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  Click here to go to the first Dev post in this thread.   Thread: PvP level ranges, damage/heal adjustments

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    Spacetime Studios Dev Futumsh's Avatar
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    Default PvP level ranges, damage/heal adjustments

    Here is the current setup:

    PvP instance joinable if within 5 or less levels of hosted level.

    Damage and healing adjustments based on hosted level:
    Level Min Level Max %Damage %Heal
    1 24 100 100
    25 27 50 100
    28 40 90 100
    41 50 80 90
    51 60 70 90
    61 70 50 80
    71 80 45 80
    81 85 40 75
    86 90 35 75
    91 105 35 70
    106 109 30 70
    110 115 15 50

    If people can come to a consensus on how it should be, we'll update it.

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    Senior Member MageFFA's Avatar
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    I’ll be working on an updated list for this over the hour.

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    The pvp community trusts MageFFA with what he and his friends come up with. thanks futumsh! ^_^

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    I think someone's said this previously, but lowering the pvp instance joinable level would be very nice. At least to 4, if not 3. I'm sure others will have input on that matter.
    +1 for whatever numbers MageFFA comes up with. He has a very solid understanding of this game.

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    Levels 25 - 51 should share the same damage reduction as well as bring 71s heal% to all previous levels, thats been the general consensus going around for how best to optimize current pvp. Additionally you could implement an in game slider before you host a lobby to adjust these settings yourself as there still needs to be a lot of testing done to balance everything out.

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    Senior Member MageFFA's Avatar
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    1-85 is done pretty much. Gonna have some endgamers look at the chart so they can give their own input.

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    Quote Originally Posted by Futumsh View Post
    Here is the current setup:

    PvP instance joinable if within 5 or less levels of hosted level.

    Damage and healing adjustments based on hosted level:
    Level Min Level Max %Damage %Heal
    1 24 100 100
    25 27 50 100
    28 40 90 100
    41 50 80 90
    51 60 70 90
    61 70 50 80
    71 80 45 80
    81 85 40 75
    86 90 35 75
    91 105 35 70
    106 109 30 70
    110 115 15 50

    If people can come to a consensus on how it should be, we'll update it.
    Would it be possible to add a custom field upon hosting a pvp map to allow players to input these values themselves, with a default of the already hard coded values?

    This could also be done for min/max level able to join a pvp game.. i think allow more flexibility, to also test i suppose... isn't a bad thing either.

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    Endgame is endgame... very very fast paced. That being said, I'd suggest the following: 15>10% dmg, and/or a large nerf (at least 50%) to auto dmg. I personally love the feel of endgame, but it does suck having a lot of fights end in 3 shot insta kills due to auto dmg being so high.
    Additionally, I think the mage armor buff on heal needs a large nerf for pvp. 5 second 20% armor buff every 3 sec is way too much free value. I would suggest one of two things:
    Duration: 1sec, armor: 40%
    Or,
    Durarion: 2sec, armor: 20%
    Open to any input/criticism from other endgamers.

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    Quote Originally Posted by Underpowerful View Post
    Endgame is endgame... very very fast paced. That being said, I'd suggest the following: 15>10% dmg, and/or a large nerf (at least 50%) to auto dmg. I personally love the feel of endgame, but it does suck having a lot of fights end in 3 shot insta kills due to auto dmg being so high.
    Additionally, I think the mage armor buff on heal needs a large nerf for pvp. 5 second 20% armor buff every 3 sec is way too much free value. I would suggest one of two things:
    Duration: 1sec, armor: 40%
    Or,
    Durarion: 2sec, armor: 20%
    Open to any input/criticism from other endgamers.
    Disagree with the armor nerve for mages. Getting 2 shotted by a bird even though the armor buff is up and having to spam that all the time is extremely tiring and annoying. I think focusing on reducing damage in general is a first then we can adjust mage depending how much of an impact that actually has. I also think having to spam heal every few seconds is bad perhaps we should just remove that completely from endgame and automatically give the+ more armor

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    Quote Originally Posted by oreo123 View Post
    Disagree with the armor nerve for mages. Getting 2 shotted by a bird even though the armor buff is up and having to spam that all the time is extremely tiring and annoying. I think focusing on reducing damage in general is a first then we can adjust mage depending how much of an impact that actually has. I also think having to spam heal every few seconds is bad perhaps we should just remove that completely from endgame and automatically give the+ more armor
    No one gets 2 shot at 115, as long as you have mythic gear crafted or not, buffed or unbuffed. 3 shot is bare minimum, even as a bird.
    But, I agree with your statement that damage reduction is the highest priority. Do you agree the 5% damage nerf is a good number?
    I agree spamming heal just for the buff is silly. That's why I suggested a very short buff duration, to make heal a tactical skill like in lower lvl instead of a spam on cooldown skill.
    Thanks for your input!

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    Quote Originally Posted by Underpowerful View Post
    No one gets 2 shot at 115, as long as you have mythic gear crafted or not, buffed or unbuffed. 3 shot is bare minimum, even as a bird.
    But, I agree with your statement that damage reduction is the highest priority. Do you agree the 5% damage nerf is a good number?
    I agree spamming heal just for the buff is silly. That's why I suggested a very short buff duration, to make heal a tactical skill like in lower lvl instead of a spam on cooldown skill.
    Thanks for your input!
    In regards to 115 pvp auto damage should be nerfed to 30%, dying to 3 talon autos doesn’t feel good
    Lowering by 5% sounds good just we don’t have a visual beforehand (this game needs debug test servers for this stuff honestly)
    Mages need heal buff completely removed from pvp, why does heal powercreep everyone’s armor buff anyways
    Lastly tinker bonus needs to be removed from PvP as well, once you nerf the damage in 115 that extra 1-2k armor is going to be fully unbeatable - there’s a post plpr started that goes more into detail on this

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    Quote Originally Posted by Imawolve View Post
    In regards to 115 pvp auto damage should be nerfed to 30%, dying to 3 talon autos doesn’t feel good
    Lowering by 5% sounds good just we don’t have a visual beforehand (this game needs debug test servers for this stuff honestly)
    Mages need heal buff completely removed from pvp, why does heal powercreep everyone’s armor buff anyways
    Lastly tinker bonus needs to be removed from PvP as well, once you nerf the damage in 115 that extra 1-2k armor is going to be fully unbeatable - there’s a post plpr started that goes more into detail on this
    I'd be fine with 30% auto dmg. Anything that's significantly less would be great.
    I'd argue a rework of mage's heal buff would be more beneficial, but removing it altogether is a good option. I'd like to hear what more people think about this. The party already gets 10% hp/armor from mage from her regular buffs anyway so removal of the heal buff isn't that crazy.

    I think we should see how pvp feels with a damage reduction + auto nerf and mage heal nerf before we go as drastic as removing tinkers set bonus, but I think it's worth considering.

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    Senior Member MageFFA's Avatar
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    Ok so let’s give the updated chart.

    Level Minimum 1 to Level Maximum 44: 50% Damage - 100% Healing

    Level Minimum 45 to Level Maximum 49: 45% Damage - 100% Healing

    Level Minimum 50 to Level Maximum 70: 50% Damage - 90% Healing

    Level Minimum 71 to Level Maximum 79: 45% Damage - 90% Healing

    Level Minimum 80 to Level Maximum 100: 40% Damage - 90% Healing

    Level Minimum 101 to Level Maximum 109: 35% Damage - 70% Healing

    Level Minimum 110 to Level Maximum 115: 10% Damage - 50% Healing
    Last edited by MageFFA; 03-31-2026 at 06:32 PM. Reason: Level adjustments.

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    I think 5 level join range should stay the same across the board outside of a few exceptions. If we could individually change L15 and L71 lobbies to only allow a maximum of 3 levels it would be a lot better.

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    Also @Futumsh is there chart for this for Hit and Dodge percentage? I believe both has a Dodge cap for certain levels.

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    Spacetime Studios Dev Futumsh's Avatar
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    Won't be changing the zone level range depending on host level, so will need to pick a fixed value, though we could potentially have the host level itself be tiered (level 20-30 hosting is always hosted as level 25, for example).

    Also don't need to adhere to the level ranges I listed for the %damage/%health if different ones make more sense, that's just what they are now.

    Hit chance has no cap (other than you always hit at 100% or higher, beyond that just compensates for debuffs) and dodge cap is not level based.

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    Quote Originally Posted by Futumsh View Post
    Won't be changing the zone level range depending on host level, so will need to pick a fixed value, though we could potentially have the host level itself be tiered (level 20-30 hosting is always hosted as level 25, for example).

    Also don't need to adhere to the level ranges I listed for the %damage/%health if different ones make more sense, that's just what they are now.

    Hit chance has no cap (other than you always hit at 100% or higher, beyond that just compensates for debuffs) and dodge cap is not level based.
    Chart is set. I believe we are all satisfied. Thank you Futumsh.

    Ah so dodge is global. I’ll assume the global dodge cap is 40% then?

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    Quote Originally Posted by MageFFA View Post
    Ok so let’s give the updated chart.

    Level Minimum 1 to Level Maximum 44: 50% Damage - 100% Healing

    Level Minimum 45 to Level Maximum 49: 45% Damage - 100% Healing

    Level Minimum 50 to Level Maximum 70: 50% Damage - 100% Healing

    Level Minimum 71 to Level Maximum 79: 45% Damage - 90% Healing

    Level Minimum 80 to Level Maximum 100: 40% Damage - 90% Healing

    Level Minimum 101 to Level Maximum 109: 35% Damage - 70% Healing

    Level Minimum 110 to Level Maximum 115: 10% Damage - 50% Healing
    I support these changes. Huge thanks to Futumsh for engaging with the community and working with us to better the game we all love!

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    Quote Originally Posted by Imawolve View Post
    In regards to 115 pvp auto damage should be nerfed to 30%, dying to 3 talon autos doesn’t feel good
    Lowering by 5% sounds good just we don’t have a visual beforehand (this game needs debug test servers for this stuff honestly)
    Mages need heal buff completely removed from pvp, why does heal powercreep everyone’s armor buff anyways
    Lastly tinker bonus needs to be removed from PvP as well, once you nerf the damage in 115 that extra 1-2k armor is going to be fully unbeatable - there’s a post plpr started that goes more into detail on this
    agreed on removing mage heal buff armor and tinker bonus.

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    What MageFFA posted looks good to me, too +1

    Next up should be the low-level bird buffs. To me, the best way to do this is to buff Dex 2h Auto Crossbow Damage for everything below level 45.

    EG: Shivering Ice Auto-Crossbow should have about 80% damage of Iceberg Frozen Longsword, as opposed to 40% of it. Lets birds use their skills as intended instead of speccing to Str to compensate for low damage.

    (Potentially all crossbows could have .8x the base damage of their equivalent campaign longsword in everything pre alien oasis)

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