Patch A.3.6

From Project Alfheim Wiki
Jump to navigation Jump to search

Under Construction

Patch is not yet live, please refer to patch A3.5 for the latest updates.

New Pre-Trans Base EXP Changes

So we've felt pre-trans is a bit of a slog in its lower levels for awhile now. As such, we're removing about half of the top end, or to be more specific the last 5 levels of pre-trans base experience required to reach rebirth.

This means you'll be able to reach rebirth faster obviously, and we hope this means you'll be able to get into the things that make Alfheim what it is a bit faster and easier. (custom class reworks, content, etc.)

New Base EXP Table (94-98)

Base Experience Chart - Normal
Current Level EXP to next Level Rise %
94 20,500,000 11.7%
95 23,500,000 14.6%
96 26,500,000 12.7%
97 29,500,000 11.3%
98 32,933,399 11.6%

Previous Base EXP Table (94-98)

Base Experience Chart - Normal
Current Level Total EXP EXP to next Level Rise %
94 138,917,629 23,836,800 30.0%
95 162,754,429 35,658,000 49.6%
96 198,412,429 48,687,000 36.5%
97 247,099,429 58,135,000 19.4%
98 305,234,429 99,999,998

Map Balance Adjustments

Not much to see here just some small adjustments for Nightmare Clock Tower.

Nightmare Clock Tower 2

Not much to say here, Neo Punks are kind of in a weird spot for NCT. They're noticeably a bit more annoying than Big Ben's but provide less value by not dropping ori/elu. Starsand is valuable but given bathories are a better source of it, it makes sense to add a drop that gives some value to Neo Punks so theyre not just ignored.

1.) Neo Punk now also drops an Oridecon at a 7.28% chance.

2.) Neo Punks Stone Bubble chance to cast on chase lowered from 9% > 3%

3.) Big Ben's Quagmire Chance to cast lowered to 0.5% chance and its cooldown raised to 20 seconds from 5.

Nightmare Clock Tower 3

Big Bells have seen almost zero play for the intended audience and its clear theyre just too tough for melee mobbing classes in general. The Neutral element isn't necessarily bad, but combined with 35 defense, made them incredibly tanky and too much to chew through for the intended audience. Massively lowering their defense to account for the lack of elemental weakness. They're still going to be bulky, they're still intended to be a challenge.

We do not intend Clock Tower 3 to be significantly more efficient than Clock Tower 2, just an alternative way to play and a focus more on Ori than Elu.

That said, we'll be monitoring it after release and make sure it doesn't make Clock Tower 2 worthless, which could mean follow up nerfs/adjustments. Or even potential buffs if its underperforming compared to floor 2. We want both maps to feel good.


1.) Big Bell Defense Lowered from 35 > 15.

2.) Big Bell HP lowered from 39k > 31k

3.) Big Bell Attack lowered from 1200 > 600 (strength lowered from 20 to 1 as well)

4.) Big Bell Clock gears drop rate lowered from 80 > 40% (this is to account for how much easier they are now and that they should be finally appropriately mobbable)

5.) Big Bells now drop a Beelzebub Wing Box (2 Hours) at a 0.10% chance. This item is steal protected and cannot be stolen.


Niflheim Dungeon F1 F2

1.) Most mobs have had their AI skills on chase restored or added. If they cast an AOE they now cast it on chase, but at a noticeably lower rate than when they are in attack state.

2.) OPB Drop rate of F2 exlusive mobs increased from 2.38% > 3.26%, Pierrotzoist raised to 2.68%

General Adjustments

1.) MVPs no longer respawn on reloadscript or server maintenances. Their death timers will persist through a maintenances or server crashes.

Skill Adjustments

1.) Gunslinger's Panic duration increased from 30 > 60 seconds.

Bug Fixes

1.) Gunslinger's Spread Shot no longer splits its damage amongst enemies hit.

2.) Magma Dungeon 3 Cards added to the Card Captor Sakura System.