⚒️[Change Log] Balancing, System
# Change Logs.
Last updated
# Change Logs.
Last updated
PvP system modification.
The logic of the following attributes has been modified:
Increase Critical Damage Flat: <Reduces enemy critical damage flat.
Increase Critical Damage Ratio: <Reduces enemy critical damage ratio.
The damage is now calculated after the reduction of both ratio % and flat attributes, rather than summing everything up after the calculation. In a numerical scenario:
Skill Dash Version from the original source code with all calculations: 492,741
Skill Dash Version from the source code modified by Arkadia on 07/02: 410,620
Skill Dash Version from the source code modified based on JP testing: 197,410
Both scenarios use the same items. Penetration had a modification in the code for cleaner writing and better functionality. All modifications and tests, whether in JP or Ark, have yielded satisfactory results. However, the 7.5 patch is still necessary. We will leave it for users to make a comparison between yesterday's and today's videos. With all the modifications, we want to emphasize that critical reduce damage flat + critcal reduce damage % are as important as penetration in the scenario PVP. However, if you prefer to build critical chance reduce %, you can continue to do so normally. The modifications were made to the logic: if the critical hit passes, the same logic as before follows.
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