Hello. This is DEV Allanon.
Since our previous developer's note on the stat overhaul, many of you have sent us valuable feedback through various channels. We have been carefully reviewing all the feedback, and we will do our best to meet your expectations when we apply the changes to the Live Server.
Today, we would like to provide an update on the numerical adjustments that will be applied to the Test Server on September 17th, 2025. Along with this, we will also introduce a plan to improve the structural difficulties faced by dodge-based characters and the improvement direction for the character Hurk.
Please note that for NA/EU users, the changes will be applied one day after the Test Server opens. On Tuesday, the Test Server will be ongoing as the current damage formula.
[Stat Overhaul Numerical Adjustments]
We deeply agree with your feedback that the efficiency of the revised 'Destructive Power' is currently set too low on the Test Server. We have reviewed the efficiency of ATT and Destructive Power once more, and we plan too adjust the values through an additional Test Server patch on September 17th.
Please understand in advance that these values are not final, and may still change before the official live server application as we continue to monitor the situation. To minimize the impact on the live server's Marketplace, we will continue to transparently communicate on any planned changes.
Destructive Power (Formerly ATT Surplus) Efficiency Adjustment
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Current Value on Test Server
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1 Destructive Power = +0.001% Final Damage
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Planned Change
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1 Destructive Power = +0.003% Final Damage
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To adjust the excessive value of ATT and increase the value of investing in Destructive Power, we are tripling the final damage increase per point of Destructive Power. This will adjust the damage contribution from Destructive Power so that players who have invested in this high-value stat can find the results acceptable after the overhaul.
We will continue to monitor the balance between Attack and Destructive Power to ensure that stat growth is reflected in satisfying results.
Attack (ATT) Curve Adjustment
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Current Value on Test Server
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Range before Boss DEF + 18000: 100% of ATT stat applied
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Range between Boss DEF + 18000 to + 28000: Diminishing curve applied
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Range after Boss DEF + 28000: 0.2x of ATT applied
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Planned Change
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Range before Boss DEF + 10000: 100% of Attack applied
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Range between Boss DEF + 10000 to + 20000: Diminishing curve applied
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Range after Boss DEF + 20000: 0.1x of Attack applied
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After the change, the efficiency of ATT will be identicle up to where the current live server's Attack Cap is, and any ATT stats beyond that will enter the diminishing returns section. This adjustment is intended to resolve the issue where the ATT stat was overly powerful, leading to a heavy reliance on it compared to other stats.
Even after this adjustment, the general direction to maintain your character's returns stronger than the current Live Server will be maintained.
[Structural Improvement for Dodge-Based Characters]
Along with the core stat overhaul, the structural difficulties faced by dodge-based characters is a problem we have been considering for a long time. There were frequent, unreasonable experiences where players are hit by lingering attack effects or follow-up attacks even after a successful dodge.
To solve this problem while maintaining the unique control experience of dodge characters, we plan to add a "Just Dodge" system.
"Just Dodge" is activated when you successfully dodge an attack within a specific frame window right after the dodge begins. Upon success, you will receive an effect similar to "Guard" for that attack, preventing you from being hit by its lingering effects or subsequent attacks.
"Just Dodge" will be applied to the following characters' unique dodge motions(applies only to the first dodge motion).
| Character | Weapon | Just Dodge frame window | Effect for successful Just Dodge |
| Lann | Twin Swords | 0 - 10 Frames | Stamina Regeneration, Guard |
| Twin Spears | 0 - 10 Frames | Stamina Regeneration, Guard | |
| Kai | Bow | 0 - 10 Frames | Stamina Regeneration, Guard |
| Crossgun | 0 - 10 Frames | Stamina Regeneration, Guard | |
| Vella | Twin Blades | 0 - 10 Frames | Stamina Regeneration, Guard |
| Lynn | Battleglaive | 0 - 10 Frames | Stamina Regeneration, Guard |
| Battleshade | 0 - 10 Frames | Stamina Regeneration, Guard | |
| Belle | Battleaxe | 0 - 10 Frames | Stamina Regeneration, Guard |
| Sylas | Phantom Dagger | 0 - 10 Frames | Stamina Regeneration, Guard |
| Letty | Heavy Cannon | 0 - 10 Frames | Stamina Regeneration, Guard |
| Evie | Battle Scythes | 0 - 10 Frames | Stamina Regeneration, Guard |
| Tessa | Rapier | 0 - 10 Frames | Stamina Regeneration, Guard |
| Sanyaa | Dual Knives | 0 - 10 Frames | Stamina Regeneration, Guard |
[Greatsword Hurk Improvement Plan]
We are also preparing utility improvements for Greatsword Hurk. Based on feedback from Greatsword Hurk players, we have designed it around utilizing his "Parry" mechanic.
However, effects such as stopping or rewinding the monster's actions upon a successful Parry will not be implemented, to ensure smooth party play. We ask for your understanding that this is to maintain Hurk's unique fun without harming party synergy. This overhaul is intended to enhance the convenience of party play while amplifying the aggressive and explosive charm of Hurk's characteristic.
New Skill: 'Blood Rush'
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Activation: Activated by using TAB
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Effect: Consume 50% of your HP to maintain the Blood Rush effect for 30 seconds
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Cooldown: 40 seconds
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Details:
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The HP consumed to activate Blood Rush cannot be recovered with potion-type items while the effect is active.
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You can use Parry during the Blood Rush effect. (Parry can only be used while under the Blood Rush effect.)
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Parry can be used against most attacks, excluding some ground-based patterns.
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The Parry will not trigger a reaction such as stopping its action or playing it in reverse.
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After a Parry, you can receive the Onslaught effect. The two attacks made under the Onslaught effect can recover the HP consumed.
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When attacking a monster while under the Onslaught effect, the monster will not trigger reactions such as stopping its action.
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Once the Blood Rush effect's duration ends, the HP consumed by it can be recovered with potions.
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We will continue to monitor all the feedback you send us and do our best to make Vindictus a better game.
Thank you.