This post explains what changed, why it changed, and what players should expect.
This is not a nerf. This is a structural balance fix.
Uncontrolledboosts across many systems stacked together. Those boosts affected base, PvP, and PvE at the same time.
The result was not “stronger characters”, it was broken scaling. PvE defense stacking made characters "immortal" vs mobs to early in the game.
Dungeon mobs could not kill players in early stages, but players also could not kill mobs because they were lacking offensive power and were entering stronger dungeons a bit to early. PvP ended in 2–3 hits.
Late-game systems created impossible gaps for new players. For example the Extreme system boost was way higher then other systems players could access in early-midgame making the game very big. High Combat Power did not reflect real effectiveness.
This state was not sustainable.
All basic(ones that are not PvP or PvE) stats reverted to official values.
All PvP stats reverted to official values.
All PvE defensive stats reverted to official values.
Only PvE offensive stats boosted and expanded.
Result:
Higher PvE damage.
No to early immortality in dungeons or 1 damage hits from the mob towards you where he should actually scratch you at least.
Balanced PvP.
Power tied to progression systems.
PvE Magic Skill Amp.
PvE Sword Skill Amp.
PvE All Skill Amp.
PvE Critical Damage.
PvE Penetration.
PvE Attack.
PvE Magic Attack.
PvE All Attack.
PvE Attack Rate.
PvE Critical Rate.
PvE Accuracy.
PvE Normal Attack Damage Up.
PvE Final Damage Up.
PvE Additional Damage.
PvE Ignore Resist Critical Damage.
PvE Cancel Ignore Penetration.
PvE Ignore Evasion.
PvE Ignore Resist Skill Amp.
PvE Ignore Damage Reduction.
PvE Ignore Resist Critical Rate.
All skills updated to official Episode 43.
Old custom edits removed.
Result:
Proper class balance.
Stable PvP behavior.
Correct scaling with systems.