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Adjustments: Cure Spells / Enfeebling Magic Resistance / Save TP

21 Feb 2012

The following threads have been updated with new information:

[dev1094] Cure Spell Adjustments
[dev1093] Enfeebling Magic Resistance of Monsters
[dev1092] Save TP Adjustment

[dev1094] Cure Spell Adjustments

  • Cure spells will be adjusted so that Healing Magic skill will play a greater role in determining their potency.

    At high skill levels, Cure spells will heal more HP than before, while low skill levels will see minimal benefit. The degree to which Healing Magic skill affects HP healed will vary by spell, with Cure I-IV seeing the most significant adjustments.

    • Cure I-IV: Amount of HP recovered may increase by as much as 1.4 times
    • Cure V-VI: Minimal adjustments.
      *Curaga I-V and Cura I-III will remain unchanged.

[dev1093] Enfeebling Magic Resistance of Monsters

  • Monsters’ resistance to enfeebling magic will be lowered.

    While there will remain a select group of exceptional monsters with complete resistance to certain effects, the vast majority of monsters will become susceptible to enfeebling effects.
    *This does not guarantee that enfeebling magic will always be successful. Furthermore, effect duration may be reduced for monsters with high resistance.

*As these adjustments will have wide-ranging repercussions on combat balance, an extensive testing and feedback period will be conducted before their implementation.

[dev1092] Save TP Adjustment

Save TP will be treated as a minimum guaranteed TP value that will always be obtained a weaponskill.
Examples, assuming a Save TP value of 20:
25 TP weaponskill: 25 TP obtained.
15 TP weaponskill: 20 TP obtained.
Missed (0 TP) weaponskill: 20 TP obtained.