Global Lab Changes this week!
Flochestra Musical Instruments
- In her seventh house, where Flochestra was left behind, instructions of how to make a flochestra musical instrument became known to the world when her pupil Artini found a drawing for the production.
- According to the production drawings, there are seven sound trees, the source of all sounds that are invisible to the public’s eyes.
The new instrument will be updated on the official live server next week, and accordingly, Mr.’Chin’ Artini will introduce you to adventurers about ways to enjoy playing more fun, such as effects and playing techniques.
- Flochestra’s musical instruments can be crafted through quests and processing (L) to obtain the blessing of young souls.
Flochestra instrument name |
How to make |
|
[Production drawing] Flochestra acoustic guitar x1 |
|
[Production Drawing] Flochestra Flute x1 |
|
[Production Drawing] Flochestra Piano x1 |
|
[Production Drawing] Flochestra Harp x1 |
|
[Production Drawing] Flochestra Violin x1 |
- Drawings for making Flochestra musical instruments can be purchased at the Artini Music Store located in Lake Kaia, Lake Flongdor, Pond Salanar, and Inner Harbor of Ancado.
- Right-clicking on the musical instrument drawing will guide you to Artini NPCs at each musical instrument store, where you can obtain the blessing (dew) of the young soul that enters each instrument.
- Quests can only be received when each production drawing is in your bag, and it is a form of daily repetition. In addition, finding the dew required for making the above 5 Flochestra instruments consumes Artini’s stamina very much, so you can select only one of the 5 quests to proceed.
Quest name |
Requirements for completing the quest |
Quest reward |
[Daily] Dew with the cheers of the river |
Hand 20 bottles filled with river water to Artini |
|
[Daily] Dew with the smile of the forest |
Defeat 250 Poly Mushrooms for Artini |
|
[Daily] Dew with the passion of the day |
Deliver the Golden Flondor Egg to Artini, |
|
[Daily] Dew with memories of stars |
For Artini, the Ancient Kingdom Orzeka Coin and |
|
[Daily] Dew with the hope of the night |
Gather Delotia and thornwood lumber 10 then hand them to Artini |
|
Flochestra instrument name |
How to make |
|
[Production drawing] Flochestra drum set 1ea |
|
[Production drawing] Flochestra fan drum x1 |
- In the case of a quest to acquire dew that goes into making the two instruments above, it is a weekly recurring quest, and simultaneous progress is not possible.
- In order to receive a weekly repeat quest, you must complete the first quest that must be proceeded once per family from Artini NPC.
- ‘[Weekly] Dew with the lunar rhythm’ Prior quest: Achieve performance level C or higher
- ‘[Weekly] Dew with the pride of fire’ Prior request: Complete Artini’s music journal knowledge category
Quest name |
Requirements for completing the quest |
Quest reward |
|
[Weekly] Dew that embraces the rhythm of the moon |
With Shai musicians |
10 dews that hold the lunar rhythm |
Quest name |
Requirements for completing the quest |
Quest reward |
|
[Weekly] Dew with the pride of fire |
With Shai musicians |
10 dews that hold the pride of fire |
※ You must perform the tour in the order indicated in the tour guide that you will get when receiving the quest order, and you can complete the quest only with “Ensemble”.
- You can acquire knowledge when making Flochestra’s musical instruments.
- Adventure Journal-A knowledge category of Flochestra instruments has been added to the travel journal.
- You can acquire the title <Flochestra’s Wings> by completing all of the Flouchestra Instrument Knowledge categories.
- Manufactured Flochestra musical instruments cannot be registered on the exchange.
- Knowledge that cannot be acquired in Artini’s Music Journal category has been modified so that <Therrmian Spirit’s Song> is not exposed.
Node Connection QoL Update
- A function has been added that allows you to easily check the route that can connect two desired nodes with minimum contribution.
- In the World Map (M) window, you can use the function by clicking the “Connect to Node” menu button at the bottom right.
- If you search for and enter 2 nodes to connect to, you can check information such as the required contribution and the amount of energy required for remote investment of the node.
- If you are receiving the value package effect (long-distance node investment), you can directly invest in the node of the confirmed route.
Stars End Update
- A ‘bowl of blame’ was found in the star’s end area, out of reach of adventurers. The rotten odor of the dark star that has settled in the bowl of blame and covers the entire tomb, causing the Kzarka apostles to plunge into themselves as sacrifices.
- The locations of the Star End monsters in some areas have been changed.
- A bowl of blame has been added to the outskirts of the star end area. There are a total of 3 bowls of blame in the star end area.
- When hitting the bowl of blame, the apostles of Kzarka, who covet the power gathered in the bowl, will appear.
- The apostles attack the bowl of blame to take the energy flowing from the fragments of the black star, and when the bowl of blame is destroyed, the apostles are scattered.
- The apostles who covet the power gathered in the bowl of blame are more powerful than the existing star end monsters.
Node War Revamp
Also, a lot of people have sent various opinions through various routes such as the official website and inquiries.
We are currently working on further improvements based on this valuable opinion, and will be introduced directly to the official server from the next week.
Thank you again to everyone who gave feedback.
First of all, based on the Korean server where the pre-season was held,
The number of adventurers who participated during the process has increased by about 2.26 times.
Especially on Sundays held in all regions, 8,033 people participated and enjoyed the base war.
The number of participants increased, but the number of guilds before occupying more than one base decreased slightly.
Unlike the previous base battles, this part was largely due to the fact that the number of people was not limited.
It is judged because the starting point was limited.
Therefore, we reduced the total number of bases so that more guilds can have more enjoyable battles,
It was also decided to remove the concept of a starting point.
In fact, we have given some meaning to the fact that more guilds’occupied’ even through small opportunities in base battles.
It was judged that reducing the total number of bases could induce more active battles, even through the previously accumulated data.
As it progresses every day, we deliberately set more and proceeded with the pre-season so that you don’t feel too tired of this struggle.
However, since this pre-season, a lot of people have voiced a request to reduce the number of bases.
Especially in this part, the benefit of winning the base battle is also important, but as we want a more interesting battle,
Based on your opinion, we have decided to reduce the total number of bases by about 30% (107 -> 76).
However, if it is determined that it is insufficient depending on the situation, I will add it in the middle.
Also, as the number of bases decreases, so that more and more minority guilds can cope with this situation,
We plan to increase the number of members of the federation to a maximum of 200. However, the number of participants in the base war is limited to 100.
In addition to this, today we want to guide you through the three big things we’re working on.
First, the’anger’ system is introduced before the base. This rage accumulates when killed or killed during battle with a gauge dedicated to stronghold warfare.
If more than a certain level is accumulated, you can instantly add a powerful buff to all guild members.
Basically, the rage gauge is designed to accumulate faster on guilds that have died more.
Through this, we are preparing a powerful buff that can be used strategically or aiming at a reversal momentarily.
We have been constantly adding devices that allow guilds that have little strength to continue challenging as we progress through base warfare.
The constant addition of various annexes was also aimed at maintaining the same direction.
We hope that the rage system added this time can also be a device for this.
No matter how much you die or die, like the red battlefield rule, you have the opportunity to contribute to the team by acquiring a large score with one chance.
We plan to increase the number of devices that even relatively weak guilds can reverse against other guilds.
The second is the role of the Seongju guild before the occupation.
Now, if you win before the occupation, you don’t immediately receive the tax,
You can convert some taxes into points.
And by consuming these points, you can use the manor buff that is maintained on all servers for a week.
For example, the castle lord of Calpheon consumes points to increase the drop rate of certain hunting grounds in Calpheon territory to some extent,
It is a method of increasing attack power or defense power. And the remaining points can be converted back to tax and received.
In other words, you have the option of granting benefits to your province using taxes.
Then, before the occupation war begins again,
By adding a way to check the support level of general adventurers, such as voting,
We plan to grant special benefits to the guilds that received the highest ratings.
In this way, a holy lord guild that can be called as the most powerful guild in the Black Desert,
I started with constant thoughts about what role and what kind of authority or honor I could give.
In particular, as if we gave the winner the title of supreme honor and qualification as a technical instructor at the window of Arsha,
This time, rather than simply granting benefits to the guild,
By greatly strengthening the role of Seongju, we tried to try a form that affects all adventurers.
The final decisions will be guided through the Black Desert Lab soon.
Lastly, it is the Seongju Guild Base Battle.
Currently, if the castle is occupied, it is not possible to proceed with the base battle.
Therefore, we plan to provide a dedicated base battle for the Seongju Guild to confront on a specific day of the week.
It will probably be a new form, not a way of destroying the citadel,
Also, when you win, it will be a form that gives moist benefits to the province.
However, please understand that the Seongju Guild Base Battle requires a little more time to develop, not 1-2 weeks.
In addition to this, the number of guilds participating before the base war begins is blind, the ranking of the fields is hidden when participation in the base war is confirmed,
New siege weapons such as tanks, fortresses and the convenience of the construction of annexes are being improved in parallel.
To make it a more interesting base battle,
We will work hard to develop and apply it quickly.
Thank you.
(Oh, and in the case of the automatic flame tower, there were many opinions that many people must put it in,
In fact, I have already made it, but I have not introduced it to the official server.
This is because we judged it as one of the ways to contribute to the base battle even if the equipment is not good.
In the case of the Flame Tower, we will consider how to use it more interestingly by enhancing its function.
The ability to display the location of the cannonball shot on the world map has already been developed,
I didn’t want to protect the pride of the so-called’cannon soldiers’ who accurately match through practice without these features.
Let’s review this again.)
- The number of bases before bases has been reduced by about 30% from 107 to 76.
- The deleted locations are as follows.
Location |
Node name |
Tier |
Calpheon |
Primal Giant Post |
Tier 2 |
Oze Pass |
Tier 2 |
|
Saunil Camp |
Tier 3 |
|
Caphras Cave |
Tier 3 |
|
Behr Downstream |
Tier 3 |
|
Rhua Tree Stump |
Tier 3 |
|
Anti-Troll Fortification |
Tier 4 |
|
Rhutum Outstation |
Tier 4 |
|
Dias Farm |
Tier 4 |
|
Mediah |
Tungrad Forest |
Tier 2 |
Sarma Outpost |
Tier 2 |
|
Marni’s 2nd Lab |
Tier 2 |
|
Splashing Point |
Tier 2 |
|
Mediah Shore |
Tier 3 |
|
Awakening Bell |
Tier 3 |
|
Stonetail Horse Ranch |
Tier 4 |
|
Asula Highland |
Tier 4 |
|
Valencia |
Altinova Gateway |
Tier 2 |
Ibero Cliff |
Tier 2 |
|
Rock post |
Tier 2 |
|
Waragon Nest |
Tier 2 |
|
Martyr’s haven |
Tier 2 |
|
Pilgrim’s Sanctuary-Temperance |
Tier 2 |
|
Northern sand dunes |
Tier 2 |
|
Bashim Base |
Tier 3 |
|
Gavinya Great Crater |
Tier 3 |
|
Cadry Ruins |
Tier 3 |
|
Roud Sulfur Mine |
Tier 4 |
|
Kamasylvia |
Caduil forest |
Tier 2 |
Gyfin Rhasia Temple |
Tier 2 |
|
Loopy Tree Forest |
Tier 3 |
- The nodes where the tier has been changed are as follows.
Location |
Node name |
Existing Tier |
Changed Tier |
Calpheon |
Trina Fort |
Tier 4 |
Tier 2 |
North Abandoned Quarry |
Tier 3 |
Tier 2 |
|
North Kaia Mountaintop |
Tier 3 |
Tier 2 |
|
Witch’s chapel |
Tier 2 |
Tier 3 |
|
Kuruto Cave |
Tier 2 |
Tier 4 |
|
Abandoned Quarry |
Tier 2 |
Tier 4 |
|
Mansha Forest |
Tier 2 |
Tier 4 |
|
Quint Hill |
Tier 2 |
Tier 4 |
|
media |
Stonetail Horse Ranch |
Tier 4 |
Tier 2 |
Elric Temple |
Tier 3 |
Tier 2 |
|
Manes Hideout |
Tier 3 |
Tier 2 |
|
Wandering Rogue Den |
Tier 2 |
Tier 3 |
|
Kusha |
Tier 4 |
Tier 3 |
|
Abandoned Iron mine |
Tier 2 |
Tier 4 |
|
Sausan Garrison |
Tier 2 |
Tier 4 |
|
Kamasylve Temple |
Tier 3 |
Tier 4 |
|
Valencia |
Ivory wasteland |
Tier 3 |
Tier 2 |
Rakshan Observatory |
Tier 3 |
Tier 2 |
|
Pilgrim’s Sanctuary-Obedience |
Tier 4 |
Tier 2 |
|
Barhan Gateway |
Tier 3 |
Tier 2 |
|
Altas Farmland |
Tier 4 |
Tier 3 |
|
Ancado Coast |
Tier 2 |
Tier 4 |
|
Taphtar Plain |
Tier 2 |
Tier 4 |
|
Ibellab Oasis |
Tier 3 |
Tier 4 |
|
Kamasylvia |
Lemoria Beacon Towers |
Tier 3 |
Tier 2 |
White Wood Forest |
Tier 4 |
Tier 2 |
|
Manshaum Forest |
Tier 2 |
Tier 3 |
|
Grandiha |
Tier 3 |
Tier 4 |
- The distinction between the general node and the starting node has disappeared, and when you first participate in the node war, you can participate by building a fortress at any node in the province when the node war begins.
- However, if you occupy a node in one province, the rules for gradually expanding your power to another node connected to the occupied area are the same.
- It has been changed so that information about the guild that built the stronghold fortress is not displayed.
Other Changes
- The weather that changes when entering or leaving the area of Elvia’s hunting ground has been improved to be natural.
After the update of Elvia’s realm, I thought that if you entered Elvia’s territory, where Hadum’s grasp was stretched, the weather would change suddenly, causing awkward feelings and eye strain. So, if you enter the realm of Elvia, the weather will change naturally, allowing you to go on a more immersive adventure.
- Quest list window-Among the list of recommended requests,’Learn [Basic of Life] Gathering!’ Corrected the typo in the terms of the request order in the item.
- Fighting spirit’s Tuvala awakening weapon tooltip has been corrected.
Class Changes
Sorceress
- After a certain skill, when attempting to use the reaper scythe training skill to the left or right, the bug that the Flow: Soul Reaper skill was activated first has been fixed.
- The bug that the falling motion did not appear when using the Rushing Crow skill from a high place has been fixed.
- The bug that the falling motion appeared from a low place when using the Flow: Crushing Crow skill has been corrected.
Berserker
- When using the Beast Roar skill, it has been improved so that the skill-specific effect is activated even on the first hit.
Ranger
- Fixed the bug that endurance decreases when sprinting after jumping even though the Prime: Feathers of the Spirits skill was used.
- PvE damage and number of hits of the following skills have been changed.
- However, PvP damage is the same as before.
skill name |
Before change |
after |
Breezy Blade I |
1120% x 3 |
1120% x 4 |
Breezy Blade ii |
1335% x 3 |
1335% x 4 |
Breezy Blade III |
1610% x 3 |
1610% x 4 |
skill name |
Before change |
after |
Flow: Tempest |
1024% x 13 |
1324% x 13 |
skill name |
Before change |
after |
Nature’s Tremble I |
840% x 8 |
1008% x 8 |
Nature’s Tremble II |
954% x 8 |
1144% x 8 |
Nature’s Tremble III |
1189% x 8 |
1426% x 8 |
- The number of hits of the Regeneration skill has been increased, and when hitting a monster, a critical strike probability of 30% has been changed to apply.
- However, the total PvP damage of the skill is the same as before.
skill name |
Before change |
after |
Regeneration |
1437% x 7 |
1437% x 10 |
Tamer
- The effect of blurring the screen during a joint attack with Black Rang has been deleted.
- PvE damage and number of hits of the following skills have been changed as follows.
- However, the total PvP damage of the skill is the same as before.
skill name | Before change | after |
Prime: Bolt Wave I | 544% x 2 | 685% x 4 |
Prime: Bolt Wave II | 604% x 2 | 761% x 4 |
Prime: Bolt Wave III | 665% x 2 | 838% x 4 |
Prime: Bolt Wave IV | 798% x 2 | 1005% x 4 |
skill name | Before change | after |
Prime: Lightning of Earth | 1,2 Hit Damage: 848% x 2 3 Hit Damage 1273% x 3 |
1,2 Hit Damage 1273% x 2 3 Hit Damage 1273% x 5 |
- The PvE damage of the following skills has been changed as follows.
- However, PvP damage is the same as before.
skill name | Before change | after |
Prime: Allround Spinner |
623% x 7 651% x 8 |
940% x 7 911% x 8 |
skill name | Before change | after |
Prime: Surging Tide I | 690% x 7 | 863% x 7 |
Prime: Surging Tide II | 853% x 7 | 1066% x 7 |
Prime: Surging Tide III | 1015% x 7 | 1269% x 7 |
- The attack range of the Prime: Trample skill has been adjusted so that damage is applied uniformly in all locations.
- The attack range of the Prime: Jolt Wave skill has been adjusted so that damage is applied uniformly in all locations.
Musa
Succession
- The damage and critical strike probability applied during PvE of the Prime: Gale skill have been changed as follows, and the attack range has been changed to match the effect.
- However, PvP damage is the same as before.
skill name |
Before change |
after |
Prime: Gale I |
1,2 hits 603% x 3 |
1,2 hits 922% x 3 |
Prime: Gale II |
1,2 Hits 684% x 3 |
1,2 hits 1098% x 3 |
Prime: Gale III |
1,2 hits 1084% x 3 |
1,2 hits 1462% x 3 |
- The PvE damage amount of each skill has been changed as follows, and the attack range has been slightly increased.
- However, PvP damage is the same as before.
skill name |
Before change |
after |
Prime: Carver |
684% x 2 |
958% x 2 |
- The PvE damage of Prime: Divider skill has been changed as follows, and +50% critical strike probability that applies only to monsters has been added.
- However, PvP damage is the same as before.
skill name |
Before change |
after |
Prime: Divider I |
622% x 2, Max 2 hits |
715% x 2, Max 2 hits |
Prime: Divider II |
732% x 2, Max 2 hits |
842% x 2, Max 2 hits |
Prime: Divider III |
862% x 2, Max 2 hits |
991% x 2, Max 2 hits |
Prime: Divider IV |
1153% x 2, Max 2 hits |
1326% x 2, Max 2 hits |
- The amount of damage and critical hit probability applied during PvE of the Prime: Cyclone Slash skill have been changed as follows.
- However, PvP damage is the same as before.
skill name |
Before change |
after |
Prime: Cyclone Slash I |
744% x 5, 962% x 4 |
1106% x 5, 1106% x 4 |
Prime: Cyclone Slash II |
797% x 5, 1002% x 4 |
1152% x 5, 1152% x 4 |
Prime: Cyclone Slash III |
806% x 5, 1068% x 4 |
1228% x 5, 1228% x 4 |
- The PvE damage of the Prime: Blind Slash skill has been changed as follows.
- However, PvP damage is the same as before.
skill name |
Before change |
after |
Prime: Blind Slash |
615% x 3, 756% x 2 |
750% x 3, 922% x 2 |
- The PvE damage applied when using the Prime: Rising Storm skill during the cooldown has increased by 36% compared to the previous one.
- However, PvP damage is the same as before.
Awakening
- The PvE damage of the following skills has been changed as follows.
- However, PvP damage is the same as before.
skill name |
Before change |
after |
Below the Belt I |
813% x 5 |
976% x 5 |
Below the Belt II |
944% x 5 |
1133% x 5 |
Below the Belt III |
1075% x 5 |
1290% x 5 |
skill name |
Before change |
after |
Crust Crusher IV |
1413% x 8 |
1583% x 8 |
- The summoning strike PvE damage of the Projection skill has been changed as follows, and a critical strike rate of +100%, which applies only to monsters, has been added to summoning strikes.
- However, PvP damage is the same as before.
skill name |
Before change |
after |
Projection I |
585% x 11 |
1002% x 11 |
Projection II |
709% x 11 |
1214% x 11 |
Projection III |
819% x 11 |
1403% x 11 |
- When learning Core: Projection, the bug that the summon sword was summoned double in certain situations has been fixed.
- The PvE damage of the Flow: Dash Slash skill has been increased, and the number of additional hits has been changed as follows.
- However, the total PvP damage of the skill is the same as before.
skill name |
Before change |
after |
Flow: Dash Slash |
840% x 4, 1048% x 3 |
1048% x 4, 1258% x 4 |
- The PvE damage amount of the Flow: Foul Play skill has been increased, and the number of hits has been changed as follows.
- However, the total PvP damage of the skill is the same as before.
skill name |
Before change |
after |
Flow: Foul Play |
1522% x 7 |
1674% x 8 |
- Flow: Nemesis Slash skill has been changed to a skill with independent damage.
- After the Flow: Nemesis Slash skill, it has been improved so that it can be smoothly linked with the Flow: Dash Slash skills.
- Corrected the problem that the description of the operation keys of the Flow: Nemesis Slash and Eradicate skill was incorrect.
Witch, Wizard
- In certain situations, the bug that the awakening skill was not used after using the skill to switch from the main weapon to the awakening state has been corrected.
Kunoichi
- The bug that the stealth buff was applied when a character was hit while casting the Prime: Shadow Clone skill has been corrected.
- The bug that the Absolute: Shadow Clone skill demonstration video was displayed abnormally has been corrected.
- The PvE damage amount and number of hits of the Flow: Chakram Rise skill have been changed as follows.
- However, PvP damage is the same as before.
skill name | Before change | after |
Flow: Chakram Rise | 1245% x 4 | 1185% x 6 |
- The cooldown time of Flow: Chakram Rise skill has been reduced from 6 seconds to 5 seconds.
- Flow: Chakram Rise has been improved to be able to connect with the Moon Storm skill
- The effect of no collision during movement has been added when using the Half Moon Slash skill.
- The PvE damage of the following skills has been changed as follows.
- However, PvP damage is the same as before.
skill name | Before change | after |
Wheel of Wrath I | 770% x 5, max 2 hits | 750% x 6, max 2 hits |
Wheel of Wrath II | 978% x 5, max 2 hits | 958% x 6, max 2 hits |
Wheel of Wrath III | 1186% x 5, Max 2 hits | 1080% x 6, max 2 hits |
skill name | Before change | after |
Flow: Indignation | 1450% x 4 | 1180% x 6 |
skill name | Before change | after |
Moon Storm 2 hits | 1141% x 7 | 1270% x 7 |
skill name | Before change | after |
Lethal Spin Spree IV | Hit Damage 939% x 12 Additional Hit Damage 939% x 8 |
Hit Damage 969% x 12 Additional Hit Damage 969% x 8 |
skill name | Before change | after |
Chain Crash: Sah Chakram | 1254% | 1312% |
- A 5% increase in critical damage for 10 seconds has been added to the Chain Crash: Sah Chakram skill.
Dark knight
Succession
- PvE damage and number of hits of the following skills have been changed.
- However, PvP damage is the same as before.
skill name |
Before change |
after |
Prime: Spirit Legacy |
981% x 8 |
1128% x 8 |
skill name |
Before change |
after |
Prime: Lunacy of Vedir III |
1403% x 6 |
1403% x 8 |
skill name |
Before change |
after |
Prime: Twilight Dash
|
880% x 6 |
1056% x 6 |
skill name |
Before change |
after |
Prime: Pervasive Darkness |
1 Hit Damage 1440% x 3 |
1 Hit Damage 1440% x 4 |
- Prime: Wheel of Fortune IV skill has been added to +25% crit chance that only applies to monsters.
- Prime: Kamasylvia Slash III skill has a +50% crit chance that only applies to monsters.
Awakening
- Fixed the bug that the normal Spirit Hunt skill was activated when linking after a specific skill even though the Core: Spirit Hunt skill was acquired.
- PvE damage and number of hits of the following skills have been changed.
- However, PvP damage is the same as before.
skill name |
Before change |
after |
Seed of Catastrophe IV |
1178% x 5 |
1178% x 7 |
skill name |
Before change |
after |
Flow: Root of Catastrophe |
1297% x 5 |
1297% x 7 |
skill name |
Before change |
after |
Shattering Darkness III |
1070% x 5 (Welcome Sword Damage) |
1351% x 5 (Welcome Sword Strike Damage) |
skill name |
Before change |
after |
Flow: Bombardment |
1032% x 3 (Welcome Sword Damage) |
1032% x 5 (Welcome Sword Damage) |
skill name |
Before change |
after |
Unveiled Fate |
405% x 8 (2 hits damage) |
730% x 8 (2 hits damage) |
Striker
- The bug that the character intermittently stops when using the crouching wolf skill has been corrected.
Mystic
Succession
- The PvE damage of the following skills has been changed as follows.
- However, PvP damage is the same as before.
skill name |
Before change |
after |
Prime: Thunder Pound IV |
Hit Damage 904% x 9 |
Hit Damage 1139% x 9 |
skill name |
Before change |
after |
Prime: Tornado Kick III |
888% x 6 |
1156% x 6 |
skill name |
Before change |
after |
Prime: Soul Basher III |
Hit Damage 655% x 3 |
Hit Damage 734% x 3 |
- A critical strike rate of +50%, which only applies to monsters, has been added to the Prime: Rage Hammer skill.
- +25% crit probability that only applies to monsters has been added to the Prime: Roaring Tiger skill.
Guardian
- Corrected the bug that the main weapon skill was not activated after using the Black Blood Circle skill as a skill slot in the awakening weapon state.
Nova
- The bug that the protection status was canceled when using the Icy Fog skill after a certain skill in the protection status of Kratum has been improved.