PvP Patch v4.4 Update

A new competitive season, Academy, Sanctioned Events, and a new game update to coincide with today’s Season 2 launch, and this update focuses on some improvements and fixes after feedback and requests from players.

To download this update, head over to Downloads.

Bug Fixes

  • Protect/Defense Boost – Set the damage reduction percentage from 34 to 33% resulting in less physical damage loss once these mitigation values are applied as intended
    When doing calculator math side-by-side some damage values appear lower than in-game but usually it’s a marginal 1-3 point difference due to rounding. However, for most physical attacks/abilities this resulted in abnormal damage loss (like 20-40+) causing select physical damage to deal even less damage than intended (such as Holy Sword, Darkness, and weapon attacks).Shell/Arcane Defense was unaffected. Thank you for bringing this to my attention @WngMan.

Text Updates

  • Removed the “%” from calcs on Steal Equipment abilities as it is purely SP + PWR chance and not a percentage of your SP
  • Updated Bad Breath’s chance from 19 to 25% per each status rolled
  • Updated Crushing Blow’s Stop infliction chance from 19 to 25% (erroneously reported before but uses the Holy Sword 100% into 25% separate status infliction)
  • Updated Purification’s Help removal that it includes Oil (this was missing from a past changelog)
  • Updated Nether Mantra’s calcs
  • Updated Take Aim’s Help and calls

Jobs

  • Cleric/Alma
    • Added Rods as available equipment
      Along with the White Mage change, as a “White Mage” style job, Alma too now has access to Rods on her main job.
  • White Mage
    • Added Rods as available equipment
      At request, White Mages have access to Rods which notably means they can build towards Faith away from Luminous Robe and can reliably cast at Atheist via Crown Scepter.
  • Monk
    • Increased Move from 3 to 4
    • Decreased Shockwave’s Range from 6 to 5 to compensate for the trade-off
      It was hard to justify increasing Monk’s Move when they have access to a 6-range ability. So after testing a means to give them more mobility, the goal was to take 1 Range for 1 Move which ultimately makes playing Melee-Monk more playable and still allows for ranging with Shockwave albeit having to be a tad closer than before.

Action Abilities

  • Nether Mantra (Marach)
    • Increased the PWR of all abilities from 0 to 2
    • Abilities can no longer target Marach
      Though Marach’s abilities have a 2 – 5 hit window, with the average Faith being 60, his abilities still struggle to deal good mitigated damage in various cases. I am returning some PWR to them to help damage output.
  • Sky Mantra (Rapha)
    • Abilities can no longer target Rapha
    • Heaven’s Wrath – Decreased maxHP damage from 50 to 40%
      Since this ability strips a target of vital defensive buffs and does a hefty amount of damage, it will deal slightly less, especially for the window of opportunity it creates with follow-up damage.
  • Black Magicks
    • Death – Decreased Tick from 5 to 4
      With this ability having a base low accuracy, the Speed can be slightly faster and this also aids undead teams that may rely on it as an on-demand revive.
    • Flare – No longer evadable (but still reflectable)
      Flare is being treated in a similar fashion as Holy/Unholy Darkness where it can no longer be evaded but is equally deflectable.
  • Iaido
    • Chirijiraden – Decreased PWR from 18 to 17 (approx. 20 less damage)
      PWR decreased to bring it slightly closer to Muramasa at 15 PWR while still retaining the “most-powerful” Iaido cast.

Equipment – Weapons

  • Knight’s Swords
    • Caladbolg – This item grants +1 MA and +1 SP instead of +1 PA/MA
      The Speed addition at the cost of PA is to better serve as a new option for Knights to build into Speed and push towards elemental damage.