Ver. 3.18 Update Note

  • 9 days ago

Table of Contents

  1. Character Utility Improvements
  2. Character Damage Balance Adjustment

  3. Power Infusion

 

 

1. Character Utility Improvements

Kai - Cross Gun

  • When using "Armed & Dangerous," Active: Enhanced Bolt's cooldown is decreased by 15 seconds and 200 SP is recovered.
  • When using "Dodge," the area that applies the dodge effect is adjusted from 0 - 30 frames to 0 - 45 frames.
  • The "Spin Smash" method was changed from "Dodge then Smash" to "Dodge then Kick."
  • The "Spin Smash" hit radius has been adjusted to be 20% larger than before.
  • When "Active: Enhanced Bolt" is applied to "Active: Hollow Shot," you may add another attack through additional inputs.
  • When using "Active: Perforate," the character recoil distance has been reduced by 50%. 
  • Changed "Active: Enhanced Bolt" to also apply to the following skills.
    • "Active: Bolt Storm," "Active: Massive Impact"
  • When using "Active: Hand Bomb," an effect was added to be able to check the hit radius.
  • Added damage effect to "Active: Hunting Party."
  • The following skills are added to the list where "Grasp" is applied from "Active: Paladin Transformation" and "Active: Dark Knight Transformation."
    • Hollow Shot
    • Perforate
  • The "Insight" effect is changed to the following.
    • Previously - Regardless of Reload, 128% of damage compared to normal bullets, applied every 7 hits (based on a 6 rank standard).
    • Updated - After Reload, 255% of damage compared to normal bullets, applied every 36 hits (based on a 6 rank standard).
    • Changed the sound that plays when the "Insight" effect is activated.
  • Fixed an issue where the additional damage of "Active: Enhanced Bolt" was being applied at a lower value than what was displayed in the skill description.
  • The additional damage of "Active: Enhanced Bolt" has been adjusted from 28% to 25% (based on rank 9).
  • The "Reload" skill bullet count (based on skill rank) has been adjusted as follows.

Rank

Previous Total Bullet Count

Updated Total Bullet Count

F

32

32

E

36

36

D

40

40

C

44

41

B

48

42

A

52

43

9

56

44

8

60

45

7

64

46

6

68

47

 

  • Adds Super Armor effect for 0-30 frames upon using "Bolt Revolver."

 

Developer's Notes: Cross Gun Kai's main gameplay is built around "Active: Enhanced Bolt."

 

However, some skills were not receiving the "Active: Enhanced Bolt" effect. All major skills have been updated to receive the effect.

 

Also, since skills used during "Active: Enhanced Bolt" do not have the "Headshot" effect applied, we focused on granting damage by chaining each skill rather than requiring precise aim.

 

Additionally, we have improved the structure so that when the state of using "Active: Enhanced Bolt" ends, you can use the next "Active: Enhanced Bolt" more quickly through "Armed & Dangerous." In this way you can always focus on implementing "Active: Enhanced Bolt."

 

 

Evie - Staff

  • When using "Quick Step," "Flying Sparrow," or "Mana Amber" while using "Focus," and then using Focus again, the previously used Focus will now continue.
  • Improved the Dodge effect applying 0-30 frames when using "Flying Sparrow."
  • Improved the ability to save "Active: Rage Conductor" via "Casting Save."
  • Improved the character's rotation to turn faster when using "Active: Rage Conductor."
  • The cooldown of "Active: Rage Conductor" has been adjusted from 210 seconds to 180 seconds.
  • Removed the chance for Frozen from "Active: Ice Blast," "Active: Ice Spear," and "Active: Ice: Blow."
  • The maximum rank of "Ice Mastery" has been adjusted to F Rank.
  • The following skills are removed:
    • "Alchemy: Mana Pistol"
    • "Alchemy: Mercury Trap"
    • "Alchemy: Create Golem"
    • "Alchemy: Transform Erg"
    • "Alchemy: Golem Mastery"
    • "Active: Hallucinate"
    • "Active: Clipped Wings"
  • The items listed below will be sent to you by mail, according to the Mastery Rank adjustment and skill deletion.

Categories

Rewards

Tradability

Common

AP Capsule equivalent to AP used to rank up the skill

Bound to Character

If Waking Stone is applied

Waking Stone in effect

Can use all forms of trade

Skill Awakening Assuring Erg (40%) x2

Bound to Character

Skill Awakening Assuring Erg (20%) x1

Skill Awakening Delimiter Erg (60%) x1

If Max Awakening Potion
has been used

The Maximum Awakening Potion used for that skill

Can use Shared Storage

 

  • "Alchemy Box" can no longer be used.
  • "Alchemy Kit: Mana Pistol," "Alchemy Kit: Mercury Trap," and "Alchemy Kit: Golem" will no longer be tradable.
  • The shop selling prices for "Alchemy Kit: Mana Pistol," "Alchemy Kit: Mercury Trap," and "Alchemy Kit: Golem" are adjusted to match the purchase price.
  • "Alchemy Kit: Mana Pistol," "Alchemy Kit: Mercury Trap," and "Alchemy Kit: Golem" will no longer be sold in the shop.
  • Removed the "Alchemy: Mercury Trap" story.
  • The title "Bossy" can now be obtained from the "Ancient Title Destiny Box."

 

  • When using Focus in place immediately after entering a dungeon or the next section, the Focus Level will now proceed from Stage 3.
    • It is applied until you use a skill chained to stage 3 or 4 of Focus, and after that, when you use Focus it will proceed from Stage 1, as previously.
    • When using Focus while moving, the Focus Level will proceed from Stage 2, as previously.
  • Fixed an issue where "Mana Amber" would be activated when the spacebar was pressed without inputting a directional key while using "Focus."
    • When you are in a state where you can use a skill while using "Focus," "Quick Step" will be activated, as before.
  • Improved "Focus" so that it can continue even when "Mana Amber" is activated while using it.
  • Added 30 frames of dodge hitbox to "Quick Step" when used after "Focus" Stage 2.
  • The dodge hitbox of "Flying Sparrow" when used after "Focus" Stage 2 was incorrectly applied as 35 frames, and has been corrected to 30 frames.
  • When casting "Active: Rage Conductor," the frames for the section that deals damage to the enemy has been adjusted from 400 frames to 215 frames.
    • Reduced the time required to deal full damage and increased the base damage. As a result, the total amount of damage inflicted on enemies when using Rage Conductor has increased by 14.3%.
  • Added an "Instant Focus" status effect so that you can clearly see the "state where you start from Stage 3" when you use Focus in place (immediately after entering a dungeon or the next section).

Developer's Notes: The core gameplay of Staff Evie is to use skills at high stages by maintaining "Focus."

However, it has become difficult to gather Focus to deal with monsters that have become stronger over time compared to how they were before.

 

To solve these problems, we made it so that the current Focus state can be maintained, even when dodging or guarding while gathering "Focus," thereby reducing the risk of dodging and guarding and allowing for continuous attack and defense.

  

The ice-type skill status effect, "Frozen," is a status effect that can create an advantageous situation by instantly freezing the enemy, but it was difficult to activate with the intended timing in modern gameplay, and considering that it was actually interfering with party play, we have removed the effect.

 

Additionally, Staff Evie has more skills compared to other characters, and many of them were not being used properly in battle.

This situation is becoming a barrier to entry for new players, making it difficult to know which skills to develop and use.

To lower that entry barrier, we have removed some skills with very low usage rates.

 

 

Vella - Twin Chainblades

  • As the "Glint" skill rank increases, the dodge range that was applied up to a maximum of 35 frames will be updated to be applied from 0-40 frames, regardless of the rank.
    • The effect that reduces Stamina consumption according to the skill rank of "Glint" remains the same.
  • Changed "Glint" to be able to be used twice in a row.
    • Glint has a total playback time of 65 frames, and the dodge effect is applied from 0-40 frames.
    • You can use the first Glint and, after 30 frames have passed, you may use the second Glint.
    • After using the second Glint and 50 frames have passed, you may use the first Glint again.
  • When using "Glint" without inputting a direction key, the distance traveled to dodge while jumping backwards is reduced to 1/10 compared to the distance from before.
  • When using "Active: Blood Fountain," the duration of the Blood Fountain status effect is no longer reduced.
    • If you use a strong attack while in the "Blood Fountain" state, you will return to the "Heart of Ice" state before using Blood Fountain.
  • When using "Active: Blood Chill," the duration of "Heart of Ice" can now only be increased up to a maximum of 70 seconds.
  • When using "Glint" in the "Heart of Ice" state, you will acquire the new status effect "Enhanced Hailstorm."
    • The "Enhanced Hailstorm" status effect lasts for 5 seconds. The first "Hailstorm" that hits within the duration deals 3x the damage and consumes Enhanced Hailstorm.
  • Added "Hailstorm" to the Full Force activation requirement.
  • When using "Frost Jack," the action of putting a chain on an enemy adds a Super Armor effect.
    • This dodge effect occurs from frames 0-60.
  • When using "Frost Jack," a dodge period is added to the action of putting a chain on an enemy.
    • This dodge effect occurs from frames 0-30. 
  • Adjusted the "Icebreaker" status effect.

Updates

Previous Applied Stat

Updated Applied Stat

Duration

15s

20s

Stamina Recovery Amount

(by rank) 4 - 10

(by rank) 10 - 15

Stamina recovery when making an additional attack after Icebreaker

40

80

 

  • When using "Glacial Strike," a dodge period is added to the action of attacking an enemy.
    • This dodge effect occurs from frames 0-55.

 

Developer's Notes: The core gameplay of Twin Chainblades Vella is designed to maximize the damage of "Hailstorm" while in the "Heart of Ice" state.

 

Since most of this style of damage is concentrated compared to other characters, we adjusted the behavior of "Active: Blood Fountain" to allow for more flexible responses to situations where the Heart of Ice status is wasted, such as during raid scenes.

 

In line with the modification of the Active: Blood Fountain skill above, the upper limit of the duration of Heart of Ice that can be extended by Active: Blood Chill has been updated.

 

This is a measure to prevent the duration of Heart of Ice from being indefinitely increased in battles with regular monsters before battles with boss monsters (by using the updated effect of Active: Blood Fountain with the "Active: Blood Chill" skill).

 

Additionally, when using "Glint" in the Heart of Ice state, the "Enhanced Hailstorm" state effect has been added to compensate for the damage loss caused by dodging during continuous attacks.

 

 

Arisha - Spellsword

  • Fixed an issue where the actual attack range of the first to third hits of "Arcane Flurry" were smaller than the displayed effect.
  • When using "Active: Crystal Burst," the effect of instantly recovering 100 Stamina is removed and updated to acquire the new status effect "Converting Mana."
    • "Converting Mana" - Restores a total of 150 Stamina over 5 seconds.
  • When using "Active: Crystal Burst" and "Active: Ether Zone," the Stamina cost is adjusted from 10 to 0.
  • Increased the casting speed of "Active: Resonance" by 30%.
  • The SP cost required to use "Active: Resonance" has been changed from 750 to 500.
  • When a successful hit with "Active: Ruin Blade" exceeds 250 SP, additional damage will be inflicted based on the amount of SP used.
    • The damage of Active: Ruin Blade increases by up to 30%, depending on the additional SP consumed.
  • Fixed the issue where "Mana Blade" could be activated immediately while using 'Mana Edge."
  • Fixed the ability to immediately deactivate "Mana Blade" while using "Arcane Flurry."
  • While using "Mana Drain," successfully performing "Perfect Drain" followed by "MP Swap" will allow you to obtain 250 MP and acquire the "Stable Mana" status effect.
    • When you gain the "Stable Mana" status effect, a 25 second cooldown is applied to "MP Swap," and the cooldown of "Diffusion Warp" is reset.
    • If you fail to use "Perfect Drain" and use "MP Swap," you will gain 100 MP as before and acquire the "Mana Instability" status effect.
    • When you gain the "Mana Instability" status effect, "MP Swap" has a 15 second cooldown.

 

 

Belle

  • When you successfully hit an enemy with "Broken Cleft," the cooldown of "Active: Landslide" is reduced by 1 second.
  • When you successfully hit an enemy with "Gaping Chasm," the cooldown of "Active: Landslide" is reduced by 2 seconds.
    • The skill descriptions for "Broken Cleft" and "Gaping Chasm" have been adjusted to match the changes listed above.
  • Added "Gaping Chasm" to the Full Force activation requirement.
  • When using the "Active: Volcanic Blast" skill, "Nature's Might" is now charged by 2 stacks.
  • When using the "Active: Whipping Wind" skill, "Nature's Might" will be recharged up to a maximum of 2 stacks.
    • When the first hit of Active: Whipping Wind is used, it charges Nature's Might by 1 stack.
    • When using an additional hit of Active: Whipping Wind, it charges Nature's Might by 1 stack.
  • Modified so that, after using an additional hit of "Active: Whipping Wind," it can be chained to the second hit of "Brush Fire."
  • Fixed an issue where the "Beaten Path" skill would not activate when the action stage changed while using "Rushing River."
  • When using "Deforestation," the first hit's range that can offset an enemy attack has been adjusted from 0-67 frames to 0-85 frames.
  • When using "Deforestation," the second hit's range that can offset an enemy attack has been adjusted from 0-48 frames to 0-75 frames.
  • When using "Active: Landslide," the range in which enemy attacks can be offset has been adjusted from 0-57 frames to 0-80 frames.
  • If you acquire the "Abundantly Rushing River" buff, the action stage required to activate "Rushing River" will decrease.
    • If you have the "Abundantly Rushing River" buff, you can activate it immediately with Shift + Right Click.

 

 

Eira

  • When using "Active: Phase Burst," the range where the Super Armor effect is applied has been adjusted from 0-60 frames to 0-120 frames.
  • When using "Flux Rounds," the range where the Super Armor effect is applied has been adjusted from 0-30 frames to 0-100 frames.
  • When using "Gravity Rounds," the range where the Super Armor effect is applied has been adjusted from 0-30 frames to 0-90 frames.
  • When using "Entropic Rounds," the range where the Super Armor effect is applied has been adjusted from 0-30 frames to 0-90 frames.
  • After using "Bullet Hail," the point in time when you can switch to "Mana Munitions" has been adjusted from "after 100 frames" to "after 70 frames."
  • After using "Warp Blast," the point in time when you can switch to "Mana Munitions" has been adjusted from "after 85 frames" to "after 75 frames."
  • After using "Disruptor Blast," the point in time when you can switch to "Mana Munitions" has been adjusted from "after 106 frames" to "after 80 frames."
  • During the Normal Attack x2 - Smash combo, added a dodge period to the Smash attacks listed below.
    • "Bullet Storm" 0-40 frames
    • "Bullet Rain" 0-25 frames
    • "Bullet Hail" 0-30 frames
  • When using "Warp Blast," the second smash attack in the Normal Attack x3 - Smash combo, you gain the new status effect "Recoil Energy."
    • Recoil Energy lasts for 40 seconds and restores 25 Stamina every 5 seconds.
  • During the Normal Attack x4 - Smash combo, the damage of the second smash attack, "Disruptor Blast," has been increased by 8%.
  • Added "Disruptor Blast" to the Full Force activation requirement.
  • Added a dodge period to the action that appears in "Portal Leap" while using "Active: Quantum Ruin."
    • The dodge period applies to frames 0-20.
  • Fixed an issue where the guard hitbox was not applied properly when repeatedly using dodge and guard.
  • Fixed an issue where the dodge effect would not be applied to the first Smash attack when using "Bullet Hail" after using "Active: Chaos Warp."

Developer's Notes: When using Eira's "Bullet Hail," "Warp Blast," and "Disruptor Blast" skills, if you repeatedly press the Smash key, "Mana Munitions" was being activated faster than intended, which reduced the control of other actions.

 

To improve this, we adjusted the activation frames of Mana Munitions after using each skill.

 

The frames of the skills that are usually chained after a Smash, such as "Weave," "Portal Leap," and "Distortion Shield," have not been further adjusted, so her gameplay is the same as previously.

 

 

Lethor

  • Added the ability to activate "Perfect Defense" when using "Diamond."
    • Perfect Defense is activated when you defend against an enemy's attack within 12 frames after using Diamond.
    • After a successful Perfect Defense, using "Tiger Strike" will not cause the "Aura Surge" status effect.
    • If the first defense is successful after 12 frames, the Aura Surge status effect occurs as previously.
    • Updated the sound effects so that Perfect Defense and the existing Defense are distinct.

 

 

Hurk - Greatsword

  • Adjusted the delay stat of the following skills.
    • "Crescent" - Decreased by approximately 34%.
    • "Full Moon" - Decreased by approximately 50%.
  • The stabbing action hitbox of "Active: Terminus" has been doubled compared to previously.
  • When using "Active: Terminus," the stabbing motion has been updated so that the character faces the monster.
  • Fixed an issue where the action time could be increased by pressing certain keys while using "Active: Terminus."
  • Modified the action duration of the "Active: Terminus."
    • Adjusted the action duration of large and small monsters to be the same (based on large monsters).
    • Previously: Large monster 596 frames → Updated to 636 frames
    • Previously: Small monster 418 frames → Updated to 636 frames
  • Added a way to increase the duration of the "Berserk" status effect.
    • When using "Massacre" while in a "Berserk" state, the duration of Berserk increases by 4 seconds (a new effect).
    • The ability to increase the duration through the "Impenetrable" effect remains the same as before.
  • Modified to gain additional SP when using "Massacre" in "Berserk" state.
    • The first hit of Massacre during Berserk restores 95 SP, and the second hit restores 105 SP.
    • Updated the effect of Massacre when used in Berserk state.
    • When using Massacre when not Berserked, both the first and second hits will recover 45 SP each, just like before.

 

 

Karok - Battle Pillar

  • Adjusted the frames that can be chained to "Rolling Strike" while using "Active: Crushing Sweep."
    • Previously: 145 frames → Updated to 128 frames
  • When using "Active: Crushing Sweep," the Stamina recovered will be adjusted to match the changed "Stompede" status effect stage.
    • After the update, Stage 1 → Same as the existing Stage 1
    • After the update, Stage 2 → Same as the existing Stage 3
    • After the update, Stage 3 → Same as the existing Stage 5
  • The hitbox range of "Dropkick" has been adjusted to be approximately double the previous range.
  • Adjusts the Absorb Shock area of "Active: Crushing Sweep."
    • When there is no "Stompede" status effect, Absorb Shock has been increased from 50 frames → 128 frames.
    • When there is a Stompede status effect, Absorb Shock has been increased from 37 frames → 88 frames.
  • Modified "Rolling Strike" to be able to be chained more quickly after using "Barrage Blitz."
  • Barrage Blitz when used after "Mammoth Force" may now be done after 57 frames instead of 75.
    • All other Barrage Blitz uses may now be done after 57 frames instead of 85.
  •  The attack hitbox range of "Barrage" has been modified to be approximately 30% larger than previously.
  • Adjusts the maximum stage and stage effects of the "Stompede" status effect obtained when using "War Slam."
    • The maximum number of stages has been adjusted from 5 to 3, and the effects of each stage have been modified as follows.
    • After the update, Stage 1 → Same as the existing Stage 1
    • After the update, Stage 2 → Same as the existing Stage 3
    • After the update, Stage 3 → Same as the existing Stage 5

 

  • Adjusts the Stamina recovery amount of "Active: Whirlwind."
    • (Previously) Recovers 8/8/8/12/16/26 per hit
    • (Updated) Restores 15 per hit

 

  • When "Pillar Counter" is activated, Stamina is recovered by 30.
  • Adjusts the amount of HP restored per second for "Active: Howl."

Rank

Previously (Recovery per second)

Updated (Recovery per second)

F

26

130

E

31

155

D

39

195

C

47

235

B

55

275

A

62

310

9

70

350

8

78

390

7

86

430

6

94

470

 

  • Modified the following status effects to be removable with "Active: Howl."

Monster Using Status Effect

Removable Status Effect

Jarnir

Raging Flames

Bres

Excessive Bleeding

Spinos

Heatstroke

 

 

Tessa

  • When you chain "Ballestra: Ruby" after 4 normal attacks, you will acquire the new status effect "Enhanced Brand."
    • When using "Active: Diamond Doublet" or "Active: Amethyst Flow" while having Enhanced Brand, 4 Yellow Brands will be marked in addition to the 4 Blue Brands that were previously marked, and Enhanced Brand will be removed.
    • When using Active: Diamond Doublet while having Enhanced Brand, the cooldown is 35 seconds.
  • Updated so that when "Ballestra: Sapphire" is chained after 3 normal attacks, 1 "Gem" is obtained.
  • When chaining "Active: Diamond Doublet" after "Active: Garnet Dash," the cooldown has been adjusted to 60 seconds.
    • Active: Diamond Doublet used in all other situations will have a cooldown of 30 seconds, as before.
  • Adjusts the cooldown of "Active: Shell Defensive."
    • (Previously) 20 seconds
    • (Updated) 15 seconds
  • When using "Active: Shell Defensive," the brands have been updated as follows.
    • (Previously) First hit - 2 Blue Brands, Second hit - 2 Blue Brands
    • (Updated) First hit - 2 Blue Brands, Second hit - 2 Yellow Brands
  • When using a normal attack after using a Smash hit in succession, the period that can be chained to the subsequent action has been adjusted.
    • "Spin Spear" and Smash Attack can be used by chaining from frame 30. (Previously: Available after frame 40.)
    • Additional normal attacks can be used by chaining from frame 70. (Previously: Available after frame 80.)
  • The hitbox range of normal attacks and Smash attacks has been adjusted to be larger than before.
  • Revised the description of the "Enhanced Brand" status effect to make this clearer.
    • (Previously) Part of an enhanced brand has been seared into the enemy. Can activate Enhanced Brand with Diamond Doublet or Amethyst Flow.
    • (Updated) Can activate Enhanced Brand with Diamond Doublet or Amethyst Flow. However, when you have Peerless Might, you can't activate Enhanced Brand with Diamond Doublet. 
  • Revised the description of the skill "Active: Amethyst Flow" to be clearer.
    • (Previously) When Enhanced Brand buff is active, you can give a Yellow Brand after a Blue Brand to enemies.
    • (Updated) When you have Enhanced Brand buff, if you successfully land 3-hits or 4-hits to enemies with a Blue Brand, you can also give them a Yellow Brand. 

 

 

2. Character Damage Balance Adjustment

Lynn - Glaive

  • Decreased the damage of all attacks by 5%.

 

Sanyaa

  • Decreased the damage of all attacks by 10%.

Developer's Notes: After the above damage balance adjustments, it is expected that it will be difficult for these characters to set Ein Lacher ranking records.

We will prepare something that can compensate for these situations in the future, and provide it in time for the official launch of the Ein Lacher Rankings.

 

 

3. Power Infusion

  • When using Power Infusion, the increase/decrease interval for (Magic) ATT/HP stats has been updated.
    • When using Power Infusion, the ATT and M. ATT that were previously granted in 1 unit intervals have been updated to be granted by 10 unit intervals when increased, and by 5 unit intervals when decreased.
    • (Example 1) When ATT and M. ATT increase through Power Infusion, the probability of stats being applied between 171-180 has been integrated so that they will all be granted as 180.
    • (Example 2) When ATT and M. ATT decrease through Power Infusion, the probability of stats being applied between -21 to -25 has been integrated so they will all be granted as -25.
      • HP granted during Power Infusion, previously in 1 unit intervals, have been updated to 5 unit intervals.
    • (Example 1) When HP increases through Power Infusion, the probability of stats being applied between 21-25 has been integrated so they will all be granted as 25.
    • (Example 2) When HP decreases through Power Infusion, the probability of stats being applied between -11 to -15 has been integrated so they will all be granted as -15.