Developer's Notes:
This character utility improvement consists of 8 characters, with improvements being made on aspects that felt unpleasant or unreasonable when playing as them.
While one goal was to minimize changes to how each of these characters operate, there may be some less predictable changes in DPS performance, depending on what was altered. For now, we will keep the power of each skill the same while applying the changes below, but please understand that we may need to adjust the power level of some skills down the road.
Additionally, it seems that Sanyaa is performing well in all raids right now, but since it is difficult to apply changes so soon after release, we plan to make appropriate adjustments to her once we have more data. However, we do not plan on changing the structure of the character. We will instead make changes by adjusting her damage output.
Phantom Force: Blade (Lv. 1)
M. ATT +100
Final Damage increased by 1%
Phantom Force: Blade (Lv. 2)
M. ATT +150
Final Damage increased by 1.5%
Phantom Force: Blade (Lv. 3)
M. ATT +200
Final Damage increased by 2%
Phantom Force: Hilt (Lv. 4)
M. ATT +400
Final Damage increased by 2.5%
Phantom Force: Hilt (Lv. 5)
M. ATT +650
Final Damage increased by 3%
Phantom Force: Hilt (Lv. 6)
M. ATT +950
Final Damage increased by 3.5%
Phantom Force: Guard (Lv. 1)
DEF +200
Damage Taken from Enemies decreased by 1%
Phantom Force: Guard (Lv. 2)
DEF +300
Damage Taken from Enemies decreased by 3%
Phantom Force: Guard (Lv. 3)
DEF +400
Damage Taken from Enemies decreased by 5%
Phantom Force: Guard (Lv. 4)
DEF +500
Damage Taken from Enemies decreased by 7%
Phantom Force: Guard (Lv. 5)
DEF +700
Damage Taken from Enemies decreased by 10%
Phantom Force: Guard (Lv. 6)
DEF +900
Damage Taken from Enemies decreased by 15%
Developer's Notes:
There was an inconvenient and unreasonable structure in place, where effectively using Glaive Lynn required near-exploits, such as using Killer Dart without charging through Phoenix Feathers, to reach her full potential.
However, considering that the "Phoenix Feather Play" has been used for a long time now, we modified it so that Killer Dart can be used immediately without charging after a specific action. Due to this update, there's an expected change in performance for the entire player base (including players who did not use the technique) so we will closely monitor her results.
Developer's Notes:
The penalty for Delia's powerful Active: Zenith was too strong and made it difficult to use across the game, the cycle took too long to prepare, and the Vigor effect did not fit the current raid meta. It was determined that these aspects were what made playing Delia inconvenient and unreasonable.
The effect of her armor being destroyed when using Active: Zenith made it difficult to use in content like Space Time Distortions.
We went back and forth about removing the armor destruction effect because it was Delia's unique concept... but we decided that it was just too harsh for Delia, who lacks defensive mechanics. We ask for understanding from players who prefer her original armor destruction concept.
Additionally, we made a change to continuously renew Vigor effect to stage 3 after using Active: Zenith, while the Fighting Spirit effect is active, so that players can focus on dealing damage while in that state.
Also, the Perfect Keen effect was changed to slightly increase in duration when performing certain actions. This should complement Delia's DPS performance in long battles rather than short ones.
Delia is currently showing low DPS performance in Redeemers and Space Time Distortion battles, but with the above changes we hope she will be improved somewhat.
Developer's Notes:
The method of increasing the Shadow Ambush damage multiplier through Mortal Arts after using Grimden's Dark Charge skill was only applicable by successfully doing it within a limited action time of 1 second, and it was inconvenient because it did not show when the effect was active.
To improve this part, the Mortal Arts Enhanced status effect was added after Dark Charge to make it more intuitive, and the many action restrictions were changed so that the damage multiplier will increase even when performing other actions, as long as a successful Mortal Arts was performed through Shadow Ambush while the effect is active.
Additionally, the effect duration was buffed from 1 second to 3 seconds.
With this patch, we expect that it will be easier to successfully use Mortal Arts Shadow Ambush after the Dark Charge skill.