QUOTE(Tenboro @ May 6 2012, 10:32)

0.6.7
Deprecating Spells are Magic
- The effects of Bewilder was rolled into Weaken, which now works on both physical and magical attacks. The mitigation decrease was removed.
- Filling in for Bewilder, a new spell named Imperil was added. This reduces both the physical and magical mitigations, as well as elemental (fire/cold/wind/elec) mitigations on the target.
- Nerf was changed from a mish-mash of minor effects to straight -25% attack/spell damage.
Same as everyone else? Why is Nerf weaker and more expensive then weaken?
QUOTE(Tenboro @ May 6 2012, 10:32)

DOT and Weapon Effects
- Damage Over Time effects are now all calculated as a percentage of your effective physical or magical damage at the time the effect was applied, multiplied by a factor determined by the effect itself.
-- For Bleed, this is also affected by a damage factor from your weapon. It will also no longer completely dominate damage at higher levels.
- The Breached Armor effect now eliminates physical mitigation entirely (up from 50% reduction).
- The damage bonus from Stun and Sleep was reduced to 25%.
- The full chain for Two-Handed was added. This basically adds an initial attack, and splits the effects of Shatter Strike in two.
Well that rapes bleed, oh well. Changes aren't bad though. Makes sense for styles, except that 25% for stun seems low.
QUOTE(Tenboro @ May 6 2012, 10:32)

Stats and Equipment Tweaks
- The effects of some stats were modified:
-- STR now adds +2 physical damage per point (from +1.25)
-- DEX now adds +1 physical damage per point (from +0.75)
-- INT now adds +2 magical damage per point (from +1.25)
-- WIS now adds +1 magical damage per point (from +0.75)
-- Magic crit was reduced from /25 WIS and /50 INT to /35 WIS and /70 INT
- Primary stat and proficiency bonuses from equipment were significantly increased.
- Physical attack damage bonus from equipment was somewhat increased.
Fun, now they have a bit more of a role in our characters like they should! So good change here (IMG:[
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style_emoticons/default/smile.gif). Too bad they were increased for monsters as well... Guess the same would happen if the amount of mitigation on characters from stats was increased as well.
QUOTE(Tenboro @ May 6 2012, 10:32)

Infusions
- Infusions no longer change the damage type of your weapon. Instead, it adds an Elemental Strike effect to the main weapon that does additional damage in the corresponding element.
Got to play test this (IMG:[
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QUOTE(Tenboro @ May 6 2012, 10:32)

Misc
- The character page now shows base health/magic/spirit instead of the augmented values.
- Higher tier trophies now have a higher (2-5x) chance of dropping rare equipment types.
We now people can figure that out for themselves instead of being confused as to why regen/cure doesn't heal as much as it says it should. Then again they will probably ask anyway.
Awesome on the trophies. Can you tell us which ones have which ratios (IMG:[
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QUOTE(LangTuTaiHoa @ May 6 2012, 11:31)

OK this is really getting out of hand...
All the existing equips seem to have gotten serious boost...
I feel sorry for Skillchip, seems like the equipment range is screwed...
Meh, he only seemed to change factors, not ratios, much easier to manage. Just need to figure out if he changed the scaling one, or the base one.