Balance Patch v1
Changes from v0 → v1.
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 BladeCooldown (init/next): 0/1 → 0/2
Action multiplier: 0.55 → 0.5
Misleading Throw
Misleading ThrowAction 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 BladesNotes: 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
DispelCooldown (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 ArmorCooldown (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 BoltNotes: 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 StrikeCooldown (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
TornadoEffects (before):
Status, status=fear, target=same_as_attack, chance=50%
Effects (after):
Status, status=fear, target=same_as_attack, chance=100%
Provoke
ProvokeCooldown (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 HowlCooldown (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 PeakCooldown (init/next): 0/2 → 0/4
Life Reversal
Life ReversalAction 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 TigerCooldown (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 StanceCooldown (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 SlashCooldown (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 SteelAction multiplier: 0.1 → 0.5
Crumbling Vitality
Crumbling VitalityCooldown (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 SplintersNotes: 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 TheftAction multiplier: 0.5 → 0.8
Cure
CureCooldown (init/next): 2/2 → 1/2
Action multiplier: 0.15 → 0.3
Embolden
EmboldenCooldown (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
ImmunizeNotes: 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
MaulpracticeEffects (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 PainAction multiplier: 0.4 → 0.5
Fangbreaking Oil
Fangbreaking OilCooldown (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 StanceEffects (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 ForceNotes: 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 AdviceCooldown (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 PredatorCooldown (init/next): 1/0 → 1/1
Divine Sting
Divine StingNotes: 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 BurnerCooldown (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 DelugeNotes: 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
PollenstormCooldown (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 FrostyCooldown (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 FortressCooldown (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 picnicNotes: 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 FlameCooldown (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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