QUOTE(tribalspirit @ Sep 7 2011, 01:01)

well, it seems that magical attacks even at normal are way too powerful to the point to gettin one shots at lower level
at my level with spark and mana floods i can somehow suvive it, but the lower ones?
Yeah, all attacks have been boosted, players as well as mobs.
My little guess is that one reason for the increased damage has to do with absorption no longer working properly.
Since absorption removes a set amount of damage points, not a percentage, and it removes them before mitigations kick in, that means that with the increased damage, absorption is now really horribly bad, since it has not kept pace.
Before, when you got hit for 100 damage, had 20 points of absorption and 25% mitigation, that would mean the 100 damage got reduced by 20 (20%) and then the remaining 80 got reduced to 60 (25%). And then that 60 got reduced a little extra by your damage-type specific mitigation.
And the shield spell increased the absorption and mitigation.
If mobs damage have increased three-fold as someone said, that means that they now do 300 damage. Of which absorption removes 20 point (6.6%) and then mitigation reduces this according to it's percentage.
With the result that absorption has suddenly become almost useless. Especially since mobs tend to hit way harder than that on someone with 20 absorb/25% mitigation.
And also, to further add to this absorption problem, the old calculation used attack rating vs shield rating to calculate damage. After which absorption was counted in and then mitigation.
The new calculation instead adds the attack rating into a damage bonus, and the shield rating into a mitigation bonus.
Which means that damage increase is added before the absorption, and the shield rating mitigation bonus afterwards.
Making the non-percentage based absorption even weaker.
And this is of course also applied for magic damage, except that attack rating is magic rating and so on.
Further added to the problem with spells and magic damage is that the bonus mitigation replacing shield rating and barrier rating isn't as even as the old system was.
In the old system, the shield rating was given according to this:
1 + 0.5xSTR + 1xEnd + 0.25xAGI + 0.25xDeX
And barrier rating like this
1 + 1.5xEND + 0.5xWIS
And attack rating like this
1 + 1xSTR + 0.75xDEX + 0.25xAGI
And magic rating like this
1 + 1.5xINT + 0.5xWIS
So for someone with all stats at 100, they would have
Attack rating: 201
Shield rating: 201
Magic rating: 201
Barrier rating: 201
All nicely matched up.
The new formulas are available here
http://ehwiki.org/wiki/statsAnd to make things quick, I'll just sum up the result for someone with all stats at 100.
+200 physical base damage
+11% physical mitigation
+200 magical base damage
+11% magical mitigation
Sounds matched up? Except that weapons now add a set amount of damage, but I think spells still work on percentages.
And of course, this bonus damage from stats applies before absorption, and the bonus mitigation only after.
QUOTE(chaosblade56 @ Sep 7 2011, 06:01)

Equipment drop rate as arena rewards does seem to have increased somewhat (of which a lot of maces have been dropping for me). I've also been getting a powerup gem about every 3 rounds or so as well. Not sure if I was just luckier than usual.
Myabe a little luckier, but you also feel luckier since the patch remvoed the elemental gems, so all gem drops are now usefull (except spirit gems for lowbies).
Instead of 3/8 being useful (mana, health and mystic gems), now 3/4 is useful.
As for maces, I still like my earlier suggestion. Remove the double-damage bonus against a stunned target, and instead make attacks against a stunned target have 100% chance to hit.
And re-introduce perma-stun....
The damage-junkies would no longer favor the mace over the estoc, and mace would go back to being a primarily defensive 2-H weapon.
And of course, bleed, poison, heal etc, needs to be changed to keep up with the increased damage.
Either that, or change the damage being dealt by both mobs and monsters.
QUOTE(Koudesu @ Sep 7 2011, 06:06)

I think you're just being lucky.
The mana potion drop rate is outstanding now though. I've gotten 50 or so godly mana potions in the past 3 days, and plenty of crystals to boot, just from doing daily arenas.
The power up gems, not so much. Sometimes I go a few dozen rounds without ever seeing one. Sometimes I get a mana gem every other round, which is a godsend, personally (IMG:[
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Yeah, those gems are now the only thing keeping me from running out of mana when doing the longer arenas, even when doing them on normal. I just use up so much mana on healing myself.
And crystal drops was increased and potion drops was changed a little, so mana drops more often and health a little less
QUOTE(mkonji @ Sep 7 2011, 13:59)

Essentially the drop rate for useful gems (MP, Mystic, SP, and HP) have remain unchanged, it's just now when you would have gotten a Fire/Ice/Wind/Elec gem of uselessness you get nothing. Which is pretty much what you got before.
Edit:
Depends on the situation, but they're definitely not the prized MP gem or a free spell Gem. I use my spirit attack to kill the Gods on Arena, so they're nice for getting my spirit back. And free health is a free cure spell. Not much, but worth having.
Actually, the drop rates for useful gems have doubled, since the useless ones were removed but drop rates for gems remained the same.