Balance Patch v1

Changes from v0v1.

  • Specials: 28 changed, 0 added, 0 removed

  • Leader Skills: 0 changed, 0 added, 0 removed

  • Monster Specials: 10 changed, 0 added, 0 removed

  • Monster Leader Skills: 0 changed, 0 added, 0 removed

General


  • Fixed a bug where the attack effect statuses were not triggering correctly

Specials


Envenomed Blade Envenomed Blade

  • Cooldown (init/next): 0/1 → 0/2

  • Action multiplier: 0.55 → 0.5

Misleading Throw Misleading Throw

  • Action multiplier: 0.7 → 0.2

  • Notes: Strike a random enemy; a random ally gains Taunt to draw attacks. → Light strike a random enemy and a high chance to make a random ally Taunt.

  • Effects (before):

    • Status, status=taunt, target=ally_random, chance=100%

  • Effects (after):

    • Status, status=taunt, target=ally_random, chance=80%

Arcane Blades Arcane Blades

  • Notes: Slash all enemies and greatly lower their Critical Damage output. → Slash all enemies and with a chance to lower their Defense.

  • Effects (before):

    • Status, status=crd_down, target=same_as_attack, chance=100% x2

  • Effects (after):

    • Status, status=def_down, target=same_as_attack, chance=50%

Dispel Dispel

  • Cooldown (init/next): 0/4 → 0/2

  • Action multiplier: 0.6 → 0.4

  • Notes: Strike all enemies and remove all buffs from the targets at once. → Strike all enemies and have a chance to remove a single buff.

  • Effects (before):

    • Remove all buffs, target=same_as_attack, chance=100%

  • Effects (after):

    • Remove buff, target=same_as_attack, chance=100%

Enchant Armor Enchant Armor

  • Cooldown (init/next): 0/2 → 0/4

  • Effects (before):

    • Status, status=def_up, target=same_as_attack, chance=80%

    • Status, status=res_up, target=same_as_attack, chance=80%

  • Effects (after):

    • Status, status=def_up, target=same_as_attack, chance=100%

    • Status, status=res_up, target=same_as_attack, chance=100%

Ice Bolt Ice Bolt

  • Notes: Strike a random enemy and greatly lower their Speed and Attack. → Strike a random enemy and lower their Speed and Attack.

  • Effects (before):

    • Status, status=atk_down, target=same_as_attack, chance=100% x2

    • Status, status=spd_down, target=same_as_attack, chance=100% x2

  • Effects (after):

    • Status, status=atk_down, target=same_as_attack, chance=100%

    • Status, status=spd_down, target=same_as_attack, chance=100%

Meteor Strike Meteor Strike

  • Cooldown (init/next): 1/2 → 2/2

  • Action multiplier: 0.3 → 0.5

  • Notes: Blast all enemies and lower their Speed, disrupting the enemy tempo. → Blast all enemies with a chance to lower their Speed, disrupting the enemy tempo.

  • Effects (before):

    • Status, status=spd_down, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=spd_down, target=same_as_attack, chance=40%

Tornado Tornado

  • Effects (before):

    • Status, status=fear, target=same_as_attack, chance=50%

  • Effects (after):

    • Status, status=fear, target=same_as_attack, chance=100%

Provoke Provoke

  • Cooldown (init/next): 0/5 → 0/4

  • Target: enemy_random → enemy_back_row

  • Action multiplier: 0.5 → 0.85

  • Notes: Provoke a random enemy to Taunt and massively lower their Attack output. → Attack an enemy in the back row and force them to Taunt.

  • Effects (before):

    • Status, status=atk_down, target=same_as_attack, chance=100% x3

    • Status, status=taunt, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=taunt, target=same_as_attack, chance=100%, skipFocusCheck

Savage Howl Savage Howl

  • Cooldown (init/next): 0/4 → 0/3

  • Notes: Howl at a random enemy; good chance to inflict Fear and boost an ally's Crit Rate. → Howl at a random enemy with a good chance to inflict Fear.

  • Effects (before):

    • Status, status=crt_up, target=ally_random, chance=75%

    • Status, status=fear, target=same_as_attack, chance=75%

  • Effects (after):

    • Status, status=fear, target=same_as_attack, chance=75%

Foreboding Peak Foreboding Peak

  • Cooldown (init/next): 0/2 → 0/4

Life Reversal Life Reversal

  • Action multiplier: 0.85 → 0.75

  • Notes: Light strike a random enemy; chance to grant a random ally Regeneration. → Light strike a random enemy with a chance to grant a random ally Regeneration.

  • Effects (before):

    • Status, status=regenerate, target=ally_random, chance=50%

  • Effects (after):

    • Status, status=regenerate, target=ally_random, chance=40%

Slumbering Tiger Slumbering Tiger

  • Cooldown (init/next): 5/1 → 5/0

  • Action multiplier: 1.3 → 1.5

  • Notes: Powerful strike a random enemy and inflict Bleed to pressure them over time. → After a long wait, powerful strike a random enemy

  • Effects (before):

    • Status, status=bleed, target=same_as_attack, chance=100%

  • Effects (after):

    • None

Challenger Stance Challenger Stance

  • Cooldown (init/next): 0/5 → 0/3

  • Notes: Assume a challenger stance: Taunt enemies and greatly boost Attack and Defense. → Assume a challenger stance: Taunt enemies and massively boost Attack and Defense.

  • Effects (before):

    • Status, status=atk_up, target=same_as_attack, chance=100% x2

    • Status, status=def_up, target=same_as_attack, chance=100% x2

    • Status, status=taunt, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=atk_up, target=same_as_attack, chance=100% x3

    • Status, status=def_up, target=same_as_attack, chance=100% x3

    • Status, status=taunt, target=same_as_attack, chance=100%

Infinite Slash Infinite Slash

  • Cooldown (init/next): 4/1 → 2/2

  • Action multiplier: 0.32 → 0.5

  • Effects (before):

    • Repeat attack, target=same_as_attack, chance=55.0%

  • Effects (after):

    • Repeat attack, target=same_as_attack, chance=30%

Meteor Steel Meteor Steel

  • Action multiplier: 0.1 → 0.5

Crumbling Vitality Crumbling Vitality

  • Cooldown (init/next): 0/5 → 1/3

  • Notes: Curse the largest enemy row and greatly lower their Defense. → Curse the largest enemy row and lower their Defense.

Dark Splinters Dark Splinters

  • Notes: Strike a random enemy; small chance to inflict Bleed, but remove an ally's buffs. → Heavy strike a random enemy but remove an ally's buffs.

  • Effects (before):

    • Remove all buffs, target=ally_random, chance=100%

    • Status, status=bleed, target=same_as_attack, chance=25%

  • Effects (after):

    • Remove all buffs, target=ally_random, chance=100%

Fortune Theft Fortune Theft

  • Action multiplier: 0.5 → 0.8

Cure Cure

  • Cooldown (init/next): 2/2 → 1/2

  • Action multiplier: 0.15 → 0.3

Embolden Embolden

  • Cooldown (init/next): 0/4 → 0/3

  • Notes: Bless a random ally with Regeneration and boosted Focus for steady recovery. → Bless a random ally with Regeneration and boost Attack, Defense, and Focus.

  • Effects (before):

    • Status, status=foc_up, target=same_as_attack, chance=100%

    • Status, status=regenerate, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=atk_up, target=same_as_attack, chance=100%

    • Status, status=def_up, target=same_as_attack, chance=100%

    • Status, status=foc_up, target=same_as_attack, chance=100%

    • Status, status=regenerate, target=same_as_attack, chance=100%

Immunize Immunize

  • Notes: Cleanse and heal all allies, massively boosting Resistance. → Cleanse and heal all allies, and also boost their Resistance.

  • Effects (before):

    • Remove all debuffs, target=same_as_attack, chance=100%

    • Status, status=res_up, target=same_as_attack, chance=100% x3

  • Effects (after):

    • Remove all debuffs, target=same_as_attack, chance=100%

    • Status, status=res_up, target=same_as_attack, chance=100%

Maulpractice Maulpractice

  • Effects (before):

    • Heal, target=ally_random, value=0.04, chance=100%

  • Effects (after):

    • Heal, target=ally_random, value=0.1, chance=100%

Numb the Pain Numb the Pain

  • Action multiplier: 0.4 → 0.5

Fangbreaking Oil Fangbreaking Oil

  • Cooldown (init/next): 0/1 → 0/0

  • Action multiplier: 0.85 → 0.7

  • Notes: Strike a random enemy; chance to lower their Attack with fangbreaking oil. → Strike a random enemy with a chance to lower their Attack.

  • Effects (before):

    • Status, status=atk_down, target=same_as_attack, chance=50%

  • Effects (after):

    • Status, status=atk_down, target=same_as_attack, chance=100%

Fortress Stance Fortress Stance

  • Effects (before):

    • Status, status=atk_down, target=same_as_attack, chance=100% x3

    • Status, status=def_up, target=same_as_attack, chance=100%

    • Status, status=spd_down, target=same_as_attack, chance=100% x3

    • Status, status=taunt, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=atk_down, target=same_as_attack, chance=100%

    • Status, status=def_up, target=same_as_attack, chance=100%

    • Status, status=spd_down, target=same_as_attack, chance=100%

    • Status, status=taunt, target=same_as_attack, chance=100%

Indomitable Force Indomitable Force

  • Notes: Strike a random enemy; you slow down, with a small chance to gain Regeneration. → Strike a random enemy with great force which slows you down.

  • Effects (before):

    • Status, status=regenerate, target=self, chance=20%

    • Status, status=spd_down, target=self, chance=100%

  • Effects (after):

    • Status, status=spd_down, target=self, chance=100%

Tactical Advice Tactical Advice

  • Cooldown (init/next): 0/3 → 0/2

  • Notes: Coach a random ally, boosting their Speed, Defense, and Focus. → Coach a random ally, boosting their Defense and Focus.

  • Effects (before):

    • Status, status=def_up, target=same_as_attack, chance=100% x2

    • Status, status=foc_up, target=same_as_attack, chance=100% x2

    • Status, status=spd_up, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=def_up, target=same_as_attack, chance=100%

    • Status, status=foc_up, target=same_as_attack, chance=100%

Leader Skills


No changes.

Monster Specials


Apex Predator Apex Predator

  • Cooldown (init/next): 1/0 → 1/1

Divine Sting Divine Sting

  • Notes: Pierce a random enemy with a massive hit; good chance to inflict Bleed. → Pierce a random enemy with a massive hit and inflict Bleed.

  • Effects (before):

    • Status, status=bleed, target=same_as_attack, chance=75%

  • Effects (after):

    • Status, status=bleed, target=same_as_attack, chance=100%

Impurity Burner Impurity Burner

  • Cooldown (init/next): 0/0 → 0/2

  • Action multiplier: 0.8 → 1

  • Notes: Strike all enemies and cleanse one debuff from each target caught in the flames. → Strike all enemies and remove one buff from each target caught in the flames.

  • Effects (before):

    • Remove debuff, target=same_as_attack, chance=100%

  • Effects (after):

    • Remove buff, target=same_as_attack, chance=100%

Noxious Deluge Noxious Deluge

  • Notes: Soak the largest enemy row; good chance to lower their Attack and Speed. → Soak the largest enemy row and lower their Attack and Speed.

  • Effects (before):

    • Status, status=atk_down, target=same_as_attack, chance=75%

    • Status, status=spd_down, target=same_as_attack, chance=75%

  • Effects (after):

    • Status, status=atk_down, target=same_as_attack, chance=100%

    • Status, status=spd_down, target=same_as_attack, chance=100%

Pollenstorm Pollenstorm

  • Cooldown (init/next): 1/1 → 1/2

  • Action multiplier: 0.5 → 0.8

  • Notes: Pummel all enemies; chance to lower their Critical Rate with stinging pollen. → Release a pollen storm and lower the Speed of all enemies.

  • Effects (before):

    • Status, status=crt_down, target=same_as_attack, chance=50%

  • Effects (after):

    • Status, status=spd_down, target=same_as_attack, chance=100%

Stay Frosty Stay Frosty

  • Cooldown (init/next): 1/0 → 1/1

  • Action multiplier: 1 → 0.3

  • Notes: Heal all allies and boost their Critical Rate to turn defense into offense. → Heal all allies and boost their Critical Rate and Critical Damage.

  • Effects (before):

    • Status, status=crt_up, target=all_allies, chance=100%

  • Effects (after):

    • Status, status=crd_up, target=same_as_attack, chance=100%

    • Status, status=crt_up, target=same_as_attack, chance=100%

STOMP! STOMP!

  • Cooldown (init/next): 0/0 → 0/1

  • Action multiplier: 1.2 → 1.7

  • Notes: Stomp a random enemy and boost your own Attack and Defense afterward. → Stomp a random enemy and boost your own Attack and Defense.

Walking Fortress Walking Fortress

  • Cooldown (init/next): 0/2 → 0/5

  • Notes: Become a walking fortress: Taunt enemies and greatly boost your Defense. → Taunt enemies and greatly boost your Defense.

War is a picnic War is a picnic

  • Notes: Strike a random enemy to inflict Bleed and empower your healing for a while. → Strike a random enemy to inflict Bleed and give a random ally Regeneration.

  • Effects (before):

    • Status, status=bleed, target=same_as_attack, chance=100%

  • Effects (after):

    • Status, status=bleed, target=same_as_attack, chance=100%

    • Status, status=regenerate, target=ally_random, chance=100%

Wave of Flame Wave of Flame

  • Cooldown (init/next): 2/0 → 2/2

  • Notes: Scorch the largest enemy row; chance to lower their Defense and Resistance. → Scorch the largest enemy row and lower their Defense and Resistance.

  • Effects (before):

    • Status, status=def_down, target=same_as_attack, chance=50%

    • Status, status=res_down, target=same_as_attack, chance=50%

  • Effects (after):

    • Status, status=def_down, target=same_as_attack, chance=100%

    • Status, status=res_down, target=same_as_attack, chance=100%

Monster Leader Skills


No changes.

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