PWCN New Expansion 08/14/24 Patchnote
hokker#1570
Posts: 453 Arc User
PWCN has announced that the next expansion will be released on August 14, 2024, for the Chinese servers. Here are some details about the update:
Celestial Memoire Event
This is an annual event, which has not been activated in PWI for some reason. It is notable for encouraging significant spending by players.
PVE Changes
The damage limit in dungeons will be removed.
Boss attributes will be adjusted.
All classes will undergo skill adjustments to align with the new dungeon changes.
Some weapons will receive the Slaying Level attribute, and some armors will gain the Warding Level attribute.
There will be optimizations to help new players better understand the game.
When they release more information and patchnote I will update this thread
Source: https://w2i.wanmei.com/news/gamenews/20240730/87260.shtml
Celestial Memoire Event
This is an annual event, which has not been activated in PWI for some reason. It is notable for encouraging significant spending by players.
PVE Changes
The damage limit in dungeons will be removed.
Boss attributes will be adjusted.
All classes will undergo skill adjustments to align with the new dungeon changes.
Some weapons will receive the Slaying Level attribute, and some armors will gain the Warding Level attribute.
There will be optimizations to help new players better understand the game.
When they release more information and patchnote I will update this thread
Source: https://w2i.wanmei.com/news/gamenews/20240730/87260.shtml
Post edited by hokker#1570 on
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PWCN started to release skill update descriptions to adapt to the pve changes, for now just humans skills.
Note: These descriptions are under development and may change, they're asking for players suggestions
Humans Skill Update
Blademaster
Fan of Flames
Channeling: 0.3 > 0.05
Cast: 0.7 > 1.0
Sage: new: recover 5 chi
Demon: new: 1000 aditional damage
ΨArmy Crusher
Without Glyph:
Cooldown 1.0
Golden Glyph:
Cooldown 1.0
45/60/75/90% > 60/90/120/150% weapon attack
Argent Glyph:
Single Target
60/90/120/150% > 70/105/140/175% weapon attack
Ferocious Leap (Pangu)
Cast: 0.80 > 0.75
Cooldown: 0.80 > 0.75
ΨBlade Tornado (Ethereal Glyph)
Cooldown 180 > 60.0
Chi cost: 300 > 0
Remove original effect
New effect: Damage dealt to monsters increase by 40/60/80/100% for 20 seconds
Wizard
ΨEssential Sutra (Verdant Glyph)
*In the East Continent update all versions of this skill will remove negative effect and the Verdant Glyph will recover MP (40/60/80/100%)
Now this glyph will change again as follows
Chi cost: 0
Remove original effect
New effect: Damage dealt to monsters increase by 40/60/80/100% for 20 seconds
ΨHailstorm
Without Glyph:
Channeling: 1.8 > 1.0
Cast: 1.2 > 1.0
Cooldown: 12.0 > 1.0
No longer Freezes the target
Area of Effect 8 > 5 meters
base damage + 4740 > base damage + 10% weapon attack + 5740
Golden Glyph: same as above
72/108/144/180% > 30/50/70/90% weapon attack + 1036/1554/2072/2590
Technician
ΨFlame: Deadly Flow
Without Glyph:
Cooldown: 5.0 > 1.0
Area of Effect: 8 > 5 meters
ΨPrey of Blood
Absorption of the target's HP effect doesn't work against monsters
ΨWisp of Shadow (Ethereal Glyph)
Chi cost: 0
No longer recovers chi
New effect: Damage dealt to monsters increase by 35/50/65/80% for 20 seconds
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Aye I see. There is a new effect that give increased damage on monsters which can be increased further.
So it is one or 2 skills per class. It gives some kind of amp effect or extreme poison. I'd guess it shares cooldown with the other skills that have the same effect then.Venomancer "Nehilenia" from Twilight Temple Server (Ex-Sanctuary) 12~14th Nov' 2008 - December 20120 -
Untamed skill Update
Barbarian
Garrotte + Swell fusion (forgot the name of that skill) (Pangu)
Cast: 0.85 > 0.75
Cooldown: 0.85 > 0.75
Strength of the Titans
Increases the damage to monsters by 20% > 50% for 30 minutes
This damage increase effect accumulates with other classes buffs
ΨViolent Triumph (Verdant)
Damage against monsters 100/120/140/160% > 70/80/90/100% for 30 seconds
(it's just a guess but I believe this effect could be the effect all other classes are getting, same buff Archer/DB/SB also have)
Swell
Cooldown: 8.0 > 1.0
Sage: new: recovers 5 chi
Demon: new: 1000 additional damage
Venomancer
Fox Form (Version: Normal Lv3, Sage and Demon) (Advanced Versions were not mentioned)
Channeling: 0.7 > 0.05
Cast: 0.5 > 1.0
Cooldown: 3.0 > 1.0
When changing to a fox form converts magic attack into physical attack, converting magic attack power into physical attack power according to a certain ratio. The higher the magic attack power of equipment and magic attribute, the greater the conversion
Venomous Scarab (Pangu)
Canneling: 1.5 > 1.0
ΨAmplify Damage (Ethereal)
Remove old effect
New effect: Increases damage the target takes by 100% for 4/6/8/10 seconds
Befuddling Mist
Channeling: 0.7 > 0.05
Cast: 0.5 > 1.0
Cooldown: 3.0 > 1.0
Wildwalker
ΨGoose Descent (Golden Glyph)
Cooldown: 60.0
Chi cost: 0
Remove original effect
New effect: Increases damage against monster by 40/60/80/100% for 20 seconds
Post edited by hokker#1570 on0 -
Since these Pangu skills don't replace the Neverfall skills, needs to be seen if they share a cool down with them. 100% damage taken for 10 seconds is pretty good. But as you have explained me yesterday, this is a new glyph system, which has different glyphs, we most likely won't have access right away to the highest tier, yet.Venomancer "Nehilenia" from Twilight Temple Server (Ex-Sanctuary) 12~14th Nov' 2008 - December 20120
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kathiawellina wrote: »Since these Pangu skills don't replace the Neverfall skills, needs to be seen if they share a cool down with them. 100% damage taken for 10 seconds is pretty good. But as you have explained me yesterday, this is a new glyph system, which has different glyphs, we most likely won't have access right away to the highest tier, yet.
The cooldown is not shared between these skills. Despite having the same name and icon, they function as entirely separate abilities with no connection to each other.0 -
Tideborn Skill Update
Assassin
ΨEarthen Rift
Required Level: 49 > 16
Without Glyph:
Cooldown: 8.0 > 1.0
Area of Effect: 10m > 5m
Golden Glyph:
Cooldown: 8.0 > 1.0
Area of Effect: 10m > 5m
Weapon Attack 20/30/40/50% > 20/40/60/80%
Bloodpaint
Doesn't trigger the heal effect when attacking monsters
ΨInner Harmony (Ethereal)
Remove original effect
New Effect: Recovers 5 hit charges and increases damage dealt to monsters by 30/40/50/60% for 20 seconds
Psychic
ΨAqua Impact
Without Glyph:
Cooldown: 1.0
No longer slows the target
Area of Effect 5 meters
When attacking monsters increase critical rate of skills they take
Golden Glyph:
Cooldown: 1.0
No longer slows the target
Area of Effect 5 meters
Weapon Attack 40/60/80/100% > 20/40/60/80% + 1560/2340/3120/3900
ΨTide Spirit (Argent)
In East continent update this skill changes to become immune to negative effects in all versions and Argent Glyph increased the critical rate duration, now this glyph changes again
Chi cost:0
Remove original effect
New effect: Increases damage dealt to monsters by 40/60/80/100% for 20 seconds
Bard
Old
New:
Chi cost: 0
Remove Sanguine effect
New Sanguine effect: Increases damage dealt to monsters by 20/30/40/50% for 20 seconds
Old
New:
Without Glyph:
Cooldown: 1.0
Area of Effect 5 meters
Golden Glyph:
Cooldown: 1.0
Area of Effect: 5 meters
Damage formula 100% base damage + 150% weapon damage + 8635 > 100% base damage + 8635
Old
New:
Doesn't trigger the heal effect when attacking monsters
Post edited by hokker#1570 on0 -
Why would they restrict blood paint to pvp only?0
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So there is the bard nerf already. Didn't take long to happen. But does it affect the usability of the class to the extent it did with the wildwalker, when it got nerfed?Venomancer "Nehilenia" from Twilight Temple Server (Ex-Sanctuary) 12~14th Nov' 2008 - December 20120
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PVE Changes
Some Weapons and Armors will have Slaying level and Warding level
Depending the refinement some gear will get extra slaying level and warding level
Weapons
G17s1, G17s2, G17s3, G17s4, G17s5, G18s1, G18s2, G18s3
Refinement x Slaying Level
Armors
R8s1, R8s2, R8s3, ☆☆☆Crown of Apex, G17s1, R9, G17s2, G17s3, G18s1, G18s2
Guardian Charms (HP Charms) won't work in dungeons
A new pill that grants 20 slaying level and 20 warding level will be sold for silver coins in Merchant, Faction NPC and Dungeons NPCs0 -
Conclusion for me is: I wasted a bunch of money on getting r9.3. It's most likely not getting any warding level out of this. Need to figure out what to do with this. For my second Main I guess I go r8 and g17 perhaps and retire g16 TT.
This numbers come as a set or per each piece?
Venomancer "Nehilenia" from Twilight Temple Server (Ex-Sanctuary) 12~14th Nov' 2008 - December 20120 -
No since warding levels arent that good as you think, warding level is a % based damage reduction that decrease with each level i dont think its worth to change gear sets0
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Winged Elves Update
Cleric
ΣPantheon's Blessing
Skill damage of squad against monsters increases by 20% > 50%, this effect accumulates with other classes buffs
Razor Feathers
Channeling: 2.0 > 1.0
Cast: 1.2 > 1.0
Cooldown: 1.0
No cooldown in Violet state was removed
Area of effect: 8m > 5m
Damage changed: 360% > 150% weapon damage + 10466 > 5233
Sage: Recovers 5 chi
Demon: Additional damage 1000
ΨWings of Protection (Ethereal)
Chi cost: 0
Removes original effect
New effect: Increases damage against monsters by 40/60/80/100% for 20 seconds
Archer
Thunder Shock
Learning level: 29 > 13
ΨThunderous Blast
Without Glyph: Cooldown: 1.0
With any glyph equiped:Channeling: 0.5
Ethereal Glyph:
Cooldown: 1.0
Area of Effect: 8m > 5m
Channeling: 0.8/0.7/0.6/0.5 > 0.4/0.3/0.2/0.1 seconds
Sharpened Tooth Arrow
Attacking monsters won't trigger the healing effect
Edgerunner
ΨShield of Imprecation (Argent)
Removes the original effect
Increases the damage against monsters by 50/60/70/80% for 30 seconds
ΨHallowed Punishment
All versions: Removed the chance of trigger healing effect against monsters
Ethereal Glyph:
No longer requires to deal a critical rate to trigger the effect
The first hit increases the damage the target takes by 20/30/40/50%
Earth Punishment
Learning level: 19 > 16
Darkverse: Leaf Fall (All versions)
Attacking monsters won't trigger the healing effect
Earthguard Skill update
Mystic
ΨRapid Growth(Ethereal)
Chi cost: 0
Removes original effect
Increases damage against monsters by 40/60/80/100% for 10 seconds
ΨSwirling Mist
Without Glyph:
Cooldown: 1.0
Area of Effect: 10m > 5m
Apply the Mist's Grasp status
Golden Glyph:
Cooldown: 1.0
Area of Effect: 10m > 5m
20/30/40/50% > 40/60/80/100% weapon damage
Invigorate
Increases the skill damage of the squad against monsters by 20% > 50% for 30 minutes
This effect accumulates with "Moon Chant", Winged Elves Spirit (Cleric) and Untamed Fury (Barbarian)
Seeker
Chaos Blade
Area of Effect: Single Target > 5m
ΨGlowing Blade
Without Glyph:
Channeling: 0.2 > 0.1
Cast: 1.0
Cooldown: 3.0 > 1.0
Area of Effect: Single Target > 5 meters
No longer increases Threat.
Golden Glyph:
Channeling: 1.0
Cooldown: 1.0
60/80/100/120% weapon damage + 2010/2680/3350/4020
No longer increases Threat.
ΨRewinding Gesture (Golden)
Cooldown: 60.0
Removes original effect
New Effect: Increases damage against monsters by 40/60/80/100% for 20 seconds
Blood Spirit
Old
Without Glyph:
Chi recovery: 50 > 30
Cooldown: 6.0 > 1.0
Etereal Glyph:
Chi recovery: 30
Cooldown: 1.0
Removes ethereal effect
New ethereal effect: chi recovery 5/10/15/20
Old
Ethereal:
Cooldown: 60.0
Removes original effect
New effect: Increases damage against monsters by 20/30/40/50% for 20 seconds
Nightshade Skill update
Duskblade
ΨReaper Form (Argent)
Damage against monsters 15/20/25/30% > 30/40/50/60%
∑Saber's Beads
Cooldown: 120.0 > 60.0
ΨGalemark
Cooldown: 6.0 > 2.0
ΨEverlasting Ode
Cooldown: 6.0 > 2.0
Motionless Move (Pangu)
Cast: 0.75 > 0.6
Cooldown: 0.75 > 0.6
Reflection of The Moon
Reflection of Bloodpaint: Attacking monsters won't trigger healing effect
Stormbringer
ΨReaper Form (Argent)
Damage against monsters 15/20/25/30% > 30/40/50/60%
ΨDownburst
Without Glyph:
Area of Effect: Single Target > 5 meters
Golden Glyph:
Area of Effect: Single Target > 5 meters
40/60/80/100% > 20/40/60/80% weapon damage
Post edited by hokker#1570 on0 -
Patchnote was released, I will point out the main changes/additions
-The damage cap of the dungeon has been removed
-Weapons and armor have been added with Slaying Level and Warding Level (I already mentioned at some comments above which weapons/gear will get these attributes)
+20 Slaying Level and Warding Level Pill sold in various NPCs
-After this update, all HP Charms will no longer be effective in any PVE dungeons in the game
-Final version of the skill Update (I will post it here later)
-Dungeon BOSS Strength Adjustment
The combat power of bosses and some elite monsters in all Weapon Dungeons, Armor Dungeons, Relic Dungeons, and Faction Base Dungeons has been adjusted as follows:
1) Reduced the defense level of some dungeon monsters.
2) The health of some monsters has been appropriately adjusted.
3) Adjust the monster level to 200.
4) Added "Anti-Slaying Level" and "Anti-Warding Level" for all monsters.
-Many adjustments to new players, Spiritual Cultivation quests are part of the new main story that will improve and guide better new players and reward new and old players with a +100HP title
-Novice buff will no longer increase exp, soul and vitae but will increase movement speed by 80%
-Many Primal World requirements went from Lv 100 reawakening 2 to Lv 100 reawakening 1
-Some quests were removed, some quests won't trigger automatically
-Spiritual Cultivation Bosses will once again come back to dungeons
-Chaotic Soul and Celestial Saint cultivations requirements changed to Lv 100 Shifting Sky 10
-Classic Dungeons Rework
There are many classic dungeons in the Perfect Continent. I believe that the practitioners have had unforgettable memories in these dungeons. We have optimized and upgraded these classic dungeons, and comprehensively optimized and upgraded the dungeon mechanism, monster distribution, map roads, inbound and outbound transmission, etc., so that practitioners can experience more enjoyable dungeon battles when entering the dungeon during their growth period
-The scope of this dungeon adjustment is the following 14 classic dungeons: 19, 20, 20, 20, 29, 39, 49, 59, 69, 79, 89, 89, 99, 99
-Added [God Killing Mode] difficulty to the dungeons: Fire Rock Cave, Mad Wolf Lair, and Serpent and Scorpion Cave (chinese translation, but basically the lv 20 dungeons)
How to activate: When the character level meets the second reawakening, level 100 and Shifting Sky 10, you can accept the corresponding [God Killing Mode] activation task from the NPC "Explorer" at the entrance of the three dungeons
After the character accepts the quest, the monsters in the dungeon will switch to the [God Killing Mode] difficulty, and the character must kill the new BOSS of the corresponding dungeon. If the character wants to return to the normal difficulty, he needs to leave the current dungeon and re-enter after 20 minutes.
-Added a new mechanism for the dungeon: "Unlock the BOSS after killing a specified number of monsters
Before the number of monsters killed reaches the standard, the BOSS will not appear in the dungeon; when the number of monsters killed reaches the standard, a prompt that the BOSS has appeared will be displayed in the center of the screen and in the chat bar.
Details are as follows:
*Note: BOSSes not listed in the above table are not within the scope of the main quest, and the activation mechanism remains unchanged. Practitioners can still kill them normally according to the original process.
-Many Mechanics of these dungeons got removed (mainly lv 99 dungeons)
-A new NPC "Teleporter" has been added, and practitioners can use the Teleporter to easily leave each dungeon. She appear after the last boss dies and can send you back to Archosaur
-Adjusted the resurrection point locations of 14 dungeons.
After the current character dies in the dungeon, he will no longer be directly transferred out of the dungeon, but will be resurrected at a location within the dungeon that is close to the place of death
-Removed the NPC [Old Swordsman] and its related tasks at the dungeon entrance from 13 dungeons
-Reset time of these dungeons changed to 1 hour, except Lv 99 dungeons, they remain 4 hours
-Comprehensive adjustments have been made to the experience points and dropped items of monsters in 14 dungeons.
-After the practitioner enters the dungeon, the kill count interface will be displayed above the task tracking. The practitioner can view the target kill count, target BOSS and current kill count on the interface.
-Added a “guiding arrow” to the dungeon to help practitioners know the direction to move forward.
In the following dungeons, the guidance arrows are displayed in stages. When the practitioner follows the guidance arrow of the current stage to kill the corresponding BOSS, the arrow of the current stage will disappear, and the arrow of the next stage will appear at the same time, guiding the practitioner to the next BOSS
-Phoenix Valley rework
Fengming Valley is an important place for practitioners to gain experience, and it carries a lot of memories and emotions. In this update, we have also streamlined the content, optimized the rules, and upgraded the experience of Fengming Valley, so that practitioners can have a better experience in Fengming Valley. Details are as follows:
-Quests, NPCs and monsters related to the Phoenix Valley got removed
-Phoenix Valley rules adjustment:
Characters whose current level is greater than level 30 can collect 5 "Fengming Valley Admission Tokens" from [Fengming Valley Master Sen Xiang] every day. Characters can enter Fengming Valley by consuming one admission token each time from this NPC.
In the team state, every time the captain leaves Fengming Valley, the dungeon the team was in will be closed within half an hour. If the team members enter Fengming Valley again after the captain leaves Fengming Valley, a new dungeon of Fengming Valley will be generated.
The monsters that appear in the newly generated dungeon depend on the difficulty of the task selected by the first team member who enters Fengming Valley again.
In single-player mode, the monsters that appear in the dungeon depend on the difficulty of the task selected by the current character. Each time you leave Fengming Valley, the dungeon will be closed within 1 minute.
A new mechanism has been added to the Fengming Valley dungeon: "Unlock the BOSS after killing a specified number of monsters." Before the number of monsters killed reaches the standard, the BOSS will not appear in the dungeon; when the number of monsters killed reaches the standard, a prompt that the BOSS has appeared will be displayed in the center of the screen and in the chat bar.
Appropriate adjustments have been made to the monster attributes and rewards in Fengming Valley, and killing the BOSS will gain a large experience reward.
The display content in the Fengming Valley map has been updated. Practitioners can view the location of the BOSS by opening the map.
Dungeon Level / character level / Key / Boss name / Number of monsters need to be killed to Boss spawn
Open Phoenix Valley (Level 105)
After the update, the Server will open Fengming Valley (level 105), details are as follows:
Dungeon entry: A character can enter Fengming Valley (level 105) up to 5 times a day, and each entry requires 5 "Fengming Valley Admission Tokens".
Dungeon rewards: War Avatar S, War Avatar C, Fengming Valley admission order
Drop expectation: One War Avatar S will be dropped every 8 times you clear Fengming Valley (level 105).
Related Announcement: We will be making the acquisition of S+ War Avatars available based on the overall progress of War Avatar development among characters on each server. S+ War Avatars can be directly exchanged through the 'nuema Portal' War Avatar corresponding to level 80 after the second reawakening
-New Exchanges, Resurrection Scroll and another item can be exchanged for more Phoenix Valley entry tokens (up to 150/week)
-Tome Refining
Soon PWI will be able to refine tomes up to +20
In this new update we can fuse Azure Ocean Chapter to create higher level Chapters to refine with 100% of guarantee to +11 and +12, The +13 chapter will be adquired in Celestial Memoire Event( an annual event pwi never activated), it will be used to craft +14 and +15 chapters
Here the ammount of chapters we need to craft the new ones
4 Azure Ocean Chapter = 1 chapter +11
5 cahapter +11 = 1 chapter +12
5 chapter +13 = 1 chapter +14
5 chapter +14 = 1 chapter +15
-Inventory expansion is free for the first time
-Free allocation of novice attribute points
Before Level 100 Reawakening 2 you can freely adjust your attribute points as you wish and how many times you want
-Perfect Anecdote adds a summary display of task rewards.
When viewing the quest list for a series of quests in Perfect Story, you can click the Treasure Chest button to view all the rewards you can get after completing this story line.
-Added the Perfect Anecdotes and Perfect Heroes entries to the mission information interface.
After the update, practitioners can click the relevant buttons in the task information interface to go to Perfect Anecdotes or Perfect Heroes, and the task-related systems will be more closely connected and complete
-Hero quests simplified and rewards increased
-Celestial Infant now can be adquired at Level 1 reawakening 2
-Add the following services to the elders of Archo City
Bind Equipment and Pet Eggs
Destroy bound equipment and pet eggs
Cancel equipment and pet egg destruction
When destroying bound equipment and pet eggs for equipment below level 13, the disappearance time is reduced from 3 days to 10 minutes.
-Bounty related:
The following tasks have been adjusted to allow abandonment and re-acceptance. If the current bounty task cannot be completed due to various reasons on the same day, the practitioner can manually abandon the task and re-accept the bounty task
-Optimized the naming and arrangement order of the dungeon tasks on the Illusion Stone
-Item acquisition and usage display
Practitioners know that there are countless rich mission props, weapons and equipment, materials and medicines on the Perfect Continent. In order to help practitioners clearly understand how to obtain and use each item and reduce the various doubts of practitioners as much as possible, we have sorted out all the available items, props and equipment in the game, and added query windows for "obtaining methods" and "item usage" for them. In addition to the content of this update, more content that supports query is already being developed in sequence, hoping to bring more convenient and reliable ways to solve doubts for everyone. Details are as follows:
Usage
After placing the mouse on the item (including props and equipment) icon to call out the item floating prompt box, press and hold the CTRL key to lock the item floating prompt box. In the locked state, the practitioner can click the "Obtaining Method" and "Item Usage" buttons in the floating prompt box to query the relevant information of the item. Release the CTRL key to cancel the locked state of the item floating prompt box.
In the initial query interface, practitioners can click the "Obtaining Method" or "Item Usage" button to switch functions. The interface will display the corresponding query button according to the source and purpose of the queried item. Click the button to jump to the corresponding function interface.
-Battle Power Ranking and Survival Ranking
The minimum score required to be on the [Combat Power Ranking] is 100,000, and the minimum score required to be on the [Survival Power Ranking] is 400,000.
The ranking list will display at most the top 100 characters in the server that meet the requirements, and will be sorted from high to low by numerical value.
When multiple characters have the same numerical values, their ranking will be determined by the order in which the practitioners created the characters.
If a character meets the conditions for inclusion in the list after changing class, but the historical highest value has not been updated, the character will be included in the new job ranking list after the next server opening
- After the update, Aurora Arena will give priority to matching opponents with characters from the same server.
-Added the display of the current refining level to the equipment name on the refining interface.
-After the update, the daily sign-in and battle pass system will increase level restrictions. Characters that have not reached level 100 in the second reawakening will not be able to sign in daily, gain battle pass experience, or receive battle pass rewards
-Adjust the items purchased from NPCs to be bound, including but not limited to: Perfect Stones sold by the Peddler, Low-level Soul Stones and their synthesized Soul Stones, Arrows sold by the Blacksmith, Medicines sold by the Pharmacist, etc.
-Morai items that give 8 slaying levels and 8 warding levels changed to 4~8 attack levels and 4~8 defense levels
-G18 Gear dungeon:
Difficulty ★★★ removed
Difficulty ★★★★ and ★★★★★ remain unchanged
-Pets,and summons are not affected by Slaying level and Warding level
-God of Frenzy, the health loss is adjusted from 5% to 2%.
Post edited by hokker#1570 on0 -
What is the anti slaying level and anti warding level buffs on monsters?0
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I mean this is good that the old dungeons indeed get a rework. I need to see this update to get an opinion for it. I am indeed one of the few players that never cried after a classic perfect world, cause it simply was very hard to level up. The easier level, the happier I am. Right now, I am trying to figure this things out, that are going to be changed. I think there is people that were missing this type of dungeons a lot, so they might be happy about this. Also need to see what the reward will be.
So if the regular endgame dungeons will get anti slaying and warding buff, that sounds to me, that they break through warding level negations and will be more resistant to slaying level, which is reasonable, as the bosses would be otherwise a joke.
And now I try to figure out, what to do best. Going into dungeons with penumbra is after this update pretty much "useless". So G16 does not get any benefit from slaying level, so its a less desirable choice.
I guess r8 is the way to go then. But for what slaying and warding level on armors, when any endgame dungeon monster is resistant to it? Or is there some crucial point that i miss?
Venomancer "Nehilenia" from Twilight Temple Server (Ex-Sanctuary) 12~14th Nov' 2008 - December 20120 -
Last changes in the Skill Update
Assassin
ΨInner Harmony (Ethereal)
Remove original effect
New Effect: Recovers 5 hit charges and increases damage dealt to monsters by 30/40/50/60% > 40/60/80/100% for 20 seconds
Bard
New:
Chi cost: 0
Remove Sanguine effect
New Sanguine effect: Increases damage dealt to monsters by 20/30/40/50% > 35/50/65/80% for 20 seconds
Technician
ΨFlame: Deadly Flow
Without Glyph:
Cooldown: 5.0 > 1.0
Area of Effect: 8 > 5 meters
Don't get additional chi by enemies hit
Blood Spirit
Without Glyph:
Chi recovery: 50 > 30 > 10
Cooldown: 6.0 > 1.0
Etereal Glyph:
Chi recovery: 30
Cooldown: 1.0
Removes ethereal effect
New ethereal effect: chi recovery 5/10/15/20
Doesn't get additional Chi when transformed
Wizard
ΨHailstorm
Without Glyph:
Channeling: 1.8 > 1.0
Cast: 1.2 > 1.0
Cooldown: 12.0 > 1.0
No longer Freezes the target
Area of Effect 8 > 5 meters
base damage + 4740 > base damage + 10% weapon attack + 5740
Golden Glyph: same as above
72/108/144/180% > 30/50/70/90% weapon attack + 1036/1554/2072/2590 > 5258/5776/6294/6812
Duskblade
ΨReaper Form (Argent)
Damage against monsters 15/20/25/30% > 30/40/50/60% > 35/50/65/80%
Stormbringer
ΨReaper Form (Argent)
Damage against monsters 15/20/25/30% > 30/40/50/60% > 35/50/65/80%
Venomancer
Fox Form (Version: Normal Lv3, Sage and Demon) (Advanced Versions were not mentioned)
Channeling: 0.7 > 0.05 > Instant
Cast: 0.5 > 1.0 > Instant
Cooldown: 3.0 > 1.0
When changing to a fox form converts magic attack into physical attack, converting magic attack power into physical attack power according to a certain ratio. The higher the magic attack power of equipment and magic attribute, the greater the conversion
ΨBlazing Barrier (Ethereal)
Remove Original effect
New Effect: Increase damage against monsters by 40/60/80/100% for 20 seconds
Can be used in fox form
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hokker#1570 wrote: »
Chinese players speculate that this suggests bosses might have Slaying and Warding levels, though this has not yet been confirmed. It's what makes more sense tbh0 -
Holy cow, a lot of those changes are very good, especially to bring in new players or encourage people to reroll some classes/chars.
But one of the biggest changes i think is this onehokker#1570 wrote: »
-After this update, all HP Charms will no longer be effective in any PVE dungeons in the game
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Wow nice update , I got some questions 😀, where we can see some videos of damage cap removed, they remove on trials too?
Abot S+ cards they can be rebirth too? Or just 1 stage like lvl 100 only?
Whats the point of getting slaying and warding on gear if will be useless against some boss?
Now with damage cap removed , will be possible to nuke WM all boss?0 -
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Correction: 3 Stars G18 Gear dungeon is the one that got removed, 4 and 5 stars remain
Tome +15 = +15 Highest levels
Cleric and Barb buffs icons that increase damage against monsters
Bosses have their HP Increased and are now Level 200
Dungeons will have a recommended Slaying and Warding Level, this will drastically affect the battle
While some strong people are nuking WM, some weaker people claim their damage is worst now
In this picture is the recommendation for G18 gear dungeon (4 and 5 stars)
Icon of the buff everyone got to increase damage against monsters
Phoenix Valley 105
Rules:
Level 105 reawakening 2
Spend 5 keys to enter once
Single Player dungeon, can't enter with a squad
Can enter up to 5 times each day
Inside the dungeon, killing 375 mobs the boss will appear
Boss Loot
some C war avatars and the person was lucky and got a S war avatar, in this case Harpy Wraith (九子鬼母)
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Thank you for info, im shocked 🤩, so if im not wrong the boss drops a PURE S cards? Not a "B to S" pack? Also how to get those keys for enter phoenix ? Because for lvl 105 says you need 5 tokens every time but.... you get 5 free everyday so means boutique tokens? Like ppl can enter once a day for free?0
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leeroy#5509 wrote: »Thank you for info, im shocked 🤩, so if im not wrong the boss drops a PURE S cards? Not a "B to S" pack? Also how to get those keys for enter phoenix ? Because for lvl 105 says you need 5 tokens every time but.... you get 5 free everyday so means boutique tokens? Like ppl can enter once a day for free?
You get 5 key daily, you also have the chance to drop more keys inside Phoenix Valley and you can exchange Ressurection Scrolls and another thing for them, up to 150 keys by week0 -
Skill Update
Technician
ΨWisp of Shadow (Ethereal Glyph)
Chi cost: 0
No longer recovers chi
New effect: Damage dealt to monsters increase by 35/50/65/80% > 40/60/80/100% for 20
seconds
Edgerunner
ΨShield of Imprecation (Argent)
Removes the original effect
Increases the damage against monsters by 50/60/70/80% > 40/60/80/100% for 30 seconds
Venomancer
Demon Hunting (Pet skill)
Increases Demon Hunting level > Increases damage against monsters by 10/15/20/25/30%
Phoenix Valley Key Exchange
x5 Ressurection Scrolls + 1kk(silver) = 1 key
x2 Soldiers' Pay + 1kk(silver) = 1 key
Exchange = 150x/week
Phoenix Valley Level 105 run
https://www.youtube.com/watch?v=8vaTRjYIq3E
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As I mentioned before now Bosses won't have a damage cap however their attributes like HP and Attack increased greatly and they will have the ability to negate an ammount of Slaying level and Warding level.
I adjusted a picture to become clearer which gears/weapon will give Slaying level and Warding level and I calculated some gears.
This pic is just to show the maximum Slaying/Warding levels today using just endgame equipment, we can however buy a pill that increases slaying and Warding Levels by 20 points, the pill cost is 80000 silver coins in many NPCs
I found the recommended slaying and warding levels to some dungeons, if you fight the bosses and you're below the recommended levels you may die easily and deal less damage, if you got so much more slaying and warding levels then the dungeon will be a lot easier and will be able to nuke many bosses
Recommended Attributes
★★★ Dungeon (like DUP and TT4-1) 170 Slaying Levels and 145 Warding Levels
★★★★ Dungeon (like WM and TT4-2) 410 Slaying Levels and 320 Warding Levels
★★★★☆ Dungeon (G18 gear ★★★★☆ mode) 535 Slaying Levels and 410 Warding Levels
★★★★★ Dungeon (G18 gear ★★★★★ mode) 670 Slaying Levels 510 Warding Levels
Post edited by hokker#1570 on0 -
DHJ req are like 4-1 or 4-2?
Also about old dungeons and that god mode they drop something new or interstkng at least? Or just for fun o make new challenge on culti?Post edited by leeroy#5509 on0 -
leeroy#5509 wrote: »DHJ req are like 4-1 or 4-2?
Also about old dungeons and that god mode they drop something new or interstkng at least? Or just for fun o make new challenge on culti?
Dawnlight Halls is 3 Star so 170 slaying levels and 145 warding levels
Regarding old dungeons, according to people I've seen commenting on them, there are no new rewards.0
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