Okay, new patch is live, let's go over everything that changed, because it was quite a bit. Though before I actually start, a quick disclaimer: While those changes are all live, they aren't necessarily the final version of things. I'm fairly sure nobody will be able to convince me to change the Ranged Formula again, but the rest can all be changed as needed. With this out of the way, let's go over things: 1) Ranged Formula: As I said in the pre-patch announcement, Ranged Formula was kinda broken because AGI was being used as both an accuracy and a damage stat. We fixed that. So... What is the new formula? This (Accuracy Formula remains unchanged, for the record): Ranged Damage = [Player (ATK + INT)]/2 The idea behind it is that Ranged should be a decent support weapon choice for mage builds, given them the option of either maximizing their casts with a staff, or getting a decent normal attack with the bow while using the rest of the stat points to buff their spells... This formula should help a bit more on that end, while fixing the issue of pure Ranged being kinda bonkers. That said, I do realize that this formula can hurt the usefulness of Ranged in purely Physical builds... For now no Skills got changed, but maybe I might buff the dedicated ranged support in the Offensive Physical build in particular in the future. As this is a major change that might completely kill some builds that focused too much on making a pure ranged build. Everyone will be allowed to reallocated their stat/skill points once over the next 3 days for no cost. This should hopefully solve any issues that arrive from the formula change. 2) Mimics: I wanted Mimics to pose a real threat to players, that made them seriously consider rather or not opening a chest is worth it... And well... They just weren't doing that. Not to mention they were completely useless if they failed the Sneak Attack. So... Mimics got a big buff. Their stat spread is now more min-maxed, and their HP and Total Stat Count is now equivalent to what a Lv 9 mob of one rank above would have. 3) Mob HP: I felt like the random mobs were dying a bit too easily and a bit too non-threatening... I wanted to buff them a bit, but not a crazy excessive amount. So, mob HP progression was changed from 5 per level to 8 per level. This should make mobs tougher overall, but not like... Make their HP absurd and essentially immortal... I think. 4) Mob Stats: I dunno if any of you noticed, but all mobs of a given level/rank always had the same total stat count. With every level jump, mob stats increased by 10... Rank Up also gave +10 stats. I felt like this wasn't quite enough, so I changed the level/rank jump to +12 stats. Which means that stuff like Slimes have 2 more stat points than before, while stuff like Stone Boars have 4 more stat points than before, Thunder spirits have 6 more stat points... And so on forth. This should hopefully make random mobs a tad more threatening, though not to the point they're like... Super duper threatening and stuff. 5) Bosses VS Parties: Bosses now scale according to party size, increasing their difficulty appropriately to reflect the number of members you have in your party. Sometimes skills will scale according to Party Size, but more often than not, here are the things that change according to party size: Summoning Requirement, HP, Starting Party Members, Reinforcements. The way this works is that all those things now have 4 different values, with the one in the left being for solo runs, and each time you make a jump to the right, you increase party members by 1. To give a practical example, the Giant Stone Boar will have the following HP: 1 Party Member: 90 2 Party Members: 120 3 Party Members: 120 4 Party Members: 150 This should hopefully fix the problem of bosses being too easily nukable now, since their HP simply couldn't keep up with the damage output a full party could unleash. 6) Boss HP: Before the patch, each rank increased boss HP by 15, with there being 3 types of boss... The more glass-cannon ones, the mid-tiered ones, and the tanky ones... The difference of HP between each type was also 15. I changed that in two ways. First, rank ups now give +30 HP instead of +15... And then, we now just have 2 normal bosses and a tanky boss. The HP tiers between boss types are now based on % instead of in a flat +15 though. As in... A tanky boss has +50% the HP of a normal boss... And as you add party members, the HP of the bosses is also increased by +50%. I know this is by no means a small increase, but parties technically double your damage output, so I don't think it's a particularly troublesome decision. Super Bosses have their HP pretty variable rn, but the "standard" formula is 200% of the HP of a normal boss, with +50% being added as the party increases. 7) Boss Stats: Boss stats are a lot more streamlined now than before... It was kinda all over the place before, but now I kinda fixed all that. Bosses have +20 the stats of a lv 9 mob of its own rank. Super Bosses have usually +10 of a boss stat, but that may be changed if I deem it appropriate... Like how the Dragon has a stupidly high amount of stats because it fights alone. 8) Mob Reworks: Some mobs were made in a way that was completely dependent on how broken Ranged was, so... With the new formula they became kinda useless and stuff. Said mobs were reworked from the scratch, though I tried re-doing them in a way that stayed true to the original concept. The most notable example is probably the Thunderbird and the Thunderbirdman, that are now proper spellcasters that have some INT scaling stuff, as opposed to AoE ranged attacks like before... And even though their stats were increased with this patch, their damage output actually fell. The rest of the reworked mobs were all in higher ranks, so I guess most people don't even know what they do. 9) Essences: No, no, nothing changed in the Essences. I just figured I'd make it extra clear that you will not lose your essences because of this patch if you already obtained them before. Though I do recommend trying out the buffed bosses as the fights should be more fun now~ -------------------------------------------------- Phew, that was a lot to write~ Anyways, if you're asking why such a big buff to bosses... That's because they were meant to be fought with parties with fully enchanted gear and consumables, they were meant to be some serious hard fights that would be pretty tough and that you needed to try hard to beat in order to rank up. ... Instead they were kinda farmable and stuff, so I felt that they needed a major buff. Oh well, I hope you all still have fun with the game, hopefully this patch made people actually happy! It took me a lot of work to re-do the stats of every single mob in the game... But I'm trying my best to make this game as good as it can be, so uhn... Feedback is always appreciated and stuff! >.< PS: Rats were actually buffed to have their stats in-line with every other mob in the stat progression... And that was done by buffing their INT to 6, which is essentially an useless buff, since I didn't want to make them any harder for people on the tutorial. PPS: Ddraig actually guessed the new formula properly, good job. PPPS: I didn't forget about moving around Wind Blades in the Off. Physical tree btw! I was just busy with this patch! >.< Wind Blades and Brutality have now changed places in the Off. Physical Tree.