PWCN New Expansion 08/14/24 Patchnote

hokker#1570
hokker#1570 Posts: 448 Arc User
edited August 12 in General Discussion
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





Post edited by hokker#1570 on
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  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    edited August 2
    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

  • kathiawellina
    kathiawellina Posts: 98 Arc User
    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 2012
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    edited August 3
    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 on
  • kathiawellina
    kathiawellina Posts: 98 Arc User
    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 2012
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    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.
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    edited August 5
    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
    MSc2B5J.png
    New:
    Chi cost: 0
    Remove Sanguine effect
    New Sanguine effect: Increases damage dealt to monsters by 20/30/40/50% for 20 seconds

    Old
    qL7RH7E.png
    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
    I2GDy5h.png
    New:
    Doesn't trigger the heal effect when attacking monsters

    Post edited by hokker#1570 on
  • meow101
    meow101 Posts: 68 Arc User
    Why would they restrict blood paint to pvp only?
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    meow101 wrote: »
    Why would they restrict blood paint to pvp only?

    The Chinese players believe that it emphasizes teamwork, as it encourages people to bring healers to dungeons and reduces the emphasis on solo gameplay
  • kathiawellina
    kathiawellina Posts: 98 Arc User
    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 2012
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    edited August 5
    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
    5k5mAnO.png

    Armors
    R8s1, R8s2, R8s3, ☆☆☆Crown of Apex, G17s1, R9, G17s2, G17s3, G18s1, G18s2
    veW4qqk.png

    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 NPCs
  • kathiawellina
    kathiawellina Posts: 98 Arc User
    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 2012
  • faszikam01
    faszikam01 Posts: 18 Arc User
    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 sets
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    edited August 15
    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
    Q1DCCYA.png
    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
    1GRCm8G.png
    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 on
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    edited August 14
    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)
    WgRdi5P.png
    5tAdZS3.png

    +20 Slaying Level and Warding Level Pill sold in various NPCs
    ZtLUCVb.png
    ibEil0p.png

    -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:
    Hb4yjBQ.png
    *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.
    kvfvqka.png

    -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
    tQZv7tO.png

    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)
    3c5WgY4.png

    -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

    xycnEXH.png

    UzBNWoS.png

    -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.
    0rvta2m.png
    ENrgYTR.png

    -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
    w9G6Tgp.png

    -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.
    ZTudy3t.png

    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.

    3lDlO2t.png

    -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
    lqaHagn.png

    -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 on
  • meow101
    meow101 Posts: 68 Arc User
    What is the anti slaying level and anti warding level buffs on monsters?
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    meow101 wrote: »
    What is the anti slaying level and anti warding level buffs on monsters?

    Good question, at first sight seems like Bosses from Armor, Weapon, Relic and Faction dungeons will negate the characters' slaying level and warding level, however I'm not 100% sure
  • kathiawellina
    kathiawellina Posts: 98 Arc User
    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 2012
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    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


  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    meow101 wrote: »
    What is the anti slaying level and anti warding level buffs on monsters?

    Good question, at first sight seems like Bosses from Armor, Weapon, Relic and Faction dungeons will negate the characters' slaying level and warding level, however I'm not 100% sure

    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 tbh
  • butagaz13
    butagaz13 Posts: 18 Arc User
    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 one

    -After this update, all HP Charms will no longer be effective in any PVE dungeons in the game


  • leeroy#5509
    leeroy#5509 Posts: 7 Arc User
    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?
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    edited August 14
    Correction: 3 Stars G18 Gear dungeon is the one that got removed, 4 and 5 stars remain

    Tome +15 = +15 Highest levels
    fM5hnlE.png

    Cleric and Barb buffs icons that increase damage against monsters
    v7iowpV.png

    Bosses have their HP Increased and are now Level 200
    J7dhcwa.png

    tgLc47Z.png

    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)
    lxF5kfp.png

    Icon of the buff everyone got to increase damage against monsters
    vHrBH8l.png

    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
    BgUzwr3.png

    Inside the dungeon, killing 375 mobs the boss will appear
    inhpfwM.png
    uwtdmjL.png
    2lzYdgJ.png

    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)
    aLH1yn6.png

  • leeroy#5509
    leeroy#5509 Posts: 7 Arc User
    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?
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    edited August 14
    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 week
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    edited August 15
    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
    E2vD082.png


    Phoenix Valley Level 105 run
    https://www.youtube.com/watch?v=8vaTRjYIq3E



  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    edited August 16
    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.
    Lqog6ta.png

    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
    dS3FgrL.png


    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 on
  • leeroy#5509
    leeroy#5509 Posts: 7 Arc User
    edited August 17
    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 on
  • hokker#1570
    hokker#1570 Posts: 448 Arc User
    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.