Version 1.5.1 - Agaia Online 1.5.1
Agaia Patch 1.5.1
Welcome to Agaia Online Patch 1.5.1. We are very happy on how our previous patch turned and we received a good amount of positivity by our community. In this update we are going to keep the content fresh by extending the jewelries upgrades, alleviating their grind, updating more systems left on a side on our previous patch, summer events and applying some needed class changes.
Few words from our developer
Hi everyone, Shira here! It's been quite a ride for me these past few months. I'm very happy I could meet the community expectations with the previous patch, and I'm ready for more. While some ideas for the next updates are already on the table, I'm always down for suggestions: what dungeons would you like to see coming next? Would you prefer a more vanilla version of it or a reworked version? What about a different Dreadspire (new map, different bosses, vanilla version but different map)? Let me know what you'd wish to see next in #pve-feedbacks!
Table of Contents
PvE Equipment & Gearing
Jewelries
Sovereign Earrings
- It's now possible to add a new stat option to Wrathful Earrings, turning them into Cataclysmic Earrings, through the use of Option Boost Scroll [Earring]
- Option Boost Scrolls are available from top tier dungeons and are different from the Option Boost Scroll [Ring]
- The reroll and locking system works same way as Wrathful Rings
Sovereign Necklace & Circlet
- Two new sets of Wrathful Necklace and Circlets are available. They work exactly the same way as Wrathful Rings and Earrings
- It is possible to obtain them from specific dungeons. The higher the dungeon tier, the higher the drop chance. To know where it is possible to obtain these new pieces exactly, it is possible to see the Instance Matching Window
Items rarity update
We noticed dungeons started dropping too much rollable loot, making the looting phase a bit too slow. We increased the rarity of some items that we believe players might still want to roll. This way, players can set a different loot type at the start of a dungeon to decide if skipping superior rarity loot rolling
- The following items rarity got increased from Superior to Mythical
- Shandra Manaya Mount
- Sovereign Jewelries
- Option Boost Scrolls
Dungeon Changes
As mentioned in our previous patch notes, we are opening Raid Content in the server once again. Each tier will have one raid available. Worth to note that while the raids are not necessary, we made sure to make them worth running.
Opening Dungeons
- The following dungeons are now available
- Low Tier: Rift's Edge (NM 7-Person)
- Mid Tier: Velik's Hold (HM 10-Person)
- High Tier: The Wonderholme (HM 10-Person)
- All Tiers: Sea of Honor
The Wonderholme (HM)
As requested by a good portion of our community, we opened Wonderholme as a High Tier raid dungeon. We are aware the dungeon has a huge amount of downtimes, both inbetween bosses and during certain boss fights. For this reason, we have reworked the dungeon slightly. Let us know if you like this version of Wonderholme or if you'd prefer to have it with the mob phases inbetween bosses.
- Mob phases inbetween boss fights got removed.
- The dungeon starts directly at Giant + Lizard room
- Upon defeating Giant and Lizard, a teleportal will spawn after a few seconds which will allow teleporting to the One-Eyed Jack
- Upon defeating One-Eyed Jack, a teleportal will spawn which will allow teleporting to Bandersnatch
- Bandersnatch no longer executes the 4 totem puzzles mechanic at 50% and 30%
Dev note: after some testings, turned out that having bosses with too much HP can break mechanics, such as shield phases. For this reason, for this dungeon, we decided to increase the bosses defense more while avoiding increasing bosses HP too much. Players may notice a huge DPS difference (about 10 times less DPS) compares to other dungeons. This is intended and it should not influence the designed fight time in any way. This adjustment will be applied in all future dungeons starting from the next update.
Sanctum of the Fire God
We are fairly content with how Nightmare Bahaar turned to be after our last maintenance, but the damage taken during Curse Mechanic is a bit too extreme. We are going to reduce it slightly, aswell as increasing a bit more Bahaar's damage during enrage. We also got reported an issue with Curse mechanic not being iframable, which makes the mechanic annoying to deal with as melee due the increased aoe.
- Reduced damage taken from obtaining a Curse debuff from 170k to 150k
- Increased Bahaar's damage during enrage from +30% to +40%
- Fixed an issue where under certain conditions Bahaar would prioritize casting a Curse Mechanic right after the 10% stun rather than starting the Final Wrath
- Fixed an issue where Curses would not be cleared after resetting the boss through aggro reset skills
- Fixed an issue where Curses would not be iframable with both normal and special iframes
- Iframes such as Archer Feign Death, Sorcerer Warp Barrier, Ninja Smoke Bomb or lingering iframes are classified as Special Iframes
- Added Tier1 Jewelries Scrolls to the loot table
Corrupted RK-9
With the superb damage reduction available on the Eclipse Gear, RK-9 does not hit as hard as intended, allowing players to even facetank S Bombs with damage reduction skills. We are going to increase the boss damage slightly, aswell as heavily increasing S Bombs damage.
- Increased RK-9 damage by 10%
- Increased S Bombs and Double S Bombs damage by 50%
- Added Tier1 Jewelries Scrolls to the loot table
All Dungeons
- Added gems to all dungeons as loot
- These gems can be sold for gold to merchants
- Added Sea of Honor Voyage Maps to all dungeons as loot
- Removed Talisman Boxes from all dungeons loot
Events
For this summer, we are going to rerun the Beach Party and Coastal Battleground events. Obviously, the exchange tokens shop were updated. We also added a PvE event around Sea of Honor
- Beach Party festival is now available
- Coastal Battleground is now available
- Sea of Honor is now available
- Can select one among 4 different difficulties
- The party requires one Sea of Honor Voyage Map to activate the dungeon
- Rewards are based on the difficulty selected, going from Eclipse Enchant Scrolls to Sovereign Jewelries related and Event Tokens
Class Changes
It is time to address the elephant in the room: after most of the tank classes received a rework of their party buffs, we left a bit of a mess in terms of balance. While this was not very noticeable back then due most classes still not being able to sync with Warrior Tank, it is now obvious that this tank is heavily overperforming across all content. In this update we will apply some much needed balance changes to hopefully reach a healthier enviroment.
We are also applying a few adjustments to talismanless for some classes we received feedbacks on. We would like to remind our community that we can adjust the damage of talismanless gameplay for any class without requiring a server maintenance, so just give us feedbacks on this regard!
All Tanks & Healers
With the raise of resistance builds, an issue started occouring where the party DPS would not be boosted equally due to a certain player (tank or healer) shredding more than their counter part. We are adjusting resistances shreds in a way that the party DPS will be boosted equally regardless of the player's different builds.
- Tanks and Healers now shred both Physical and Magical resistances based on 10% of their physical/magical Resistances
- Previously, Tanks would shred only physical based on 20% of their resistance, and Healers would shred only magical based on 20% of their resistance
- This adjustment will ensure that both Physical and Magical resistance of a boss will be shreded equally in the same party
- Previously, Tanks would shred only physical based on 20% of their resistance, and Healers would shred only magical based on 20% of their resistance
Archer
While we believe the class is in a good spot for the most part, its talismanless counterpart is lagging behind all the other playstyles. For this reason, we are going to give it a little boost
Talismanless
- Increased damage by 2%
Berserker
A while ago we reworked Iron Pact and introduced a Thunder Strike spam playstyle around Cyclone resets. This playstyle turned to be extremely difficult to play and often forced players to have to cancel the cyclone resets, or forced to use one of their only two iframes to DPS. We are going to apply an adjustment to Iron Pact and Counterforced based on berserker players feedbacks
Global
With the introduction of more custom content reliant on drains and dots, we believe this class gets too penalized by its high skills hp costs. We are going to give it an overall reduction. Lastly, with the release of Eclipse gear, players now have the opportunity to pick a max HP stat; this stat indirectly buffed Berserker. Since a buff to the class was not intended, we are going to apply a small nerf to counter this.
- Reduced PvE damage by 1%
- Reduced overall skills HP cost by half for all skills
- The same was applied to talismans increasing hp costs of some skills
Raze
- Fixed an issue where the skill would consume 3 times more HP than intended
Counterforce & Iron Pact
- [New] Now also removes animation cast from Trimphant Shout. Triumphant Shout provides a 1s duration iframe effect on cast
Unleash
- The Anti-CC effect provided by Long Forgotten Dream and Ramping Force got moved to the base kit
- This anti-cc effect only works against monsters
Brawler
With the hotfixes applied to the class a while ago, Brawler DPS was indirectly buffed, we are going to tune it down
Growing Fury (Irregular ADV)
- Reduced damage by 4%
Enduring Footwork
With the increase of damage reduction on gear, especially for tanks, this talisman became even stronger. We are going to shift the utility of this talisman from an all around to a more defensive tool by removing its damage increase stat. Lancer's Beginner Friendly will receive the same adjustemt
- No longer increases damage dealt
Gunner
Last patch we applied a few cooldowns adjustments to allow Gunners to properly sync in their new 60 seconds burn timing option. While they were close enough, they can still be improved slightly. We are also applying some adjustments to their stacking talismans, as fight times of first and second bosses fight times of many dungeons don't allow to reach max stacks
Balder's Vengeance
- Reduced cooldown by 10 seconds
Bombardment
- Reduced cooldown by 5 seconds
Overloaded Barrage
- Halved max stacks and increased Burst Fire damage stacks from 0.3% to 0.425%
Amplified Transfer
- Halved max stacks and increased Arcane Barrage damage stacks from 0.2% to 0.4%
Overflow Cycle
While this talisman is nice to use, it does not provide as much of a damage boost compared to the others. We are adding a new effect to it
- Now also increase damage of your next Arcane Barrage by 50%
Lancer
While we received various feedbacks about the Stand Strong talisman not feeling good to play with, we couldn't get tested the reworked version of it just yet. This talisman rework will be applied in a future patch, but for now we are applying a small QoL adjustment to Hold the Line stacks
Adrenaline Rush
- Casting Adrenaline Rush provides 3 stacks of Hold the Line
- This effect is valid for both vanilla and Stand Strong
Beginner Friendly
As stated in Brawler section, we are going to remove the damage part of this talisman
- No longer increases damage dealt
Mystic
With the new content release, Mystic proved to be the weaker healer. On top of that, the difficulty spike of top tier dungeons made it obvious how unconfortable is using DPS talismans on this class. We are going to apply various adjustments to Mystic to hopefully bring the class to a more acceptable strength.
Arun's Vitae (Glyph of Restoration)
- The healing effect from the glyph was adjusted to now also increase the self healing by 30% of Magic Resistance
Resurrect
- Resurrect skill will now ress players with 50% of their max HP and MP rather than 20%
Arunic Release
A while back, we reduced the damage of Arunic Release to accomodate for the Boomerang Pulse buff received due the removal of Amplification ADV. While back then the balance of the healers was settled through very sandbag dungeons, which allowed a full use of DPS talismans, we believe this nerf is no longer necessary
- Reverted a previous nerf which decreased skill base damage by 10%
Vital Guard, Titan's Embrace & Bound Spirit
With gear upgrades, mystic healing did not increased as much, due to these healing effects not being affected by gear. We are going to increase these effects slightly
- Increased healing overtime effects by 1% each
Blessed Zone
With the release of harder content, it turned obvious that losing one of their self survival tools did hurt the class a lot while using this talisman. We are going to apply an adjustment to bring this survivability tool back
- Casting the skill will now apply a 1 second duration immunity to all CCs, similarly as regular Corruption Ring
- Note that Corruption Ring glyphs will still not work for this version of the skill
Flicker of Grace
- Now also increases Thrall of Life healing by 10%
Surge of Curses
- [Reworked] Now increases damage of Arunic Release on a successful hit of Volley of Curses
Echoing Smite
- [Reworked] Renamed to Echoing Release: Now increases Boomerang Pulse damage on a successful hit of Arunic Release
Empowered Smite
- [Reworked] Renamed to Empowered Pulse: Now increases damage of Metamorphic Blast and Smite on a successful hit of Boomerang Pulse
Ninja
As requested, we are reverting an old nerf applied to Kage Bushin No Jutsu, as it is currently one of the weakest talismans
Kage Bushin No Jutsu
- Increased damage from 5% to 9%
Priest
For priest, we prepared an adjustment to Divine Radiance to allow priest players to help on certain stunning mechanic if they wish to
Divine Radiance
- [New] Sapping Divine Radiance: 100% chance to stun monsters for 2 seconds on a successful hit. This effect has a 25 seconds cooldown
- The glyph costs 4 Points
Arise
A while ago, upon players request, we made Arise apply a small shield on cast. We realized that this effect, combined with Energetic Arise glyph, is extremely overpowered, allowing priest to skip every mechanic dealing % max health damage. We are going to rework the way the shield is applied
- No longer applies a 7k shield on cast by default
- [New] Protective Arise: Arise applies a 7k max HP shield on cast
- The glyph costs 2 points and does not stack with Energetic Arise
Reaper
While we allowed every DPS class to be able to sync with any tank, Reaper was left alone in a corner with their very low Shadow Reaping cooldown through talismans. This made talismanless not viable and the gameplay harder to keep up with. We are going to rework the Weakpoint and Blackout ADVs to allow burn timing variety
Global
- Increased PvE damage by 8%
Grim Reaping
- No longer reduces Shadow Reaping and Shrouded Escape cooldown on hit
Shrouded Escape (Energetic Glyph)
- Increased CDR effect from 35% to 42%
Shadow Reaping (Weakpoint)
- Now reduces cooldown of Shadow Reaping by 10% and increases PvE skill damage by 4%
Shadow Reaping (Blackout)
- Now increases cooldown of Shadow reaping by 12%
Sorcerer
While not in pair with BrawlerDPS and Warrior, Sorcerer proved to be a top 3 class this patch. We are going to tune its damage down slightly
Global
- Reduced PvE damage by 1%
Talismanless
Sorcerer talismanless seems to be performing better than its talismans counterpart. This is not just related to talismanless itself, but mostly due its synergy with Lightning Strike top roll on eclipse chests. Rather than tuning down only talismanless, we are going to apply a tiny nerf to it and give a bigger hit to Lightning Strike. This said, we prepared some other adjustments to sorcerer base kit, so don't be too sad about this, keep scrolling down! A portion of this nerf is a compensation for the buff listed below
- Reduced damage by 2%
Arcane Pulse
Due to its crit rate being balanced around talismans, talismanless sorcerer is suffering around Arcane Pulse crit rate. This also makes picking Arcane Pulse damage Eclipse roll weaker than the other available options. We are partially shifting the crit rate buffs of Arcane Pulse from talismans into base kit
- Increased innate crit chance from 1.5 to 1.75
Blazing Force
- Reduced crit rate buff for Arcane Pulse from 10% to 5% per stack
- With the adjustment applied to the base kit, the crit rate of the skill with this talisman should stay unchanged
Lightning Strike (Eclipse Chest roll)
As previously mentioned, despite its niche usage, this roll makes Talismanless look way stronger than it seems. We are going to tune it down a bit to allow talismanless players to not feel forced to play too much around Lightning Strike.
- Reduced damage from 18% to 14%
Valkyrie
One of valkyrie chest rolls appeared to be underperforming, so we are buffing it. We are also applying a small adustment to talismanless playstyle
Twilight Waltz (Eclipse Chest top roll)
- Increased skill damage from 10% to 20%
Talismanless
- On Runeburst hit, gain 10 additional ragnarok points
Warrior
Warrior DPS proved to be a top 3 class and Warrior Tank is the indisputed winner of the patch. We are going to apply some adjustments to the class to tune it down in pair with the other tank and DPS classes
Global
- Reduced PvE damage by 3%
Defensive Stance
- Reduced damage by 5%
Spirit of Iron (ADV)
- Now also reduces the damage dealt during Alternate Deadly Gamble (New chest roll) by 13%
Deadly Gamble (Defensive Stance)
- Reduced party buff from 7% skill damage to 2%
Alternate Deadly Gamble (Eclipse Chest Roll)
- Reduced damage by 2%
Blade Draw
- Reduced MP cost by 30
- It will now match Rain of Blows MP cost
Relentless Assault
- [New] Now halves the MP cost of Rain of Blows during Deadly Gamble
Coordinated Execution
This talisman has not seen any usage since its release. We reworked it to something similar to other classes talismans
- [Reworked] Blade Frenzy can no longer be used, but increases overall damage by 4.5%
Blade Dancer
- Can now stack with Edge of Bloodshed
Talismanless
Talismanless, or the so called hybrid build, has been lagging a bit behind the other playstyles. We are going to give it a small boost
- Increased damage by 2%
General Content Changes
Vanguard Requests
- Heavily reduced cost of Talisman Tokens
Guardian Missions
Shira: while some players requested to make guardians faster, I couldn't get to test them properly, and I didn't want to risk making them slower
- Greatly increased gems rewarded by the Guardian Mission Boxes
- Guardian Missions Reputation shop was updated and the reputation was resetted.
- Cyasma Potions and Jewelries Reroll Scrolls are available for purchase
- Added one additional channel to Guardian Mission maps (Balder's Refuge and Essenia)
Daily Board Missions
- Added Jewelries Reroll Scrolls and Cyasma Potions for purchase
- Cyasma Potions are a slightly weaker version of Valkyon Health Potions and Rejuvenation Potions
Guild BAMs
- Fixed an issue where PvE Guild BAMs did not receive the adjusted listed in the previous patch
- Updated rewards for ranking 1st, 2nd or 3rd on a Guild BAM competition.
- Guild BAMs loot should include Eclipse Enchant Scrolls, aswell as Sovereign Jewelries materials
- This includes also PvP Guild BAMs
Other Changes
- Fixed an issue where Nightmare Tempas Pet would be abnormally big
- Fixed an issue where Armory Artisan test was invalid
- Despite fixing this issue, there is still no real benefit from getting artisan in this profession.
- Fixed an inconsistency with dungeons on the same tier having a different coins cost
- Fixed an issue where it was not possible to achieve Champion Laurel
- Adjusted Joy of Partying for 5 men dungeons to provide max loot starting from 4 players rather than 5
- Reduced minimum crafting time from 3 seconds to 2 seconds
- Updated some old items descriptions to state they are no longer usable
Client Update
- Mystic Thrall of Protection, Priest Kaia's Shield, Lancer Iron Will and Sorcerer Mana Barrier got their shield value on the Character HP Bar (Yellow HP) updated to match a more correct value
- Note: these values cannot take in account the stats scaling, so they are hardcoded to be a value similar to endgame gear. With PvP gear, these HP bars won't be perfectly accurate.
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