomp: 77
- Smash: 650
- Precision Slice: 155
- Precision Throw: 129
- Demand An Opponent: 113
- Relentless Rage: 95
- High Velocity Throw: 137
Base Spell Healing
- Heal Wounds: 26
Corsair
Core Information
- Primary Stat: Strength
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 23
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 160 > 210
- Mana: 40
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Corsair's Gamble
- Draw Cards
- Extra Shot of Gin
- Extra Shot of Vodka
- Flask of Gin
- Flask of Vodka
- Increased the chance of proc'ing The Awakening effect to 10% (same as mages).
Base Spell Damage
- Quick Draw: 85
- Skull Cracker: 201
- Run The Barrel: 45
- Dead Eye: 161
- Cannon Barrage: 77
- Explosive Shot: 81
- Second Wave: 81
- Gauss Barrel: 325
Base Spell Healing
- Flask of Rum: 60
- Bottle of Rum: 61
Death Knight
Core Information
- Primary Stat: Strength
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 26
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 220 > 300
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Shadow State
- Shield of Darkness
- Reaper's Pact
- Blood Banquet
- Living Nightmare
Base Spell Damage
- Mortal Strike: 65
- Death Echo: 105
- Festering Wounds: 65
- Death Lasso: 185
- Feasting Bats: 105
- Twisted Souls: 77
- Death Threat: 65
- Blood Harvest: 49
- Expose Nightmares: 73
- Reap: 75
Base Spell Healing
- Life Feast: 38
- Bloody Feast: 114
Druid
Core Information
- Primary Stat: Intelligence
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 12
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 20
- Mana: 160 > 220
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Bear Form
- Blooming Form
- Cat Form
- Merlkin Form
Base Spell Damage
- Vine Beam: 97
- Frost Grenade: 141
- Frozen Tundra: 138
- Strong Azur Wave: 92
- Azur Wave: 69
- Eternal Winter: 139
- Vine Wave: 73
- Wrath of Nature: 139
- Starfall: 201
- Chilling Blast: 156
- Chilling Waves: 97
- Subzero: 122
Base Spell Healing
- Seed Purification: 67
- Heal: 80
- Blossom: 10000
Guardian
Core Information
- Primary Stat: Strength
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 16
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 200 > 280
- Mana: 40
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Shield Wall
- Heavy Shield
- Shield Haste
- Raise Shields
- Fixed an issue where Holy Spirit (Legendary Spell) wasn't properly healing or triggering its awakening effects as intended.
Base Spell Damage
- Shield Bash: 212
- Sunfire: 102
- Burst of Light: 149
- Sunfire Missile: 92
- Blazing Light: 93
- Ultimate Challenge: 178
- Retribution: 59
- Burning Weapon: 89
- Holy Shock: 93
- Holy Retribution: 127
- Shield Slam: 257
- Command Attention: 200
Base Spell Healing
- Divine Intervention: 275
- Flash Heal: 41
- Holy Flash: 132
- Divine Light: 67
Gunslinger
Core Information
- Primary Stat: Dexterity
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 20
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 130 > 190
- Mana: 50
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- One With The Gun
- Clear Shot
- Unload The Chamber
- Explosive Rounds
- Splitter Rounds
- Piercing Rounds
Base Spell Damage
- Disengage: 93
- Combo Shot: 49
- Concussive Shot: 93
Base Spell Healing
- Shadows Blessing: 67
- Shadows Invocation: 68
Monk
Core Information
- Primary Stat: Dexterity
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 21
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 160 > 220
- Mana: 50
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Focused Art
- Remove Summon
- Absorb Summon [Fire]
- Instead of making it cast on hit, it will now be cast every 2 seconds, with 100% chance, for half of the amount of your Average Weapon Damage.
- The artifact will decrease the delay, on level 15 it'll be every 0.5 seconds (every artifact level will decrease it by 0.1s).
- Channel Spirit
- Intelligence, Strength and Dexterity decreased base percentage value from 6% to 3%.
- Focused Art
- Reduced buff from 30% to 15%.
Base Spell Damage
- Fire Kick: 107
- Energy Kick: 107
- Death Kick: 107
- Ice Kick: 107
- Earth Kick: 107
- Flurry of Punches: 43
- Min Flurry of Punches: 38
- Strong Flurry of Punches: 61
- Knockout Punch: 227
- Flaming Back Kick: 227
- Electric Back Kick: 227
- Death Back Kick: 240
- Frozen Back Kick: 263
- Nature Back Kick: 240
- 1000 Fists: 66
- Kamakazi Punch: 263
Base Spell Healing
- Quick Prayer: 33
- Prayer: 68
- Fighting Prayer: 33
Necromancer
Core Information
- Primary Stat: Intelligence
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 12
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 140 > 20
- Mana: 75 > 220
- Necromancer has become a mage vocation instead of hybrid.
- Their Emblem Runes are now mage instead of Specialist.
- Spells that healed health now heal mana.
- Lich Form - Spell Vampirism
- Decreased amount from 20% to 2%. This is due to what was mentioned before, the structural changes made the value healed higher because it was the final one (after all bonuses), not the base.
Summons
- Health scale off master's Intelligence.
- Both Auto Attack damage and Spell Damage scale off master's Intelligence.
Fire Skull
- No longer explodes while traveling towards the target.
- Fixed an issue where it was hitting more times than inteded.
Mind Seizure
- Infection [Revamp]: Shoot 3 times every 0.5 second in a 3x3 square area, hitting enemies for 30% of the original damage. The last hit applies a damage over time for 60% of the original damage, which lasts for 3 seconds.
Corpse Explosion
- Added a minimum amount of 2 Corpses nearby to explode.
Base Spell Damage
- Gathering Fear: 189
- Underling: 97
- Death Wave: 217
- Unholy Shackles: 61
- Corpse Explosion: 209
- Fire Skull: 305
- Life Harvest: 97
- Skeleton Army: 81
- Reaper's Touch: 57
- Witch's Hourglass: 113
- Mind Seizure: 197
- Witchs Cauldron: 129
Base Spell Healing
- Healing Ritual: 50
Rogue
Core Information
- Primary Stat: Dexterity
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 24
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 160 > 220
- Mana: 40
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Cunning Blades
- Dip And Weave
Base Spell Damage
- Shiv: 81
- Smoke Bomb: 181
- Viperfang: 61
- Throwing Knife: 81
- Reaping: 41
- Fan of Knives: 345
- Shadow Step: 437
- Shadowfang: 97
- Blink Step: 345
- Doppleganger: 550
- Death Blossom: 61
- Jugulate: 61
- Slice and Dice: 45
Base Spell Healing
- Soothing Darkness: 67
- Crimson Vial: 68
Samurai
Core Information
- Primary Stat: Dexterity
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 26
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 160 > 220
- Mana: 40
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- War Banners
Shisui Blade
- QI completely removed, now every spell procs the QI effect of it.
- Cyclone Blade's area of the non-QI version has been kept to aid with AoE admage.
- Spells now don't require an auto attack to be triggered.
New Dragon Spirit:
- Base Spell: For the next 10 seconds, the caster is unstoppable as well as receiving 10% resistance. Every second while the spell is active, a wind shot is directed towards the Samurai's target, dealing damage in a 1x1 square area, which scales off with Dexterity.
- Dragon's Demand effect: Loses 2% of health every second, summoning a fire tornado that deals damage to enemies within melee range of the caster, which scales of Dexterity.
- Powerful Blade effect: While active, your auto attacks have 15% chance to cast a random awakenable spell.
Auto Attack effects changes
- Guaranteed Effect: Increases your auto attack damage by +10%.
- Long Katana: Has 50% chance to hit enemies in a U shape around you. Damage to the extra enemies hit reduced by 60%.
- Katana of Wisdom: Has 10% chance to reduce 5% of threat meter.
Soul Rune
- Concentration effect: Deals damage in a 1x1 square area.
Last Stand
- No longer has a movement debuff.
- Cooldown decreased from 40 seconds to 25 seconds.
- Guaranteed Effect: Every 500ms, a lightning will fall from the sky, dealing damage in a 1x1 square area where it hits, which scales off Dexterity.
Dragon Blade
- Now hits in a 3x3 circle area.
- Fire Ball effect: Becomes a single target spell and deals +50% damage.
Base Spell Damage
- Wakasashi: 75
- Yaten Blade: 388
- Tiger Blade: 121
- Venom Blade: 305
- Cyclone Blade: 128
- Storm Blade: 167
- Dragon Blade: 305
- Venomed Wakasashi: 167
- Hira Shuriken: 167
- Dragon Spirit: 75
Base Spell Healing
Gekko Blade: 12
Clan's Blessing: 66
Imperial Courtesy: 66
Sorcerer
Core Information
- Primary Stat: Intelligence
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 12
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 20
- Mana: 160 > 220
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Arcane Shield
- Fire Shield
- Focused Magic
Base Spell Damage
- Vortex Beam: 101
- Living TimeBomb: 77
- Living Energy Bomb: 77
- Dragon Breath: 105
- Vortex Breath: 217
- Pyroblast: 89
- Rage of the Skies: 119
- Electrical Surge: 73
- Lightning Surge: 69
- Pyro Surge: 69
- Strong Electrical Surge: 137
- Hell's Core: 129
- Arcaneblast: 493
- Thunder Shock: 333
- Infused Energy Beam: 67
- Eruption: 121
- Destruction: 129
- Enflamed Pyroblast: 61
Base Spell Healing
- Concentrate: 165
Tamer
Core Information
- Primary Stat: Dexterity
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 10
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 120 > 180
- Mana: 50
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Dismiss Pet
- Unending Bond
- Tamer's Call
- Tamer's Bond
- Spirit of the Eagle
- Acute Sense
Soul Rune
- Tamer's Soul Rune is the only Soul Rune which doesn't fall to the standardization of Soul Runes, due to it's functionality, making it unfeasible to be included. The following information is also mentioned on the spell book: Each upgrade level increases it by +1% each, each Runemastery point increases it by 0.05%.
- T1: 20%
- T2: 23%
Pets
- Auto Attack damage scales off master's Strength.
- Spell Damage scales off master's Dexterity.
Base Spell Damage
- Tamer Bolas: 105
- Tamers Shot: 53
- Distracting Shot: 57
- Hunting Spear: 73
- Crossfire: 49
Base Spell Healing
- Healing Petal: 135
- Natures Grace: 68
Miscellaneous
Base Spell Damage
- Death Strike: 73
- Energy Strike: 73
- Flame Strike: 73
- Ice Strike: 73
- Terra Strike: 73
- Zeus' Bolt: 77
- Hephaestus' Rage: 77
- Warcry: 89
Base Spell Healing
- Evocation: 60
- Strong Evocation: 60
- Magic Heal: 27
- After thorough evaluation, we've decided to include Attack Power Boost Potions to Archlight Tokens NPC, opposite of what was mentioned on the last Patch Notes. Their price is the same as the old skill ones.
- As mentioned, every 10 Attack Power Boost Potions used, an extra one will be required to yield the Attack Power Bonus. The same applies to the Strong version of it.
- The old skill daily chests that were scattered throughout the game will now yield 3 Training Tokens each.
Class Changes
As much as we'd like to present each vocation balancement changes with accurate percentage of spell damage/healing difference compared to previous seasons, that's impossible, due to what was mentioned on the Patch Notes of April 25th. Allow us to better explain why:
Spells scaled from the same skill, differently. Now, they scale off the same attribute (Attack Power) the same way. We made sure that the progression feel smooth throughout every stage of the game to all vocations.
We made sure to check every spell and tweak them as we saw fitting to have a good base so it's efficient on early game and scale properly on late game.
Due to the nature of old skills (scaling things without a pattern or base), it's pointless to point out the base damage or percentage change of each and every spell, since you wouldn't have a reference to be compare with. We will point out the bigger/mechanical changes of each vocation down below, but bear in mind that no vocation has been neglected or overlooked, we made sure to check all of them and tweak as necessary to fit their role. Some required more changes than others, but this doesn't mean that if one vocation has had less changes on the list below, it's the same as it was before. Additionally, notice that even if a vocation seem to have been nerfed or buffed, you must understand that these changes were done in a different, bigger scope.
The base spell damage/healing of every spell will be available on the wiki's page of every vocation. This value can be also accessed through the spell book, though bear in mind that through the spell book, said value is scaled with the player's current Attack Power and Level.
To convert the internal formula into a base spell damage, we've considered a player level 1, with no skills, casting each spell. We then multiplied said value by 2, to offset the slower Attack Power progression at the early game.
Through several weeks of test, we've manage to identify and fix the spells that were off the curve, due to having a higher scaling off skills with a lower base.
What this means is, players will have a higher base damage at the early game compared to past seasons, giving them enough time to gain Attack Power and keep on progressing.
The biggest improvement we've notice comes down to auto attack vocations, which had a terrible early game and only got viable on late game. We believe that the weapon formula for auto attack focused vocations progresses throughout the game more evenly now.
Spell Caster vocations (Bard, Druid, Necromancer, Sorcerer and Corsair) receive Cooldown Reduction instead of Attack Speed from Dexterity (20% maximum).
Summons still scale attack speed off Dexterity, regardless of what their master receive from it.
Cooldown Reduction is now capped at 75%.
Soul Rune effectiveness changes have been standardized. What this means is, several Soul Runes scaled Rune Level and Runemastery differently, now, every Soul Rune (except Tamer's, which is explained why on Tamer's vocation changes section) will scale for the same amount.
Every Soul Rune has had its base damage increased due to the following changes.
Runemastery effectiveness per point has been increased for 0.5% to 0.75%. This is due to Soul Runes no longer scaling off any other stat other than Runemastery.
Spell Damage no longer scale Soul Rune damage.
Bard, Guardian and Tamer Soul Runes don't scale with Attack Power, due to their functionalities being strictly buffs or fixed amounts.
Several new Quick Buttons have been added.
We've fixed an issue where every player was receiving about 20% more health/mana on top of every other buff, unintentionally. To offset that, the health/mana has been increased to every vocation. The exact values are mentioned on each vocation's section.
With the structural changes, spells and effects that were based off your auto attack will have an accurate value now.
Summons will now walkthrough creatures.
Skill buff spells have been converted to Attack Power buff. Their percentage values have been decreased, since 1 Attack Power is much easier to obtain than 1 skill point was, their weight on the damage/healing formula is also not the same. Affected spells are mentioned on each vocation's section.
Several spells and effects have had their descriptions updated to better inform their values.
The Weapon's Tier play a great part in the auto attack damage. This means that players will feel the damage progression in between weapons a lot heavier now. After several tests, we've changed the tier of a few weapons. Check out the updated list:
Tier 1: Prismatic (Attack Power: 25)
Tier 2: Voodoo (Attack Power: 30) and Heroes (Attack Power: 40)
Tier 3: Rift (Attack Power: 45) and Sharptooth (Attack Power: 50)
Tier 4: Darksteel (Attack Power: 60)
Tier 5: Iceforged (Attack Power: 70), Goldencrafted (Attack Power: 80) and Mastercrafted (Attack Power: 90)
Tier 6: Reforged Mastercrafted (Attack Power: 100)
Tier 7: Forgemaster (Attack Power: 125)
Tier 8: Olympus (Attack Power: 156)
The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff (vocation specific ones are under each vocation section)
Swift, Illusion, Find, Jump, Glow, Magic Rope, Magic Cloak, Sprint, Strong Sprint, God Spells, Apollo's Hymn, Ares' Battlecry, Hermes' Trickery
Prestiges
Misc
After testing the benefits of prestiging, we've decided to let the player keep their stat and spell points upon prestiging, requiring them to surpass the previous highest achieved level to earn new ones.
Prestiged players don't benefit from catchup experience.
Prestige Benefits
Upon prestiging for the first time, players will receive a new promotion, which has +30 gain of health and mana per level, increasing their life resources significantly. The new promotions are:
Exotic Archer, Celestial Bard, Fierce Berserker, Marauder Corsair, Corrupted Death Knight, Ancient Druid, Relentless Guardian, Ace-High Gunslinger, Mystic Monk, Dreadful Necromancer, Infamous Rogue, Dexterous Samurai, Grandmaster Sorcerer, Expert Tamer
Every 50 Awakening Levels sacrificed, you will earn 1 Awakening Stat Point.
Every 250 Awakening Levels sacrificed, you will earn 1 Awakening Spell Point.
Every 1000 Awakening Levels sacrificed, you will earn +2% of every stat.
After 1000 Awakening Levels sacrificed, every 50 Awakening Levels sacrificed, you will earn 1 Attack Power point.
Players will be able to choose a primary and a secondary bonus that will be permanently added to their character and can be changed by using a token to reset their prestige bonuses. Every 200 Awakening Levels sacrificed will grant +10% of the bonus.
The primary bonuses are: 2% life resources (health and mana), 2% dodge chance, 2% resistance, 2% damage, 2% critical chance, 2% critical damage, 2% healing, 2% attack speed and 2% cooldown reduction.
The secondary bonuses are: 5% chance to get an additional dungeon/quest box, 2% gold nugget drop chance, 2% loot chance, 2% monster essence chance, 2% movement speed.
Class Changes
Archer
Core Information
- Primary Stat: Dexterity
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 28
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 120 > 180
- Mana: 50
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can from benefit the entire duration of the buff
- Aim
- Focused Mind
- Aim
- Reduced buff from 60% to 15%.
- Ethereal Shot is now level 20.
Base Spell Damage
- Exploding Spear: 181
- Mega Exploding Spear: 323
- Snaring Shot: 305
- Focused Shot: 220
- Flame Arrow Spray: 286
- Energy Arrow Spray: 235
- Ethereal Shot: 148
- Strong Ethereal Shot: 190
- High Velocity Shot: 288
- Perfect Shot: 351
- Pinpoint Shot: 448
- Quad Shot: 286
- Arrow Volley: 107
- Skyfall: 235
Base Spell Healing
- Holy Blessing: 220
- Archers Grace: 110
Bard
Core Information
- Primary Stat: Intelligence
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 12
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 20
- Mana: 160 > 220
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Holy Shield
- Buff Party
- Soul Rune
- To compensate for the rune level and runemastery standardization, the damage bonus have been updated to:
- T1: 10%
- T2: 11.5%
Base Spell Damage
- Bard Wave: 105
- Music Strike: 143
- Final Note: 234
- Sound Explosion: 157
- Lightstorm: 88
Base Spell Healing
- Regeneration Hymn: 27
- Healing Tune: 46
- Chain Heal: 28
- Final Light: 41
Berserker
Core Information
- Primary Stat: Strength
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 26
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 160 > 210
- Mana: 40
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Berserk
- Enrage
- Charge
- Life Steal
- Rage Haste
- Relentless Rage:
- Replaced Blade Throw effect for Relentless Whirlwind Swing.
- Relentless Whirlwind Swing: Spins extra blades in the opposite direction, dealing 65% of the original damage.
Base Spell Damage
- Spinning Blades: 50
- Strong Spinning Blades: 78
- Brutal Strike: 89
- Final Showdown: 119
- Whirlwind Throw: 81
- Brutal Stomp: 105
- Annihilation: 97
- Stomp: 77
- Smash: 650
- Precision Slice: 155
- Precision Throw: 129
- Demand An Opponent: 113
- Relentless Rage: 95
- High Velocity Throw: 137
Base Spell Healing
- Heal Wounds: 26
Corsair
Core Information
- Primary Stat: Strength
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 23
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 160 > 210
- Mana: 40
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Corsair's Gamble
- Draw Cards
- Extra Shot of Gin
- Extra Shot of Vodka
- Flask of Gin
- Flask of Vodka
- Increased the chance of proc'ing The Awakening effect to 10% (same as mages).
Base Spell Damage
- Quick Draw: 85
- Skull Cracker: 201
- Run The Barrel: 45
- Dead Eye: 161
- Cannon Barrage: 77
- Explosive Shot: 81
- Second Wave: 81
- Gauss Barrel: 325
Base Spell Healing
- Flask of Rum: 60
- Bottle of Rum: 61
Death Knight
Core Information
- Primary Stat: Strength
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 26
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 220 > 300
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Shadow State
- Shield of Darkness
- Reaper's Pact
- Blood Banquet
- Living Nightmare
Base Spell Damage
- Mortal Strike: 65
- Death Echo: 105
- Festering Wounds: 65
- Death Lasso: 185
- Feasting Bats: 105
- Twisted Souls: 77
- Death Threat: 65
- Blood Harvest: 49
- Expose Nightmares: 73
- Reap: 75
Base Spell Healing
- Life Feast: 38
- Bloody Feast: 114
Druid
Core Information
- Primary Stat: Intelligence
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 12
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 20
- Mana: 160 > 220
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Bear Form
- Blooming Form
- Cat Form
- Merlkin Form
Base Spell Damage
- Vine Beam: 97
- Frost Grenade: 141
- Frozen Tundra: 138
- Strong Azur Wave: 92
- Azur Wave: 69
- Eternal Winter: 139
- Vine Wave: 73
- Wrath of Nature: 139
- Starfall: 201
- Chilling Blast: 156
- Chilling Waves: 97
- Subzero: 122
Base Spell Healing
- Seed Purification: 67
- Heal: 80
- Blossom: 10000
Guardian
Core Information
- Primary Stat: Strength
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 16
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 200 > 280
- Mana: 40
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Shield Wall
- Heavy Shield
- Shield Haste
- Raise Shields
- Fixed an issue where Holy Spirit (Legendary Spell) wasn't properly healing or triggering its awakening effects as intended.
Base Spell Damage
- Shield Bash: 212
- Sunfire: 102
- Burst of Light: 149
- Sunfire Missile: 92
- Blazing Light: 93
- Ultimate Challenge: 178
- Retribution: 59
- Burning Weapon: 89
- Holy Shock: 93
- Holy Retribution: 127
- Shield Slam: 257
- Command Attention: 200
Base Spell Healing
- Divine Intervention: 275
- Flash Heal: 41
- Holy Flash: 132
- Divine Light: 67
Gunslinger
Core Information
- Primary Stat: Dexterity
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 20
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 130 > 190
- Mana: 50
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- One With The Gun
- Clear Shot
- Unload The Chamber
- Explosive Rounds
- Splitter Rounds
- Piercing Rounds
Base Spell Damage
- Disengage: 93
- Combo Shot: 49
- Concussive Shot: 93
Base Spell Healing
- Shadows Blessing: 67
- Shadows Invocation: 68
Monk
Core Information
- Primary Stat: Dexterity
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 21
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 160 > 220
- Mana: 50
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Focused Art
- Remove Summon
- Absorb Summon [Fire]
- Instead of making it cast on hit, it will now be cast every 2 seconds, with 100% chance, for half of the amount of your Average Weapon Damage.
- The artifact will decrease the delay, on level 15 it'll be every 0.5 seconds (every artifact level will decrease it by 0.1s).
- Channel Spirit
- Intelligence, Strength and Dexterity decreased base percentage value from 6% to 3%.
- Focused Art
- Reduced buff from 30% to 15%.
Base Spell Damage
- Fire Kick: 107
- Energy Kick: 107
- Death Kick: 107
- Ice Kick: 107
- Earth Kick: 107
- Flurry of Punches: 43
- Min Flurry of Punches: 38
- Strong Flurry of Punches: 61
- Knockout Punch: 227
- Flaming Back Kick: 227
- Electric Back Kick: 227
- Death Back Kick: 240
- Frozen Back Kick: 263
- Nature Back Kick: 240
- 1000 Fists: 66
- Kamakazi Punch: 263
Base Spell Healing
- Quick Prayer: 33
- Prayer: 68
- Fighting Prayer: 33
Necromancer
Core Information
- Primary Stat: Intelligence
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 12
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 140 > 20
- Mana: 75 > 220
- Necromancer has become a mage vocation instead of hybrid.
- Their Emblem Runes are now mage instead of Specialist.
- Spells that healed health now heal mana.
- Lich Form - Spell Vampirism
- Decreased amount from 20% to 2%. This is due to what was mentioned before, the structural changes made the value healed higher because it was the final one (after all bonuses), not the base.
Summons
- Health scale off master's Intelligence.
- Both Auto Attack damage and Spell Damage scale off master's Intelligence.
Fire Skull
- No longer explodes while traveling towards the target.
- Fixed an issue where it was hitting more times than inteded.
Mind Seizure
- Infection [Revamp]: Shoot 3 times every 0.5 second in a 3x3 square area, hitting enemies for 30% of the original damage. The last hit applies a damage over time for 60% of the original damage, which lasts for 3 seconds.
Corpse Explosion
- Added a minimum amount of 2 Corpses nearby to explode.
Base Spell Damage
- Gathering Fear: 189
- Underling: 97
- Death Wave: 217
- Unholy Shackles: 61
- Corpse Explosion: 209
- Fire Skull: 305
- Life Harvest: 97
- Skeleton Army: 81
- Reaper's Touch: 57
- Witch's Hourglass: 113
- Mind Seizure: 197
- Witchs Cauldron: 129
Base Spell Healing
- Healing Ritual: 50
Rogue
Core Information
- Primary Stat: Dexterity
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 24
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 160 > 220
- Mana: 40
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Cunning Blades
- Dip And Weave
Base Spell Damage
- Shiv: 81
- Smoke Bomb: 181
- Viperfang: 61
- Throwing Knife: 81
- Reaping: 41
- Fan of Knives: 345
- Shadow Step: 437
- Shadowfang: 97
- Blink Step: 345
- Doppleganger: 550
- Death Blossom: 61
- Jugulate: 61
- Slice and Dice: 45
Base Spell Healing
- Soothing Darkness: 67
- Crimson Vial: 68
Samurai
Core Information
- Primary Stat: Dexterity
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 26
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 160 > 220
- Mana: 40
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- War Banners
Shisui Blade
- QI completely removed, now every spell procs the QI effect of it.
- Cyclone Blade's area of the non-QI version has been kept to aid with AoE admage.
- Spells now don't require an auto attack to be triggered.
New Dragon Spirit:
- Base Spell: For the next 10 seconds, the caster is unstoppable as well as receiving 10% resistance. Every second while the spell is active, a wind shot is directed towards the Samurai's target, dealing damage in a 1x1 square area, which scales off with Dexterity.
- Dragon's Demand effect: Loses 2% of health every second, summoning a fire tornado that deals damage to enemies within melee range of the caster, which scales of Dexterity.
- Powerful Blade effect: While active, your auto attacks have 15% chance to cast a random awakenable spell.
Auto Attack effects changes
- Guaranteed Effect: Increases your auto attack damage by +10%.
- Long Katana: Has 50% chance to hit enemies in a U shape around you. Damage to the extra enemies hit reduced by 60%.
- Katana of Wisdom: Has 10% chance to reduce 5% of threat meter.
Soul Rune
- Concentration effect: Deals damage in a 1x1 square area.
Last Stand
- No longer has a movement debuff.
- Cooldown decreased from 40 seconds to 25 seconds.
- Guaranteed Effect: Every 500ms, a lightning will fall from the sky, dealing damage in a 1x1 square area where it hits, which scales off Dexterity.
Dragon Blade
- Now hits in a 3x3 circle area.
- Fire Ball effect: Becomes a single target spell and deals +50% damage.
Base Spell Damage
- Wakasashi: 75
- Yaten Blade: 388
- Tiger Blade: 121
- Venom Blade: 305
- Cyclone Blade: 128
- Storm Blade: 167
- Dragon Blade: 305
- Venomed Wakasashi: 167
- Hira Shuriken: 167
- Dragon Spirit: 75
Base Spell Healing
Gekko Blade: 12
Clan's Blessing: 66
Imperial Courtesy: 66
Sorcerer
Core Information
- Primary Stat: Intelligence
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 12
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 20
- Mana: 160 > 220
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Arcane Shield
- Fire Shield
- Focused Magic
Base Spell Damage
- Vortex Beam: 101
- Living TimeBomb: 77
- Living Energy Bomb: 77
- Dragon Breath: 105
- Vortex Breath: 217
- Pyroblast: 89
- Rage of the Skies: 119
- Electrical Surge: 73
- Lightning Surge: 69
- Pyro Surge: 69
- Strong Electrical Surge: 137
- Hell's Core: 129
- Arcaneblast: 493
- Thunder Shock: 333
- Infused Energy Beam: 67
- Eruption: 121
- Destruction: 129
- Enflamed Pyroblast: 61
Base Spell Healing
- Concentrate: 165
Tamer
Core Information
- Primary Stat: Dexterity
- This is the stat that the vocation's spells scale off.
- Vocation Base Weapon Damage: 10
- This is the primary value used to define the vocation's auto attack damage.
Changes
- Health/Mana per level changes
- Health: 120 > 180
- Mana: 50
- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff
- Dismiss Pet
- Unending Bond
- Tamer's Call
- Tamer's Bond
- Spirit of the Eagle
- Acute Sense
Soul Rune
- Tamer's Soul Rune is the only Soul Rune which doesn't fall to the standardization of Soul Runes, due to it's functionality, making it unfeasible to be included. The following information is also mentioned on the spell book: Each upgrade level increases it by +1% each, each Runemastery point increases it by 0.05%.
- T1: 20%
- T2: 23%
Pets
- Auto Attack damage scales off master's Strength.
- Spell Damage scales off master's Dexterity.
Base Spell Damage
- Tamer Bolas: 105
- Tamers Shot: 53
- Distracting Shot: 57
- Hunting Spear: 73
- Crossfire: 49
Base Spell Healing
- Healing Petal: 135
- Natures Grace: 68
Miscellaneous
Base Spell Damage
- Death Strike: 73
- Energy Strike: 73
- Flame Strike: 73
- Ice Strike: 73
- Terra Strike: 73
- Zeus' Bolt: 77
- Hephaestus' Rage: 77
- Warcry: 89
Base Spell Healing
- Evocation: 60
- Strong Evocation: 60
- Magic Heal: 27