■ The distance traveled by the character that received knockdown and knockback has been shortened. A phenomenon called so-called "positional shift" is a phenomenon that occurs because there is a difference in the position of the character recognized by the server and the client. It is confirmed that the character frequently occurs in a situation where the character instantaneously moves , such as when the "positional shift" is subjected to knockdown or knockback effect, and shortening the moving distance of the character makes it possible to perform communication Since it was confirmed that the phenomenon that intermittent differences occurred is greatly improved, this specification change was applied. ■ The effect of state abnormality (knockdown, float, bounce, knockback, stiffness, stunning, freezing) only triggered only in the first blow of the attack action of the skill was changed so as not to be affected by the avoidance ability value . I will duplicate the contents that I also let you guide here , but I will guide you again below. Until now , I think whether it felt the actual resistance effect low compared with the numerical value written no matter how high the state abnormal resistance effect in the standpoint of the defender side . That is because the state abnormal effects repeatedly wish to activate at each batting attack skill. For example, even if raising the knockdown resistance to the limit of 60%, if all the skills of the opponent's five blows hit, the resistivity that can be felt even when all failed to avoid failed nearly 7.7%. On the other hand, all catch skills are activated only once with one blow The written resistance value was applied as it was. This was sometimes a factor of the disparity with some classes playing catch skills mainly. According to the current specification, if the attacker succeeds in avoiding, all damage amount including state abnormal effect will be invalidated. Therefore, before it was difficult to arrange equipments with better hitting ability than before, when raising the avoidance ability value extremely, when opposing many enemies, it was able to move freely like a trouble. In order to alleviate such a phenomenon, we have generated state abnormal effects independently for each batting of skills, and reduced resistance probability. By doing so, the attacking side could obtain reliable feedback by the behavior of the attack , and positively influenced the improvement of the shock feeling of the game. However, if rules of avoidance ability values up to now are maintained continuously , efficiency is expected to be too good as explained earlier, and the rule was changed. For attack hits, only the avoidance ability value, the state abnormal effect will be affected only by the resistance value. In other words, when you receive an attack, it will be one of the following. "Only one of the two types of condition abnormal effects and damage is valid" "Both are valid" "Both are invalid" ■ Adjustment when one skill has the effect of state abnormality and additional attack Adjustment Together with one skill the effect of state anomalies and additional attacks (down smash etc.) If you have at the same time, only one effect has changed according to the situation. For example, if you hit an enemy with the Warrior's Ground Smash standing, only the bound effect is applied, and no down smashing will occur. To the fallen enemy, only the down smash is activated, and the bound effect is not applied so IMMUNE is displayed. ■ Adjustment on movement skills during long-range attack / non-awakening 2018/5/9 (Wednesday), we have coordinated some skill defense judgment (forward guard, super armor, unbeatable) in all classes As a result, the short range attack class was hampered by the attack of the long range attack class, and it became a difficult situation even if it approached. To alleviate this situation, we partially altered the state abnormal effects of long-range attack skills and the defense judgment of movement skills during non-awakening. In addition, we also made some adjustments on skills that are influential in group fighting. ■ Advance notice for future adjustment · Because the general status of the adventurer rises, it is difficult for the summoned animal to play an active part , so we plan to revise the upgrading power of all the summoned animals upwards. · Currently, skill using the anger of the dark spirit has different lengths of motion and instantaneous damage amount for each class. To alleviate the current situation that such difference in damage efficiency affects class balance, I am planning to adjust the amount of damage of anger skill of the dark spirit. In adjustment, some classes may be reduced in PvP damage amount not a little. In addition to the adjustment of anger skills of the dark spirit, we also plan to change the rule that anger of the dark spirit gathers. Until now , anger of the spirit of the darkness was accumulated one by one with a probability of 50% each time the character was attacked, or one each time the one enemy was killed, but after the change the anger of the dark spirit Instead of becoming difficult to accumulate, we will make an adjustment so that we can use the skill using the anger of the spirit of the darkness as a "one-shot killer". Regarding details of the detailed adjustment, we plan to post it in the future. · Defensive judgment of some skills was deleted due to specification change on May 9th. In response to this change, many adventurers gave me opinions that they died too much at PvP. Therefore, we plan to decrease PvP damage amount of all classes so that we can enjoy PvP longer in one game. · We are planning to add "anger absorption (common)" newly. Present anger absorption remains intact as a class's intrinsic skill, and the newly added anger absorption (common) applies the effect of increasing attack power and attack or casting speed at the time of use. By skill locking anger absorption of those who do not want to use with the skill window (K key), it is possible to select and use anger absorption of those who wish to use. In addition, if skill lock setting is not done, Newly added anger absorption (common) is scheduled to be used preferentially. · Specification that one skill can not have state abnormality (rigidity, stunning, knockdown, etc.) and defense judgment (forward guard, super armor, invincible) at the same time is to enjoy the game as a result of the sustained internal test Judging that it will be a factor that makes it very difficult, I put the implementation on hold. After doing more elaborate tests, I will do my best to be able to enjoy more fighting. We have carried out large-scale balance adjustment from 4/18. In the meantime I would like to express my gratitude to all the adventurers who have been waiting. After next week, I will focus on each class and plan to prepare a more detailed balance. From now on I would like to cooperate with you all to make even more fun "black desert". I look forward to your continued support for the "Black Desert".