There is a issue currently affecting the cross-realm dungeons when one player wins products shift and then offers that product to another player who is from another world. Under these conditions, when creating the example the product may appear to be losing for some gamers. We predict this issue to be settled as soon as possible, but want to remind gamers that they will need to have position available in the exclusive backpack for the product to be came coming back when the resolution is finish.
*Area-of-Effect Damage Caps: We抳e redesigned the way position harm is to cap it when attaining many goals. Instead of a complex cap on finish harm done, the encounter now hats the finish harm done at a value just like the destruction the miracle would do if it hit 10 goals. In other conditions, if a miracle does 1000 harm to each focus on, it would hit up to 10 goals for 1000 each, but with more than 10 goals, each focus on would take 1000 harm separated by the broad variety of goals. 20 goals would be hit for 500 harm each in that example.
*Default Equipment: Starting weapons are now more consistent. Rogues now begin with a number of daggers equipped. All other sessions except shamans begin with a 2-handed system equipped and the needed capabilities already known. Shamans begin with a 1-handed system and a protect, as they benefits more from the protect than they would from a 2-handed system.
*Glancing Blows: The mage, warlock, and priest sessions no more have an enhanced chance of their melee strikes to be looking blows; and the destruction cost due to their looking strikes is the same as for other sessions.
*Health and Mana Regeneration: These growth expenses have been enhanced by up to 200% for low stage figures. As a participant's stage enhances, the growth expenses progressively decrease, coming back to frequent expenses at stage 15.
*Pet Resilience: All player animals now get 100% of their master抯 strength.
*Spell Mana Costs: These expenses have been reduced for almost all reduced stage miracle positions. In typical, if a miracle reduced in cost with quantity rank in patch 3.2.0, that miracle now has the affordable at all positions. Moreover, details discovered before stage 20 with reduced throw times and/or time times have even further reduced mana expenses, relevant to their loss of throw time or harm.
*Taunt Reducing Returns: We抳e enhanced it for decreasing earnings on Taunt so that animals do not become resistant to Taunt until after 5 Taunts have came. The length of the Taunt impact will be reduced by 35% instead of 50% for each taunt came. Moreover, most animals on the planet will not be suffering from Taunt decreasing earnings at all. Creatures will only have Taunt decreasing earnings if they have been particularly flagged for that actions with regards to the design of a given encounter.