1. Vindictus
  2. News
  3. [Developer's Note] Additional Notice regarding updates to Key Stats

[Developer's Note] Additional Notice regarding updates to Key Stats

[p]Hello. This is DEV Allanon.[/p][p] [/p][p]After our previous Dev Note on our planned Stat Overhaul, we have been reviewing your opinions and questions across various regions and channels.[/p][p]Today, I plan to explain our intention behind these changes in more detail to resolve your questions and provide additional details on key points.[/p][p][/p][hr][/hr][p] [/p][p]Q. How should we understand the damage increase mechanic and stat investment efficiency?[/p][p]A: We've found many players across regions were curious of how the new ATT and Destructive Power(Previously ATT Surplus) would actually work, and how their investment efficiency would be.[/p]
  • [p]Attack: This stat has a curved efficiency structure: As your Attack stat gets higher, your damage increases, but its efficiency in growth gradually diminishes after a certain point (relative to the enemy's DEF).
    Simply put, when your Attack is low compared to the enemy's DEF, investing in your ATT Stat increases your damage greatly. But once your ATT surpasses the monster's DEF, the rate of increase in damage gets smaller.[/p]
  • [p]Destructive Power: Unlike ATT, this stat has a linear efficiency structure: For every 1 point of Destructive Power, your final damage will always increase by 0.001%. It is a fixed growth system that guarantees the same efficiency. (e.g., 1,000 Destructive Power = +1% Final)[/p]
[p]Because of these two different efficiency curves, there will be certain stat ranges in your character’s growth where the efficiency of investing in your ATT stat becomes lower than that of Destructive Power.[/p][p](* The new name for ATT Surplus is currently undecided. The term 'Destructive Power' may change upon official updates.)[/p][p] [/p][p]Here is a simple way to check which stat has better efficiency.[/p]
  • [p]See how much your expected damage increases when you add +1000 to your current ATT stat.[/p]
  • [p]Compare this increase in damage with the 1% increase per +1000 addition to your current Destructive Power stat.[/p]
[p]For example, if raising your ATT stat by +1000 increases your damage by 3%, this means investing in ATT will be more efficient since investing +1000 in Destructive Power will only increase it by 1%.[/p][p]On the other hand, if an increase in ATT by +1000 increases your damage by below 1%, then your character is now more efficient when investing in Destructive Power.[/p][p][/p][p]In short, you can compare between 'The N% increase in damage per investment in +1000 ATT’ with 'The 1% increase in damage per investment in +1000 Destructive Power.'[/p][p]Also, by considering the necessary materials/resources and their market prices, we believe it will become quite clear which stat will be best to invest in.[/p][p] [/p][p]We also plan to add a feature to the upcoming Test Server that allows you to check your character's applied stats for each battle via the updated UI.[/p][p]Below we’ve added an example of how we plan to use this UI to help you understand where your ATT stat is at in its efficiency curve.[/p][p]The details are still under development, and the final visuals may differ from the image below.[/p][p](The detailed numbers in the graph are examples. The actual values will differ by each player's stat growth.)[/p][p][/p][p](* The Test server’s UI will be in Korean. Please refer to the additional comments in the image for the context.)[/p][p] [/p][p]Q: It seems like party entry requirements will become more complicated. Could you add a more intuitive metric like ‘Integrated Combat Power?’[/p][p]A: We recognize the concern that after the update, as stat builds become more diverse it may become difficult to intuitively gauge a party member's strength. However, while the "Integrated Combat Power" metric many of you suggested could be convenient, we believe it would be difficult for it to accurately discern each character’s actual in-game strength.[/p]
  • [p]Since stat efficiency varies for each enemy’s DEF rate, it differs for each battle. Due to this, there could be cases where a certain party member has a high ‘combat power’ but shows low damage in actual battle.[/p]
  • [p]Furthermore, if we were to create an ‘Integrated Combat Power,’ the one stat build that wields the highest combat power would be fixed as the ‘Meta Build’: which could eliminate diversity in stat investment and freedom of growth.[/p]
[p]Therefore, we plan to maintain the current stat system when calculating party entry restrictions for now.[/p][p]However, we will continue to closely monitor the data after the overhaul and will reconsider introducing an integrated combat power metric if confusion becomes significant.[/p][p] [/p][p]Q: Won't ‘Attack Speed’ builds become more difficult?[/p][p]A: Previously, due to the ATT Cap system, creating AS builds that converted leftover Critical or Balance stats into Attack Speed was one choice players could consider.[/p][p]We fully understand concerns that after the overhaul, sacrificing ATT stats for Attack Speed on enchantments will not be an adequate choice anymore, as the value of ATT will now be preserved across all ranges.[/p][p]Our Dev team is aware of this, and we are working hard to ensure a meaningful range of choices based on every player’s playstyle. Therefore, we are currently internally reviewing alternatives such as a higher tier Enchant Scroll that could inherit the role of the ‘Fast’ enchant while partially compensating for the loss of ATT stat.[/p][p]We will review multiple options and listen to your feedback from the Test Server operation. If necessary, we will prepare a solution at an appropriate time and provide you with another update.[/p][p][/p][p]Q: What happens to my previous investments in ATT Surplus?[/p][p]A: Although its role will change, its value will still be preserved and, in most cases, will actually lead to a higher output.[/p][p]Previously, the value of ATT Surplus was only activated when “your ATT stat reached the cap."[/p][p]After the overhaul, this conditional system will be revamped to a synergistic structure. The ATT Stat that was previously blocked by the cap will now be reflected in damage, which increases to overall base damage. At the same time, your existing ‘Destructive Power’ amplifies this new final damage once more.[/p][p]In other words, two stats that were previously conditional will now work in a complementary way to ensure stable and high damage.[/p][p] [/p][hr][/hr][p] [/p][p]Global Test Server Operation Announcement[/p][p]The Dev team is planning a KR Test Server on Wednesday, September 10th, to check the stability of the upcoming changes to major stats. This overhaul is an update that changes the very foundation of Vindictus itself, and players across all regions have shown great interest in it.[/p][p]Therefore, for this Test Server only, we have decided to allow NA/EU region players to connect as well.[/p][p]This update is not a change only limited to a specific region, but one that will apply equally to all players worldwide. We believe that listening to opinions from various countries from diverse environments is essential for a better structured update.[/p][p]For NA/EU region players, the Test server will be available after a thorough review of connection and gameplay in a global environment. We will announce additional details when the process is complete.[/p][p][/p][p]With the precious feedback from players around the world, we will do our best to repay you with an update that everyone can be satisfied with.[/p][p]We will continue to strengthen not only the stat system, but the overall game’s core foundation through the second half of 2025.[/p][p][/p][p]Thank you.[/p]