Update:SpiritVale Playtest 0.6.2
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Update 0.6.2 - Boss Improvement, Poison and Reflect Revamp
editPosted: November 6, 2025 — Type: SMALL UPDATE / PATCH NOTES
Was just going to do a small maintenance update but turned out to be a big one. (The paladin procrastination is real 🤦♂️)
Improvements/Fixes
edit- Removed blurring in Swamp Wilderness
- Fixed gold not saving sometimes
- Dual wield autoattacks now take main hand element, instead of requiring each hand to have the right element
- Reduced monster hybrid skill damage (75% > 50%), these skills scaled too high due to monsters having alot of both ATK and MATK
- Disabled combo ready for monsters (not summons)
- Fixed some issues with Party UI
- Items in storage now automatically gain substats
- Skills now show its damage type in UI (Melee, Magic, Ranged)
- Negative status effects now shows popup
- Fix some issues with skill usage when silenced
LeechVale
edit- Party bonuses are now reduced if maximum player level gap in party is > 15
- Each level beyond 15 reduces the party bonuses by 5%
- At a level gap of 35, party bonuses are reduced to 0
Status Damage Revamp
edit- Poison New Formula: Damage = (100 + STR + AGI) / 4 * stacks
- Poison: removed stack limit, scales fully with aspd and hits
- Poison: removed damage scaling from skill level (fix inconsistencies with Enchant Poison Lv5 vs Venom Strike Lv10)
- Poison: No longer does hp% dmg
- Bosses no longer immune to poison
- Enchant Poison status effects only applied by melee attacks
- Enchant Poison status effects disabled for clones
- Hexbrand Fixed
- Bleed now damages 4% hp per second, scales with StatusDmg%
- Guardian Bond now heals 4% hp per second, scales with Healing%
Reflect Damage & Counter Stance Revamp
edit- New formula: Reflect Damage = (100 + DEF + FlatDEF/2) * 4 * Reflect%
- Counter Slash: now works with combo ready, melee% & taunt/cutter debuffs and stat scalings
- Counter Slash: now applies leech and autocasts
Boss/Monster Behaviour
edit- Make bosses more challenging and interesting to fight
- Spell names are displayed at the beginning of cast instead of the end
- Boss now target a random player in range with spells, instead of being taunt locked
- Boss targeted spells have splash
- Added wide status effect attacks to bosses
- Boss minions spawned in a much wider area
- Minions no longer auto change target if boss is hit
- Non-hostile monsters no longer have cast detection (makes things easier for new mages)
- Added cooldowns for Large Area, Medium Area and Wide status skills.
Element Table
edit- Holy/Shadow a bit too strong vs others
- Removed advantages of Holy vs Poison
- Removed advantages of Shadow vs Undead
Autocast
edit- Autocasts were too strong across the board, especially the bolts which were balanced by long cast times
- Reduced autocast bolts and CL base dmg by 50%
- Reduced all autocast stat scaling by 50%
- Removed autocast ICD
Classes
edit- Helping out melee & Bringing back mage combos
Shinobi
edit- Clone cost 75% > 65%
- Cloaking crit bonus now works with Shadow Release
Warrior
edit- New passive +30% crit dmg
Rogue
edit- New passive +50% autoattack dmg
- Poison Exposure debuff on Venom Strike (-20% poison resist)
- Enchant Poison changes weapon element
Mage/Wiz
edit- New Fire/Wind/Earth/Water Exposure debuffs on appropriate skills (-20% resist)
Acolyte/Priest
edit- Smite debuff: 25% > 20% (to align with other debuffs)
- Fanaticism: Autocast chance 25% > 50%
Items
edit- New cards for reflect and poison damage
- Buffs for Holy, Meteoric, Tempest, Hellfire, Chainfrost staff
- Atk bumps for swords
- Relic Trident: fully removes cd
- All kunais give chain +1
- 2 new kunais
- 1 new halloween hat
- Wraith of Dawn: reduced atk 35 > 30, reduced range 15 > 10
- Pumpkin Hat (revamped): Grants Death Coil, Autocast Death Coil
- Swampy Hat (revamped): Grants Gunk Shot, Autocast Gunk Shot
- Maces: No longer equippable on offhand/dualwield
Revamped Weapon Innate Bonuses
edit- Sword: 10% block
- Axe: 10% crit damage
- Twinblade: 50% total crit rate
- Spear: 20 hit, 1 range