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patch v2.1

We are happy to present you with a new update that touches on key aspects of game balance, the economic system, and character interactions. The development team has carefully analyzed your feedback and made changes to make the gameplay even more engaging and balanced. Below you will find a detailed description of the changes included in this patch.

Changes to Multi-Attack Skills

Skills with multi-attack effects can no longer use damage modifiers. Previously, for example, the skill  Beast Uppercut, performing 4 attacks in a single use, could activate modifiers such as Excellent damage, Critical damage, Ignore, or Double on each attack. Now, modifiers apply only to the first attack in the series. All subsequent attacks deal regular damage without any additional effects.

Changes in the Calculation of Excellent Damage

Previously, the increase in Excellent Damage from the Set Bonus depended on the multiplier for Skill Damage, which in some cases led to excessive damage increase.

Let’s imagine Rage Fighter with a Set Bonus = 0, whose Critical Damage = 9,339, and therefore their Excellent Damage = 11,206 (Critical Damage × 1.2). After equipping gear that increases the Set Bonus to 1,756, this would add +1,756 Excellent Damage.

Comparison of Excellent Damage calculation BEFORE and AFTER changes

Before

+ Excellent Damage from the Set Bonus was multiplied by Skill Damage (330% for Rage Fighter): 1,756 × 330% / 100% = 5,794 

Final damage: (9,339 × 1.2) + 5,794 = 17,000

Now 

Excellent Damage from the Set Bonus is added directly to the current Excellent Damage: (Critical Damage × 1.2)

Final damage: (9,339 × 1.2) + 1,756 = 12,962

This adjustment resolves the issue where some classes had excessively high Excellent Damage, creating imbalance in PVP. For example, characters could eliminate opponents in seconds without giving them a chance to use a Health Potion. Now, the problem is fixed, and Excellent Damage is calculated correctly.

Changes in Set Bonus Options

   Maximum Life

The multiplier is increased from 1.0 to 2.0. Now, with Gear Score = 1800, health will be: 1800 × 2.0 = 3600.

 Excellent Damage

The multiplier is increased from 1.0 to 1.5. With Gear Score = 1800, Excellent Damage will be: 1800 × 1.5 = 2700.

Balance Changes

 Blade Knight

Before 

Minimal Physical DMG: Strength / 6
Maximal Physical DMG: Strength / 4
Skill Damage %: 200 + Energy / 15 (Max 500%)
Swell Life %: 12 + Vitality / 100 + Energy / 20 (Max 100%)

Now

Minimal Physical DMG: Strength / 6 + Energy / 18
Maximal Physical DMG: Strength / 4 + Energy / 12
Skill Damage %: 200 + Energy / 10 (Max 500%)
Swell Life %: 12 + Vitality / 100 + Energy / 20 (Max 150%)

 Dark Lord

Before 

Skill Damage %: 200 + Energy / 25 (Max 500%)

Now

Skill Damage %: 200 + Energy / 20 (Max 500%)

 Rage Fighter

Before 

Melee, Divine, Skill Damage (Max 330%)
Killing Blow Multi-attack = 4
Beast Uppercut Multi-attack = 4

Now

Melee, Divine, Skill Damage (Max 500%)
Killing Blow Multi-attack = 2
Beast Uppercut Multi-attack = 2

Excellent Options 

Before 

Excellent damage rate: +4, +6, +8, +10, +13
Increases Physical Damage, Wizardry Damage: +5, +7, +9, +11, +13
Increases zen drop rate: +5, +10, +15, +20, +30
Increases attack speed: +10, +15, +20, +25, +30

Now

Excellent damage rate: +6, +7, +8, +9, +10
Increases Physical Damage, Wizardry Damage: +6, +7, +8, +9, +10
Increases zen drop rate: +5, +10, +15, +20, +25
Increases attack speed: +20, +25, +30, +35, +40

Economy of Zen

We aim to make the game economy stable and maintain the value of zen as an important resource in the long term. Revising the drop formula will balance the amount of zen in the game, make resource management more engaging, and strengthen the server’s economy, ensuring enjoyable gameplay for months.

To achieve this, we decided to reduce the zen drop rate by 30%. This will help reduce inflation, as less zen in the game will contribute to a more stable economy. Additionally, the reduced amount of zen will increase its value, making it essential for trading and upgrades. In the long term, these changes will preserve balance and ensure that players' efforts are meaningful.

/pkclear command

Before 

400k × Number of kills 

Now

1.2 kk × Number of kills 

Bug Fixes

- ‼️Fixed Daily Reward where progress could reset to 1 day in rare cases.
- ‼️Fixed an issue in Dungeon where monsters could disappear.
- Fixed additional options on Cloak of Death (+1500 HP).
- Fixed a visual bug with HP when teleporting between servers where health was displayed incorrectly.
- Fixed an error with final bosses in Dungeon where certain players could stop receiving damage.
- Added information about Experience Rate to the Dungeon interface.