Elsword Rebalancing

Overall Explanation

The latest PvE balances we’re overall better than usual, but still far from what you would expect a balanced game to look like. There are some considerable problems most of the players agree with:

  • Not all Characters can 100% Crit naturally on Abyss (18-4)/Challenge Mode, even with +11 Tenebrous bottom and Yellow Artifact ⅖ Set Effect.
  • Buffers capabilities are very inconsistent across the board.
  • CL can do too much
  • His DPS is absurd on giant bosses
  • Rather lackluster on small ones
  • Physical Buffers can’t provide Cooldown consistently and have many mechanics that are focused on buffing a single person (DA, RV, OM, AV). However, most have the same or lower values than other buffers which buff the entire party. This is a disadvantage for those classes on upcoming 6 person raids.
  • Some Magical buffers can’t reduce all resistances.
  • Healers are not balanced properly. BL & Dem clearly excel, while the others are meh-ish, all with similar attack support and without as much identity as they have before.
  • I understand the Physical/Magical characters split, but it is a shitty move to make a global character magical or physical after it has been global for many years. This hurts players who’ve put a lot of effort into gearing up a class to play with friends, only to end up being rendered useless in said split.
  • Some buffs have a very short duration when the effect itself is nothing too crazy.
  • Tenebrous 4/4 Set Effects are often useless or go against the set purpose.
  • Skills which Scale off of Combat Power only increase the entry barrier, but make no difference on current endgame since everyone has over 10M Combat Power. (Already fixed: https://cobodex.eu/balance?date=2024-07-18)
  • Certain classes do not have the Cooldown to keep their rotations, even with -35% CDr stats.
  • Some passive conditions are too harsh and do not apply consistently across similar passives between different characters.


Amethystine Prophecy Equipment

Ever since the release of Monaterra, it’s essential to acquire a Full Tenebrous armor because otherwise the effects won’t apply. In order to fix this, there are 2 possible options:

  • Removing the condition which requires a full set for the Harconium options to apply.
  • Enable Harconium Tuning Reactor system for Amethystine Prophecy Equipment

Since the latter also enables for a quicker progression which helps new players, it’s the one I’m going for here:

Set

Before

After

All

-

  • Can Apply Harconium Tuning Reactor 
  • Harconium effects will apply even when matching different set pieces (i.e. Tenebrous Top, Amethystine Prophecy Bottom, Gloves & Shoes)


Tenebrous Equipment

4/4 Set Effects have been one of the biggest disappointments of last year. As such, some effects are reworked to further improve the essence of the set.

Almost all new effects will work as if a new piece is added, with greater %

Set

Before

After

Damage Increase by n% when attacking enemies with HP n% or lower

  • +5% Physical Attack Power
  • +5% Magical Attack Power
  • Adaptation +2%
  • Damage Increase by 5% when attacking enemies with HP 20% or lower
  • Adaptation +2%

Apply +n% All Skill Damage Buff that lasts n sec. every 30 sec.

  • +5% Physical Attack Power
  • +5% Magical Attack Power
  • Adaptation +2%
  • Apply +5% All Skill Damage Buff that lasts 10 sec. every 30 sec.
  • Adaptation +2%

All Skill Damage +n% when all resistance combined is more than 1000

  • +5% Physical Attack Power
  • +5% Magical Attack Power
  • Adaptation +2%
  • All Skill Damage +8% when all resistance combined is more than 1000
  • Adaptation +2%

Transcendence Skill Slot Enhance effect increase by n% and buff duration increase by n sec.

  • +5% Physical Attack Power
  • +5% Magical Attack Power
  • Adaptation +2%
  • Transcendence Skill Slot Enhance effect increase by 5% and buff duration increase by 5 sec.
  • Adaptation +2%

Upon using Force Active Skill, n% chance to reset cooldown for the Force Active Skill used (When same socket is applied, chance stacks)

  • Upon using skill, 8% chance to reset cooldown for the skill used
  • Adaptation 2%
  • Upon using Force Active Skill, 8% chance to reset cooldown for the skill used
  • Adaptation 2%

Upon using Hyperactive skill, gain buff that increases skill cooldown acceleration by n times for n sec.

  • Upon using skill, 8% chance to reset cooldown for the skill used
  • Adaptation 2%
  • Upon using Hyperactive skill, gain buff that increases skill cooldown acceleration by 1.1 times for 30 sec.
  • Buff Applies To Hyperactive Skill but is removed upon set change.
  • Adaptation 2%

Upon awakening, create a barrier with n% of Max HP. Recover HP/MP by n% every 3 sec. when the barrier is up (Cooldown: 20 sec.)

  • All Skill Damage +7%
  • Adaptation +2%
  • Upon awakening, create a barrier with 20% of Max HP. Recover HP/MP by 20% every 3 sec. when the barrier is up (Cooldown: 20 sec.)
  • Adaptation +2%

Upon using Force Active Skill, create an area that reduces damage received by n% for a very short duration (Cooldown: 5 sec.)

  • All Skill Damage +7%
  • Adaptation +2%
  • Upon using Force Active Skill, create an area that reduces damage received by 20% for a very short duration (Cooldown: 5 sec.)
  • Effect Area + 30%
  • Adaptation +2%

Upon using Master Skill, Allies’ specific resources is recovered by n% (Cooldown: 30 sec.)

  • All Skill Damage +7%
  • Adaptation +2%
  • Effect Cooldown -50%
  • Adaptation +2%


All

Improvements to Maximum Critical Chance and Critical Chance Normalization so every class can reach 100% Critical Chance on Abyss & Challenge Mode. This approach ensures every current and new class can reach said percentages.

Skill/Mechanic

Before

After

Critical Hit Rate

  • Maximum Critical Chance: 100%
  • Normalization after 100% chance: 0%
  • Maximum Critical Chance: 150%
  • Normalization after 100% chance: 30%

NOTES: Adjusting the normalization is possible. It might be better to keep the normalization at 40%, but 30% seems fair considering the usual values of Additive Critical Chance sources.


Elsword

Skill/Mechanic

Before

After

Explanation

Iron Body

Duration: 7s

[PvE only] Duration: 15s

Too difficult to keep active, and would be a nice tool for Elsword to have since it’s just a little away from 100% uptime.

Knight Emperor

Skill/Mechanic

Before

After

Explanation

Persistence

When attacking with commands, decrease enemy defense with a certain chance.

When attacking with commands, decrease enemy defense every 5 attacks.

The current activation chance is very low. Similar effects (Liberator’s Damage Taken passive) have been reworked as well.

Wind Slicer

Sword Gust

  • Activation Chance: 45%
  • Cooldown: 2s

Sword Gust

  • Activation Chance: 100%
  • Cooldown: 3s

Currently, it is very inconsistent, sometimes it isn’t triggered despite using many commands. Cooldown is increased but activation chance is set to 100%.

Iron Body - Guard

Duration: 12s

Duration: 15s

To match new base Iron Body duration

Rune Master

Skill/Mechanic

Before

After

Explanation

Rune Field

-

Improved so that if either buff/debuff is present, it will increase damage independently.

Currently, both effects must be active for the damage increase to apply. This is a harsh condition specially when bosses cannot be debuffed and probably isn’t how the skill is supposed to work.


Aisha

All

Skill/Mechanic

Before

After

Explanation

Memorize

  • Memorized Skill Damage: 70% of original
  • Enter Mana Regeneration State after idling for 0.5s.
  • Enter Memorize Stance after idling for ??s.
  • Skill CD upon Memorizing: 100%
  • Memorized Skill Damage: 100% of original
  • Enter Mana Regeneration State after idling for 0.5s.
  • Enter Memorize Stance after idling for 0.5s.
  • Skill CD upon Memorizing: 70%

Reducing the Memorized Skill damage makes no sense in 2024. At least PvE wise. Memorizing takes a long time. By reducing the Cooldown, it is possible to memorize between stages and DPS downtime easily

Aether Sage

Skill/Mechanic

Before

After

Explanation

Wisdom Aura

Magical Attack Increase: 25%

Magical Attack Increase: 30%

Adjusted percentage to match other characters buffs after balance patches.

Sage’s Wisdom

Damage Increase

(On Enemies with Burn,  Extreme Coldness, Freeze,  Faint): 35%

Damage Increase

(On Enemies with Burn,  Extreme Coldness, Freeze,  Faint): 30%

Oz Sorcerer

Skill/Mechanic

Before

After

Explanation

Acceleration Aura

Physical/Magical Attack Increase: 10%

Physical/Magical Attack Increase: 15%

To match other characters buffs after Revamp

Awakened Will: Void Princess

-

When no enemy within 250 units condition is removed.

Harsh condition.

NOTES: Requires PvE/PvP Split

Void Mistress

Shadow Body Magical Attack

Additional Increase: 15%

Shadow Body Magical Attack

Additional Increase: 10%

Oz’s Dream

Special Active Skills Cooldown Decrease (Upon Angkor Skill Use): -15%

Active/Special Active Skills Cooldown Decrease (Upon Angkor Skill Use): -15%

To help keep Shadow Body buff active (otherwise the uptime is below 100%)

Metamorphy

Skill/Mechanic

Before

After

Explanation

Power Aura

Physical Attack Increase: 25%

Physical Attack Increase: 30%

Adjusted percentage to match other characters buffs after balance patches.

Energy Spurt

Energy Eruption: 4512%

Defense Ignore: 100%

Skill Traits

  • Gigantic
  • Reversed

Skill now Affected by Action Speed

Energy Eruption: 11280%

Defense Ignore: 60%

Skill Traits

  • Gigantic
  • Empowered (Damage increased by 1.2 times)

Helps with small size bossing and vertical clearing.

Super Nova

Mana Gust: 557%

Magic Explosion: 3809%

Final Enhanced Skill

  • MP Cost reduced by 50

Skill now affected by Action Speed.

Size & Damage Increase per enemy in range removed. Now it always applies.

Size Increase: +100%

Mana Gust: 836%

Magic Explosion: 5714%

Final Enhanced Skill

  • Damage Increased by 1.2 times

Harsh condition. Helps with small Size bossing.

Megaton Press

-

Megaton, Large Kiloton, Small Kiloton, Large Ton, Small Ton Pearls will only explode on platforms at the same or lower platform height than Aisha’s Location when casting the skill.

Similar skills work this way, which helps with consistency on certain bosses where the arena has a lot of platforms.

Awakened Will: Dimension Witch

Energy Fatigue Reactivation Cooldown: 2.5s

[PvE only] Energy Fatigue Reactivation Cooldown removed

It takes 22.5s to fully stack this debuff, which only lasts 5s and loses all stacks upon duration ends. If the boss enters Hyper Armor State, it will be completely removed as every other debuff, so it’s hard to keep on endgame content.

My Magical Debut!

Cooldown is applied after Shangri-La Sketch or buff duration end

Cooldown is applied immediately upon skill cast

Similar Hyperactives which provide buffs (CE, CL, TP, GB) work this way.

[Mod] Space Distortion

-

Applies party buff: x1.3 Cooldown Acceleration for 10s.

Applies to All Skills (Active, Special Active, HA & Master Included).

An alternative to Regular Space Distortion, with consistent Cooldown, but fewer potential when it comes to Special Actives. Helps keep support & Energetic Body while playing her as DPS and emphasizes her HA uniqueness.


Lord Azoth

Skill/Mechanic

Before

After

Explanation

Awakened Will: Mystic Alchemist

  • Arche Skill Cooldown Decrease (When matching Arche effect is active): 20%

Arche Skill Cooldown Decrease upon Arche Skill usage (When matching Arche effect is active): 15%

Instead of only applying once, it applies per every Arche Skill Usage, allowing Azoth to be able to manage her Cooldowns. She can’t in her current state.


Rena

Skill/Mechanic

Before

After

Explanation


Raven

Furious Blade

Skill/Mechanic

Before

After

Explanation

Blade Acceleration

Shoot Up Genocide All Skill Remaining Cooldown Decrease when Hitting an Enemy: 50%

When hitting an Enemy condition is removed.

Shoot Up Genocide All Skill Total Cooldown Decrease: 30%

One of the few remaining cooldown passives that applies as Remaining Cooldown. Adjusted value accordingly.

Revenant

Skill/Mechanic

Before

After

Explanation

Soul Crash

Critical Damage Received Increase +6% (9% With Trait)

Critical Damage Received Increase +10% (15% With Trait)

Adjusted Damage Debuffs/Buffs for consistency. (Catacomb is not a consistent buff, specially on 6 players parties)

Sprout / [Mod] Sprout

Applies a Physical Attack Received debuff to the enemy depending on Valasia Stage

  • Stage 1: +3%
  • Stage 2: +4%
  • Stage 3: +5%

Applies a Physical Attack buff to the whole party depending on Valasia Stage

  • Stage 1: +5%
  • Stage 2: +7.5%
  • Stage 3: +10%

Adjusted Damage Debuffs/Buffs for consistency. (Catacomb is not a consistent buff, specially on 6 players parties)

Death Scream / [Mod] Death Scream

Damage Decrease from Boss Monsters

Per Seed Growth Stage

  • Stage 1: +5%
  • Stage 2: +10%
  • Stage 3: +15%

Decrease Path of The Dead Cooldown (V skill)

Per Seed Growth Stage

  • Stage 1: -1s
  • Stage 2: -1.5s
  • Stage 3: -2s

Catacomb

Allies that absorb the soul will have the same skill damage increase depending on the seed stage (Max: 5 stacks).

  • Stage 1: Tenacity +2%
  • Stage 2: Strength +2%
  • Stage 3: Bravery +2%

Tier Skill Damage Increase Removed

Orbs can only be acquired by the caster

Each orb will decrease Path of The Dead Cooldown (V skill)

  • Stage 1: -0.3s
  • Stage 2: -0.4s
  • Stage 3: -0.5s

Adjusted Damage Debuffs/Buffs for consistency. (Catacomb is not a consistent buff, specially on 6 players parties)

Since Path of the Death would be reworked, the effects are changed to work well with it.

Obliteration

One ally obtains buff when orb is absorbed:

Ruined Soul Trace

  • Random Skill Cooldown Decrease: 5s (Once)
  • All Speed Increase: 10% (A)
  • Duration: 20s

Dense Soul Trace

  • HP Recovery: 10% (Once)
  • MP Recovery when Attacked/Attacking Increase +50%
  • Duration: 20s

Skill Cooldown and HP Recovery effects removed. All Speed Increase Calculation Method Changed.

Whole party obtains buff when orb is absorbed:

Ruined Soul Trace

  • All Speed Increase: 10% (M)
  • Duration: 3s

Dense Soul Trace

  • MP Recovery when Attacked/Attacking Increase +50%
  • Duration: 3s

Adjusted mainly for consistency on party play. Also, Speed buffs which are Additive aren’t meaningful.

Path of the Dead

Applies Buff:

  • [Valasia Response] Skill Cooldown Decrease -100% (Upon Cast)
  • Awakening Charge Speed Increase +50%
  • Damage To Boss Monster Increase +15%
  • Duration: 10 Seconds

Cooldown: 30 Seconds

Applies Buff:

  • [Valasia Response] Skill Cooldown Decrease -100% (Upon Cast)
  • Awakening Charge Speed Increase +50%
  • Damage To Boss Monster Increase +15%
  • Reduce Own Skill Cooldown upon Valasia Response Skill Cast: -1 Second
  • Reduce Party Skill Cooldown upon Valasia Response Skill Cast: -0.5 Seconds
  • Duration: 20 Seconds

Cooldown: 30 Seconds

Since Obliteration Skill Cooldown is removed, the effects are adjusted

NOTES: A full rotation of Valasia Response Skills (7 Skills) would reduce 3.5s for the party and 7s for the caster. It’s barely enough to keep one’s CD low.

NOTES: Since Path of The Dead is acquired after 3rd Job (After learning Path of the Dead Cooldown Reduction related skills), the effect of the skills themselves should only be activated after 3rd Job or by the passive itself.


Eve

Code: Essencia

With feedback provided from other players, a mini rework is done for CE to be a dedicated support class, specifically a healer.

Skill/Mechanic

Before

After

Explanation

Queen's Call - Sentry, Oberon, Ophelia Skills

-

Will now target enemies properly.

Right now, it is possible that Oberon/Ophelia look the opposite way where the opponent is, missing the skill entirely, which is just frustrating for CE players.

Spitfire

-

First hit will inflict Freeze debuff

  • Duration: 5s

Oberon Guard

Cleanses 1 debuff (upon cast) and provides a Super Armor Shield for allies

Cleanses debuffs (upon cast) and provides Debuff Immunity and a Super Armor Shield for allies

Electronic Field

-

Provides “Electronic Field” buff to nearby allies

  • Boss Damage: +15%
  • Duration: 20s

About 5% Damage increase with current endgame stats (190% Boss Damage) or 6% with Spirit Challenger (155% Boss Damage)

Results in ~28.99% total damage boost or ~29.86%, respectively.

[Mod] Heaven’s Fist / Common Heaven’s Fist

-

Allies in the surrounding area receive “Nasod King’s Blessing” buff

  • HP/MP Recovery Per Second: 18%
  • Duration: 5s

 


Chung

Dius Aer

Skill/Mechanic

Before

After

Explanation

Atonement

Freeze Duration: 4s

Skill Cooldown: 8s

Freeze Duration: 5s

Skill Cooldown: 10s

To be on par with other healers

Feather Crest

Skill Traits

  • Killing Blow (2)
  • Light

Skill Traits

  • Killing Blow (1)
  • Light

The amount of speed increase is excessive.

Shining Justice

-

Added new effect:

  • During Sanctification Mode, upon Pioneer’s Crest Explosion, apply -20% Physical Defense debuff on enemy for 10s

Reducing enemy defense is critical for new content. Dius Aer is the only healer which can’t do it right now.

Transcending Declaration

Added new effect:

  • Shining Justice Cooldown Reduction effect now applies to the whole party

Similar to 1.176x Cooldown Acceleration, but since it’s applied instantly, it should be strong enough.

[Mod] Brave Cover

Received Damage Decrease: 15%

Received Damage Decrease: 25%

To be on par with other healers. Ever since HP Increase was removed from Holy Declaration, this has been a needed change.


Ara

Apsara

The duration of certain debuffs is too short, making it hard to perform well in terms of DPS while also keeping the debuffs active. The defense decrease is too excessive, while the raw attack power boost is not as good.

Skill/Mechanic

Before

After

Explanation

Fierce Tiger Strike

Physical Attack Increase: 10%

Action Speed Increase: 10%

Damage Increase to All Enemies (Except Boss and Mid Boss Enemies): 10%

Damage Increase to All Enemies Removed

Physical Attack Increase: 15%

Action Speed Increase: 10%

Tiger Stance 4: Raging Wave

33% Chance per hit to Decrease 40% Defense for 5s

100% Chance per hit to Decrease 20% Defense for 10s

Unified values with Ultimate Spearmanship and 100% chance to increase consistency

Ultimate Spearmanship

Duration: 5s

Duration: 10s

[Mod] Dragon Stance 3: Eight Trigram Palm

Received Damage Increase: 10%

Duration: 4s

Casting Speed Increased by 50%

Received Damage Increase: 10%

Duration: 20s

A very slow skill with a very short buff duration

Devi

Same issue as FB, “When hitting an enemy” condition.

Skill/Mechanic

Before

After

Explanation

Chi Release

Grant Fear of Wolves buff on hit with Secret Wolf Arts - 'Killing Howl'

Grant Fear of Wolves buff upon Secret Wolf Arts - 'Killing Howl' cast

The art cast is considerably slow, so it’s easy to miss the hit and have to cast it again in order for the buff to apply.

Shakti

Has Cooldown Issues.

Skill/Mechanic

Before

After

Explanation

Repose of Souls

Soul Orb

  • Instant MP Recovery: 10%
  • Skill Cooldown Acceleration: 2x
  • Duration: 1s

Amount of Orbs: 10

Soul Orb buff will apply to the whole party when any member absorbs it.

Soul Orb Size Increased by 50%.

Soul Orb

  • Instant MP Recovery: 10%
  • Skill Cooldown Acceleration: 1.5x
  • Duration: 10s

Amount of Orbs: 1

Current Soul Orbs are not very useful, it ends up just being like a “-1s” skill upon casting full art or Fox Valley, which is not very useful in raid parties.

Surya

Skill/Mechanic

Before

After

Explanation

Joining

Stack Gain Per Skill Use:

  • Flexibility: 1
  • Tenacity: 2
  • Strength: 3
  • Bravery: 4

All Skill Damage Increase per Joining Stack: +0.1% (Max: 10%)

Stack Gain Per Skill Use:

  • Flexibility: 1
  • Tenacity: 3
  • Strength: 4
  • Bravery: 6

All Skill Damage Increase per Joining Stack: +0.15% (Max: 15%)

Stacking it takes a very long time, and the ASD value was reduced way too much.

Convert

Super Armor applied when converting 6 or more orbs.

Super Armor Duration: 5s

Super Armor always applied.

Super Armor Duration: 7s

If another party member (like CL) applies a Special Resource Consumption buff, the effect cannot be applied.

The duration is too short for SU’s natural CDr


Elesis

Adrestia

Skill/Mechanic

Before

After

Explanation

Catharsis / [Mod] Catharsis

Divinus Manus effect

  • Catharsis Critical Damage Increase: 10%

Divinus Manus effect

  • Party Magical Attack Power Increase by 10% for 10s

The Critical Damage Increase is meaningless due to the calculation method. The party synergy seems rather lacking without this effect as well.


Add

Doom Bringer

Skill/Mechanic

Before

After

Explanation

Energy Shock

All Speeds Decrease: 20%

Duration: 5s

Enemy Defense Decrease: 20%

Duration: 8s

To help with his considerably low synergy, as he generally underperforms MPx

[Mod] Conqueror

Defense Ignore: 60%

Defense Ignore: 50%

Same as 60% Defense Ignore when 20% Shred is active.

Dominator

Skill/Mechanic

Before

After

Explanation

Installation

-

Install Skill Switch Cooldown after Install Skill usage removed

To help with DPS

Install - Starfall

If multiple instances of the skill are summoned, the previous one will be removed.

Plasma Beam (Physical): 621%

[PvE only] If multiple instances of the skill are summoned, the previous one will remain.

Plasma Beam (Physical): 326%

To help with small bosses

With Dom’s fast Cooldown, it’s possible to repeatedly activate the skill many times in the 7s span it would take to fully hit currently.

[Mod] Install - Starfall

Plasma Beam (Physical): 145%

Plasma Beam (Physical): 326%

To help with large bosses

Overmind

Skill/Mechanic

Before

After

Explanation

Biochemistry

Active / Special Active Skill

Cooldown Speed Increase: 1.2x

Active / Special Active / Hyperactive Skill

Cooldown Speed Increase: 1.2x

To help with HA buffs

Cure

Instant HP/MP Recovery

  • Base: 40%
  • Additional per DMP: 5%

Instant HP/MP Recovery

  • Base: 20%
  • Additional per DMP: 5%

The instant healing amount is excessive, with 20% base, the total instant recovery is 35%, which is more on par with other healers total heal.

Detoxication

All Skill Damage Increase: 12%

All Skill Damage Increase: 18%

Otherwise the raw power synergy is very low.

Immunity

-

Buff Application Range Increased

Some characters like FB cannot receive the buff properly due to their main skill movement.

Anatomy

Anatomy Skill Damage Increase: 20%

Anatomy Skill Damage Increase: 15%

Mass Examination

Duration: 50s

Duration: 100s

HA buff with very short duration.

Trolley Dilemma

Trolley Dilemma (Chosen)

  • Skill MP Cost Reduction: 20%
  • Skill Cooldown Acceleration: 1.5x

Duration: 50s

Trolley Dilemma (Not chosen)

  • -

Duration: 50s

Trolley Dilemma (Chosen)

  • Skill MP Cost Reduction: 30%
  • Skill Cooldown Acceleration: 1.5x

Duration: 100s

Trolley Dilemma (Not chosen)

  • Skill Cooldown Acceleration: 1.5x

Duration: 100s

HA buff with very short duration.

Single party member buff which is not impressive at all, keeping the MP cost as the “chosen” buff to maintain the skill’s essence.


Lu/Ciel

Catastrophe

Skill/Mechanic

Before

After

Explanation

Oblivion

Lethargy Duration: 2s

Lethargy Duration: 10s

To increase party synergy

Apollyon

Dark Demon Defense Ignore: 95%

Dark Demon Defense Ignore: 90%

Almost Same Defense Ignore when Accounting Lethargy

Threat of Terror

Skill Cooldown Reduction: -7s

Cooldown: 10s

Activation Chance Tied to Retaining Crippling Terror Chance (20%)

When using Bravery Skill, Skill Cooldown Reduction: 7s

Cooldown: 7s

No longer tied to Retaining Crippling Terror

Can have a hard time with Cooldown.

Gaze of Abyss

Debuff only works for Catastrophe players

Debuff works for the whole party

To increase party synergy

Demersio

Skill/Mechanic

Before

After

Explanation

Ruthless Spear

Freeze Duration: 3s

Skill Cooldown: 7s

Skill Traits

  • Regenerating (1)
  • Killing Blow (1)

Freeze Duration: 5s

Skill Cooldown: 10s

Skill Traits

  • Regenerating (1)
  • Haste
  • Cooldown decreased to 80%

To match other healers freezing duration

Amorphous

Skill Cooldown Acceleration: 1.7x

Duration: 3s

Skill Cooldown Acceleration: 1.5x

Duration: 8s

1.7x is excessive, and 3s duration is uncomfortable.

[Mod] Infernal Hands

-

Explosion Horizontal Hitbox Size Greatly Increased (~+150%)

Applying the debuff is annoying due to where the Explosion occurs.

It’s possible to miss it on small bosses if the character is too close.


Rose

Tempest Burster

Skill/Mechanic

Before

After

Explanation

Enhanced Heavy Weaponry

50% Chance to apply Energy Overcharge upon [Laser skill] hit

Energy Overcharge

  • Received Damage Increase: 10%
  • Duration: 5s

100% Chance to apply Energy Overcharge upon [Laser skill] hit

Energy Overcharge

  • Received Damage Increase: 10%
  • Duration: 10s

Similar debuffs do not depend on RNG and have longer durations, so this debuff is adjusted accordingly.


Ain

Bluhen

The only real issue Bluhen has is his healing being considerably lower than the other healers, in exchange for a longer duration. However, this results in less value to the party. Since reducing the duration would make maintaining the heal too difficult or nonoptimal, Blatt Blume’s buffs and debuffs are separated into Requiem and Edel Lied.

Skill/Mechanic

Before

After

Explanation

Blatt Blume

Edel Eid (Mut):  Fire of Bravery

  • All Party's Critical Damage by 10%
  • Duration: 30 seconds.

Edel Eid (Rein): Truth of Nature

  • Party HP/MP Recovery per Second: 9%
  • Duration: 10 Seconds

Edel Eid (Wille): Penetrating Will

  • Decrease the target's defense by 20%.
  • Duration: 20 seconds.

Mut & Wille effects modified. Rein effect adjusted

Edel Eid (Mut)

  • The Skill’s Damage is Increased by 20%

Edel Eid (Rein): Truth of Nature

  • Party HP/MP Recovery per Second: 15%
  • Duration: 7 Seconds

Edel Eid (Wille)

  • The Skill’s Range is increased by 50%

Requiem

Edel Eid (Mut): Foggy Darkness

  • Pulls in nearby enemies then explode.

Mut now also provides Fire of Bravery

Edel Eid (Mut): Foggy Darkness

  • Pulls in nearby enemies then explode.
  • Provides Fire of Bravery
  • All Party's Critical Damage by 10%
  • Duration: 30 seconds.

Edel Lied

Edel Eid (Wille): Raging Wave

  • [Raging Wave] will move forward and strike enemies ahead.
  • Enemies hit will receive 10% more damage for 10 seconds.

Edel Eid (Wille): Raging Wave

  • [Raging Wave] will move forward and strike enemies ahead.
  • Enemies hit will receive 10% more damage and reduced defense by 20% for 15 seconds.

Herrscher

Skill/Mechanic

Before

After

Explanation

Recreation

Enhanced Wechsel

Upon using the skill, give a chance of reducing the remaining cooldown of all skills by 50% according to the growth stage. (Hyperactive/Bond Skills Excluded)

Activation Chance

  • Stage 1: 25%
  • Stage 2: 50%
  • Stage 3: 100%

Cooldown Reduction Calculation Method changed and value adjusted accordingly. Now, the chance is always 100% and the value is increased per stage.

Upon using the skill, reduce the total cooldown of all skills according to the growth stage. (Hyperactive/Bond Skills Excluded)

Activation Chance

  • Stage 1: -10%
  • Stage 2: -20%
  • Stage 3: -30%

One of the few remaining passives which reduces cooldown based on the remaining CD instead of total CD.

Opferung

Skill/Mechanic

Before

After

Explanation

Vorgehen

Special Active / Hyper Active / Master Skill

Cooldown Speed Increase: 1.2x

Special Active / Hyper Active / Master Skill

Cooldown Speed Increase: 1.3x

1.2 is rather low, it doesn’t help enough considering he has HA / MC related buffs

Andacht

-

Decreases Hyper Active & Master Skill Cooldown Based on Ganz Stage

  • Master Skill Cooldown Decrease: 2 * Ganz Stage
  • Hyper Active Skill Cooldown Decrease: 4 * Ganz Stage

Since keeping HA & MS debuffs is out of player control, this new effect is added so players with enough skill can keep the related debuffs consistently.

[Mod] Vorgehen

Special Active Cooldown Speed Increase: 1.2x

Special Active Cooldown Speed Increase: 1.5x

Since you lose HA & MC skill acceleration, a considerably higher value is provided so that there’s room for flexibility and player choice

Choosing party wide HA/MS acceleration might work well in parties where the DPSs require them, while a higher Special Active Skill Acceleration works better when DPS don’t need HA or MS.


Laby

Radiant Soul

RaS raw attack is kept the lowest in order to balance her high Physical/Magical Defense reduction and reset sinergies.

Skill/Mechanic

Before

After

Explanation

You and I

Magical Attack Increase: 20%

Cooldown: 40s

Physical/Magical Attack Increase: 15%

Cooldown: 35s

Switching a character that has been global since her release to only magical is a low-blow.

Many players now can’t play in their friends' parties because of this.

Decreased Cooldown so it’s possible to play around having a reset instead of being forced to spam it in order to keep the buff active.

Reflection

-

Debuff Removal improved to be applied constantly instead of a tick per second.

This should make the skill work like Blanket Authority, constantly removing debuffs.

Since debuffs are constantly reapplied on endgame, this sort of debuff removal falls flat when compared to the others.

It’s Windy / [Mod] It’s Windy

It’s Windy buff

  • Action Speed: +10% (A)
  • Jump/Movement Speed: +20% (M)

Changed Action Speed Calculation Method

It’s Windy buff

  • Action Speed: +10% (M)
  • Jump/Movement Speed: +20% (M)

Additive buffs aren’t very useful at all.

Milky Way / [Mod] Milky Way

Magical Defense Reduction: 30%

Physical/Magical Defense Reduction: 35%

Switching a character that has been global since her release to only magical is a low-blow.

Many players now can’t play in their friends' parties because of this.

Stronger Friendship

You and I Duration Increase: 5 seconds

You and I Duration Increase: 10 seconds

Increased Duration so it’s possible to play around having a reset instead of being forced to spam it in order to keep the buff active.

Got You!

[Need Help, Laby?]

  • Hit enemies will be  Frozen for 3s.

Final Enhanced Skill

  • MP cost decreased by 20%
  • Freeze duration increased by an additional 2 seconds.

Skill Traits

  • Heavy
  • Useful

Skill Cooldown: 22s

[Need Help, Laby?]

  • Hit enemies will be  Frozen for 5s.

Final Enhanced Skill

  • Skill Cooldown decreased by 5s

Skill Traits

  • Heavy
  • Haste
  • Cooldown decreased to 70%

Skill Cooldown: 20s

A 6 Second freeze is too long for raid bosses, but the Cooldown of this particular skill is also too long for stuff like 18-4-3 Meteor Freeze strat.

Reduced to 5 second as every other healer but the Skill Cooldown will be greatly reduced as well.

Assuming the RaS player has 12-7 accessory and Shadow’s Descent (or 18-4 accessory + 19-4 title), reduces resistances with Rolly Rolly, has 35% CDr stats and Denif Elixir is active, it’s possible

One Step Forward

Mid Boss/Boss Damage Increase: 10% (A)

Special Active Damage Increase: 10% (M)

Additive buffs aren’t very useful at all.


They’re also hard to balance, since the average value of boss damage keeps changing.

Around the same raw attack power boost is given to the party considering current meta stats.

Nisha Labyrinth

Skill/Mechanic

Before

After

Explanation

Bibi...!

Defense Decrease Duration: 10s

Defense Decrease Duration: 20s

Since it’s required to rotate summons, the increased duration helps with rotation.

Zumyu...!

-

Zumyu AI Improved

Credits to Sage, his explanation is on point:

https://www.youtube.com/watch?v=8VBFMh3lYvA


Noah

All

Skill/Mechanic

Before

After

Explanation

The Hour Between Dog and Wolf

Upon casting, decreases caster's skill cooldown duration: 10%

Upon casting, decreases whole party skill cooldown duration: 10%

This skill was nerfed due to Celestia's insane CDr when he got released.

Another important factor as well was the fact that LB + CL + NP at the time could reduce 30% Total Skill CD if they were in the same party.

This was meta at the time and was excessive too.

However, since the game has become more focused on physical/magical split, nowadays this doesn’t happen usually.


Celestia’s Gemini CDr has also been nerfed, so it’s not excessive anymore.

Celestia

His performance as DPS is ridiculous in giant bosses, considerably underwhelming on small ones and his support is unmatched.

Switched his playstyle to increase his DPS with braveries on small ones, and also adjusted Serpentarius and Zodiac since their damage is excessive on giants. Both skills should be able to clean consistently, but no longer dps.

Skill/Mechanic

Before

After

Explanation

Horoscope

Aquarius

  • Magical Attack Increase: 1%
  • Max Stacks: 10

Aquarius

  • Magical Attack Increase: 1%
  • Max Stacks: 5

Natal Chart

Fortune of Unknown

  • Party Forced Awakening (20s / 100DP)
  • Special Active Skill Cooldown Acceleration: 1.3x
  • Body Size Increase: 30%
  • MP Recovery per Second: 7%

Fortune of Unknown

  • Self Forced Awakening (20s)
  • Special Active Skill Cooldown Acceleration: 1.3x
  • Body Size Increase: 30%
  • MP Recovery per Second: 7%

It’s inconvenient in certain situations, it can trigger other party members awk, title, etc. when not wanted.

Galaxias

-

Caster will not go through enemies.

Caster Forward Distance Decreased by 50%

Center Galaxy Hitbox Range Increased by 50%

Orbiting Galaxy Hitbox Range Increased by 30%

To help with small size bosses DPS.

Nebula

Purple Nebula

  • Damage (Magical): 645%
  • Magical Defense Decrease: 10%

Yellow Nebula

  • Damage (Magical): 516%
  • Party HP Recovery per Second: 8%

Blue Nebula

  • Damage (Magical): 559%
  • Critical Damage Taken: 10%

Final Enhanced Skill

  • Effect efficiency increased by 20%.

Purple and Blue Nebula now Apply as a 10 second Debuff

Yellow Nebula Party HP Recovery per Second removed

Purple Nebula

  • Damage (Magical): 645%
  • Magical Defense Decrease: 20%
  • Duration: 10s

Yellow Nebula

  • Damage (Magical): 1032%

Blue Nebula

  • Damage (Magical): 559%
  • Critical Damage Taken: 10%
  • Duration: 10s

Final Enhanced Skill

  • Blue Nebula effect efficiency increased by 20%.

CL can heal a lot (it’s also possible have multiple instances of Yellow Nebula healing the party) but is not a healer, so the effect should be removed.

Ancient One

-

Casting speed increased by 20%

Ancient One Falling Speed Increased by 33%

Ancient One Range Increased by 25%

Right now, Ancient One is a Slow skill which also takes a lot of time to fully hit.

Improved the Range to help with small size bossing.

Serpentarius

-

Added Maximum Galaxy Space hits per enemy: 6

(NOTE: These hits are the ones which summon the fish)

Greatly reduced damage on giant bosses (Max Total Damage reduced by 62.5%) but can still work as a clearing skill.

Star Coaster

-

Casting speed increased by 50%

Cosmos

Aquarius Max Stacks Increased:

10 → 20

Aquarius Max Stacks Increased:

5 → 10

Beyond

Magical Defense Decrease: 8%

Final Enhanced Skill

  • Magical Defense Decrease debuff increased by 2%

All Resistances Decrease: 50

Final Enhanced Skill

  • All Resistances Decrease increased by 25

The defense reduction would otherwise be too good.

Zodiac

[Final Enhanced Skill]

Damage (Magical)

  • Accretion Disk: 342%
  • Pillar of Creation: 201%

Casting Speed Increased by 25%

Pillar of Creation Max hits per enemy added

  • From Max 48 hits to 12

Damage (Magical)

Accretion Disk: 68%

Pillar of Creation: 1508%

Damage greatly reduced (by ~67%), but it can still be okay as a giant boss DPS skill or a slow clearing skill.

Observable Universe

[Scorpio Activated]

  • Damage Dealt to Boss Monsters Increase: 12% (A)

New Effect Added:

  • When triggering Descendant of Stars Cooldown Reduction effect 3 times, Decrease Hyperactive Skill Cooldown by 3 seconds

[Scorpio Activated]

Self All Skill Damage Increase: 15% (M)

To regain the lost damage from party synergy reduction. The new Idea is for Second HA to be consistent, so a related effect is added.

NOTE: It is important that ASD is Self and does not apply to the party

Horary

[Culmination]

  • Ally All Damage Increase: 18%

[Culmination]

  • Ally All Damage Increase: 12%

Since it’s going to be consistent, the total value is decreased accordingly.

Luminary

Harmony Symbol (Magical): 2430%

Harmony Symbol (Magical): 1700%

Adjusted value due to increased consistency.

Navigator of Space

Special Active Skill Cooldown Decrease: 0.5s

Special Active Skill Cooldown Decrease removed

Since The Hour Between Dog and Wolf would already have Party Cooldown Reduction, Geminis’ Cooldown Decrease is removed.

[Mod] Nebula

Purple Nebula

  • Damage (Magical): 651%
  • Magical Defense Decrease: 12%

Yellow Nebula

  • Damage (Magical): 521%
  • Party HP Recovery per Second: 9.6%

Blue Nebula

  • Damage (Magical): 564%
  • Critical Damage Taken: 12%

Purple and Blue Nebula now Apply as a 10 second Debuff

Yellow Nebula Party HP Recovery per Second removed

Stella Dice Throw Location adjusted:

  • If the cater is Looking to the Right (>): Yellow, Purple, Blue
  • If the caster is looking to the Left (<): Blue, Purple, Yellow

Purple and Blue Nebula effect application range increased by 30%

Purple Nebula

  • Damage (Magical): 651%
  • Magical Defense Decrease: 20%
  • Duration: 10s

Yellow Nebula

  • Damage (Magical): 1042%

Blue Nebula

  • Damage (Magical): 564%
  • Critical Damage Taken: 12%
  • Duration: 10s

CL can heal a lot (it’s also possible to have multiple instances of Yellow Nebula healing the party) but is not a healer, so the effect should be removed.

The location of the Nebulas is inconvenient sometimes, as the boss might dodge the shred due to facing the opposite direction.

[Mod] Serpentarius

Damage (Magical): 110%

Damage (Magical): 72%

Reduced Total Damage by ~35%, still usable as a DPS skill on giant bosses.

[Mod] Ancient One

Explode Fragment (Magical): 401%

Explode Fragment (Magical): 662%

Increased damage so it can help with big bosses. The value is adjusted so that the damage would not exceed Regular Ancient One’s damage on small/tall bosses.

NOTES: Since Celestia is a character believed to require many changes, he might be too op or still underwhelming (I really do not think the latter is going to happen), and I cannot possibly test this as I cannot modify the game.

Nyx Pieta

Skill/Mechanic

Before

After

Explanation

Moon's Origin

Moon's Origin buff

  • HP/MP Recovery per second: 6%
  • Max Stacks: 3
  • Duration: 4s

[Blessing of Moonlight - Half Moon]

  • Duration increased to 6s

Moon's Origin buff

  • HP/MP Recovery per second: 7.5%
  • Max Stacks: 2
  • Duration: 5s 

[Blessing of Moonlight - Half Moon]

  • Duration increased to 7s

It’s difficult to stack because there’s barely any room due to Nyx’s CD and the short application range.

Also, 18% per second + 30% Instant is excessive.

Storming Sea

Storming Sea - Confession

  • Physical Attack Increase: 8%
  • Duration: 10s

Storming Sea - Confession

  • Physical Attack Increase: 10%
  • Duration: 10s

Pre-patch NP’s essence was that he had the highest raw increase among healers, while he struggled on the healing side, since he would have that and CDr decrease, the raw shouldn’t be as high as it was before, but there’s room for adjustment.

Benediction

Hour of the Moon

  • Hyperactive/Master Skill Cooldown Acceleration: 2x
  • Duration: 5s

Hour of the Moon

  • Hyperactive/Master Skill Cooldown Acceleration: 1.4x
  • Duration: 15s

Value adjusted for consistency, it’s similar to what the old one can do (Roughly equivalent to ~1.35x at 35% Master Skill CDr), but requires less gear and is more consistent.

It’s a good synergy for Physical classes that depend on HA/Master, such as LA, Dom, MtM, Opf which is very much needed to take full benefit of said classes.

White Dwarf

-

Debuff Removal improved to be applied constantly.

This should make the skill work like Blanket Authority, constantly removing debuffs.

Since debuffs are constantly reapplied on endgame, this sort of debuff removal falls flat when compared to the others.


Lithia

Avarice

The “buff only one party member” gimmick was taken to an extreme level here. This is going to, 100%, be underwhelming for new raid (6 people party).

This type of gimmicks can only work if either one of the following is true:

  • The only party member being “specially” buffed receives much higher buffs than usual
  • The difference between the buffs provided to the party member being “specially” buffed and the others is small

None of these conditions are true when it comes to Avarice since:

  • The only party member being “specially” buffed receives buffs which are rather common and nothing too crazy
  • Specially when it comes to damage buffs (which are the most valuable in general)
  • The party members which aren’t being “specially” buffed receive garbage values.

Since the first option would end up in a selfish party playstyle, the second option is believed to work the best.

“Offensive” buffs are now shared across the entire party, and defensive buffs are enhanced for the vower.

Skill/Mechanic

Before

After

Explanation

Golden Vow

Physical/Magical Defense Increase: 20%

Physical/Magical Defense Increase: 10%

Inspire

  • Caster/Vower CDa: 1.5x
  • Rest of party members CDa: 1.2x
  • Caster/Vower CDa: 1.5x
  • Rest of party members CDa: 1.3x

Harmattan

  • Caster/Vower Physical Attack Increase: 12%
  • Rest of party members Physical Attack Increase: 8%
  • Caster/Vower Physical Attack Increase: 12%
  • Rest of party members Physical Attack Increase: 10%

Reasonable Price

Reasonable Price

  • Inspire CDa: 1.3x
  • Harmattan Physical Attack Increase: 10%
  • Generosity Damage Reduction: 18%

Special Active MP Cost does not apply to the party anymore

Reasonable Price

  • Inspire CDa: 1.5x
  • Harmattan Physical Attack Increase: 12%
  • Generosity Damage Reduction: 20%
  • Logical Choice Special Active Damage Increase is applied to non Vowers as well
  • Horizon All Damage is applied to non Vowers as well