1. Rune Knights
  2. News

Rune Knights News

Resilience Damage Buff

Ice mage will no longer chill through a Ruthless Charge shield

Summon Zombie: Resilience and Resilience Damage reduced

Dealing a large percent of an enemy's health in damage will now deal increased Resilience Damage.
This is also true for players. Having more health will reduce the amount of Resilience Damage you take from big hits.

(i.e. Dealing 50% of an enemy's max health in a single hit will deplete their Resilience entirely. Taking 50% of your max health in a single hit will deplete your Resilience entirely.)

Resilience Combat Update



RESILIENCE

The previous hitstun system has been removed and replaced with Resilience. All Hits also damage a target's Resilience. When Resilience reaches 0, the target becomes staggered for a moment and their Resilience resets to full. Tougher creatures have more Resilience. After 4 seconds without taking Resilience Damage, Resilience will quickly regenerate. Attacks blocked by a shield do not affect Resilience.

Dev Note: If you're familiar with Dark Souls' Poise System, this is similar with the addition of Resilience meters being visible to the player.
[h2]ENEMY AND MINION RESILIENCE[/h2]
  • Gain 10% increased Resilience per level
  • Deal 1% more Resilience Damage with their attacks per level
  • Enemies gain 50% Total Resilience per additional player in party

[h2]RESILIENCE NOTES[/h2]
  • Players have 100 Base Resilience.
  • Player's base Resilience Damage is equal to 5% of their combined base weapon damage. While Dual Wielding, Base Resilience Damage is decreased by 25% (because it's a lot).
  • Spells inflict much less Resilience Damage
  • Lightning skills inflict more Resilience Damage
  • Modifiers to Total Damage also increase Resilience Damage
  • Modifiers to % Damage Reduction also decrease incoming Resilience Damage (Frost Shield, Adamantine, etc.)
  • Blockbreakers now deal twice as much Resilience Damage as a normal attack.
  • Crits increase Resilience Damage by 10%
  • Supercrits increase Resilience Damage by 20%
  • Training dummies now have 100 Base Resilience for testing
  • Enemies that were immune to hitstun now have high Resilience instead.
BALANCE

[h2]STATS[/h2]
Hitstun Resistance no longer rolls on gear. Existing mods will be randomly rerolled.
[h2]SKILLS[/h2]
  • Block - Parries no longer hitstun the target. Instead, parries now reflect the attack's Resilience Damage back to the attacker.
  • Calamitous Strike - Charge up an explosive punch that launches you forward, deals up to 300% unarmed damage to enemies in an area and grants you a shield which will block the next attack if a target is hit. Damage and area scale with charge. Inflicts heavy Resilience Damage.
  • Poison Nova Arrow - Now applies 2 stacks of Poison, up from 1.
  • Magic Missile - Damage per missile reduced from 40% to 35% spell damage.
  • Dual Wield Standard Attack - Now deals 75% combined weapon damage, up from 50%.
  • All skills which inflicted a guaranteed hitstun : Now deals heavy Resilience Damage instead of applying a guaranteed hitstun.

[h2]TALENTS[/h2]
  • Balanced - Resilience Damage received is reduced by 10%.
  • Expertise - Your attacks deal 3 additional Resilience Damage.
  • Pressure Points - While Unarmed, Melee Hits deal additional Resilience Damage equal to 5% of your critical strike chance. Maximum 10 additional Resilience damage.
  • Sturdy - Max Health and Resilience increased by 25%.
  • Hulking - Gain 5% Bonus Damage for each 100 Max Health. Physical attacks deal 20% more Resilience Damage.
  • Alert - Resilience starts to regenerate 25% sooner and recovers 25% faster.
FIXED
  • Fixed Kensai not working.
  • Potential fix for aberrant target acquisition/threat behavior.

Mana Shield Fix

Fixed Mana Shield not applying on roll

Tranquility Fix

Tranquility now affects Channeling and Charge-Up skills as intended

Frostfly Fix

Fixed Frostflies not dealing the correct amount of damage.