Don't have time to try out everything, but I'll do some more testing tomorrow when I'm more awake.
QUOTE(Tenboro @ Jul 29 2012, 03:47)

-- Forge level scaling was altered slightly due to this change.
What's the new level scaling compared to the old one? Lost a few forge levels but I guess it's intentional. It doesn't appear to be majorly different, though some of my gear are now over the upgrade limit as a result.
QUOTE(Tenboro @ Jul 29 2012, 03:47)

- Forge EXP is now more closely tied to the level of the materials used for the upgrade. It now gives +0.2 per low-grade, +1 per mid-grade and +4 per high-grade, as well as +5 for a special item, giving an effective cap of 25 per upgrade.
Would it be too much to ask to make this change retroactive for 0.6.9? Considering the old cap was 10 and the new one being 25, a lot of forge EXP would have been lost for the early testers that were trying out the forge leveling system. I'm pretty sure you will say no but it's worth a shot.
QUOTE(Tenboro @ Jul 29 2012, 04:20)

Also, already-void weapons will get an elemental strike when they reach level 10.
Will the elemental strike be randomly generated or do we get to choose?
QUOTE(Tenboro @ Jul 29 2012, 03:47)

- Monsters now get a higher rate of binding drops as their power level increases.
Maybe switch out bindings and put special items in its place? Of all the bindings, there are only two that are on par with high-grade materials as far as value goes.
QUOTE(Tenboro @ Jul 29 2012, 03:47)

Accuracy is back to being an additive stat for players. Attack and Spell accuracy above 100% will never "miss", and whatever accuracy you have above 100% is applied as Counter-Evade against the target.
In other words, a spell accuracy of 150% will never fail the "miss" roll, and reduces the target's effective Evade by 50%.
Any plans to implement a similar system for resists and parry?
Guess that's it for now, it's 5 AM and I'm pretty tired.