Patch A.3.6
Contents
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)
Current Level | Total EXP | EXP to next Level | Rise % |
94 | 138,917,629 | 20,500,000 | 11.7% |
95 | 159,417,629 | 23,500,000 | 14.6% |
96 | 182,917,629 | 26,500,000 | 12.7% |
97 | 209,417,629 | 29,500,000 | 11.3% |
98 | 238,917,629 | 32,933,399 | 11.6% |
Previous Base EXP Table (94-98)
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 | 72.0% |
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%
Night Watch Balancing
Continuing to try to get Night Watch in a good spot for its non desperado builds which are kinda falling by the way side.
Base Weapon ASPD Modifiers
A bit confusing to explain, but every weapon has its own attack speed scaling and modifiers. We've adjusted 3 of the guns to better give them a more clear identity or in the the case of two of them make them not quite as clunky as they are. For shotgun and launcher, they are intended to be pretty slow by design, but they're a bit ridiculous looking at the modifiers compared to almost any other weapon in the game. As one example of how bad these were, an assassin wearing a one handed axe has twice the efficiency of an attack speed modifier than a gunslinger or night watch with these two guns.
To understand these changes just know that reducing the modifier means it will have more attack speed with those weapons. So reduced in this case, is a buff.
1.) Gatling Gun's base ASPD modifier reduced by roughly 15%. (it is now better for ASPD than revolver.)
2.) Grenade Launcher's base ASPD modifier reduced by roughly 33.34%
3.) Shotgun's base ASPD modifier reduced by 40%
General Adjustments
1.) MVPs no longer respawn on reloadscript or server maintenances. Their death timers will persist through a maintenances or server crashes.
2.) Night Watch exclusive skills (including the 3 quest skills) will no longer show up in the tree for Gunslingers. They will still appear in the same tree as Night Watch like normal trans skills appear for 2nd jobs.
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.