Hi everyone,
this is the first of a series of planned balancing patches meant to fix the PvP power imbalance between melee characters and other characters.
The list of planned spell changes is still long and will be implemented after this test has ended. What's in v.a.2.3.0g should already make a massive difference though!
...and now, to the changes!
Assassination spells can now be cast only with Light armor instead of Light + Medium.
This was the original design, temporarily changed a while ago due to the overall lack of warrior spells. The temp change proved devastating for game balancing, since it allowed players to use guaranteed critical damage abilities (the "Strikes") with Medium weapons (Spear, Quarterstaff) that have high base damage, leading to insane crits. Additionally, Assassination users could be really tanky thanks to Medium armor.
Critical Damage now stacks again with Damage Increase from the Melee Damage Increase modifier. However, various modifiers have been changed as follows:
- Critical Chance from enchantment reduced from 1.5% per tier to 1% per tier.
- Critical Chance from PER reduced from (-20% + PER * 2%) to (-10% + PER * 1%)
- Critical Damage from enchantment reduced from 15% per tier to 10% per tier.
- Critical Damage from PER reduced from (-50% + PER * 10%) to (PER * 5%). The minimum is still 50%.
- Critical Damage is now capped to 300% instead of 400%.
Chilling Touch and Paralyzing Touch are now Toggle spells that can only be used when Unarmed and enchant your basic attacks.
We fixed a terrible bug that made different sources of damage increase (e.g. Melee Damage Increase, Death Mark, Enrage) stack multiplicatively with each other instead of being calculated based on the base attack damage.
Various minor changes have been implemented to Strike spells (including Warfare ones such as Bash etc).
Various other bug fixes implemented (list to be updated later today).