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Notices

08/05(Fri) Maintenance Finished

Uncharted Waters Origin
2022.08.05 Friday 18:00

63

Venture out into the vast oceans!

Hello. This is Uncharted Waters Origin.


First of all, we would like to inform Admirals of the following contents that were not instructed in detail in the maintenance notice.


1. About Relocated Skills

[Effect] Mates job effect rebalance

■ Cells highlighted in yellow are changed jobs or skills.





2. Active Skill Renewal

[Job] Adjusted mate's job, skill and effect.


■ Common


Added Maximum 1 Turn Cooldown

We intended to make a player mix skills, not repeatedly using a single skill, and also improved a specific type of AI not to shoot the buff continuously.


Increase in Spent Mobility

We changed it to make difference in the amount of mobility spent, depending on the power of skill and LV.


■ Artillery: Fire & Melee: Fire & Ram: Fire

We lowered the skill damage itself and changed the chance and damage of Fire according to its concept.

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Fire Chance Changes

Fire Damage Changes

1

60

0> 1

100%

50% > 30%

5% > 1.3%

2

60 > 90

0> 1

105% > 100%

65% > 38.8%

5% > 2.7%

3

60 > 120

0> 1

115% > 100%

72% > 38.8%

5% > 4%

4

60 > 150

0> 1

128% > 100%

77% > 38.8%

5% > 5.4%

5

60 > 180

0> 1

144% > 100%

81% > 65%

5% > 6.7%

6

60 > 210

0> 1

162% > 100%

85% > 65%

5% > 8.1%

7

60 > 240

0> 1

181% > 100%

88% > 65%

5% > 9.4%

8

60 > 270

0> 1

202% > 100%

91% > 65%

5% > 10.8%

9

60 > 300

0> 1

225% > 100%

94% > 65%

5% > 12.1%

10

60 > 330

0> 1

250% > 100%

97% > 100%

5% > 13.5%


■ Artillery: Flooding & Melee: Flooding & Ram: Flooding

We lowered the skill damage itself and changed the chance and damage of Flooding according to its concept.

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Flooding Chance Changes

Flooding Damage Changes

1

60

0 > 1

100%

50% > 30%

5% > 1.4%

2

60 > 90

0 > 1

105% > 100%

65% > 38.8%

5% > 2.8%

3

60 > 120

0 > 1

115% > 100%

72% > 38.8%

5% > 4.2%

4

60 > 150

0 > 1

128% > 100%

77% > 38.8%

5% > 5.6%

5

60 > 180

0 > 1

144% > 100%

81% > 65%

5% > 7.1%

6

60 > 210

0 > 1

162% > 100%

85% > 65%

5% > 8.5%

7

60 > 240

0 > 1

181% > 100%

88% > 65%

5% > 9.9%

8

60 > 270

0 > 1

202% > 100%

91% > 65%

5% > 11.3%

9

60 > 300

0 > 1

225% > 100%

94% > 65%

5% > 12.7%

10

60 > 330

0 > 1

250% > 100%

97% > 100%

5% > 14.2%


▶ Artillery: Confusion & Ram: Confusion            

Considering Confusion Effect, we lowered an exceeding chance of status effect and adjusted damage to optimum level.

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Confusion Chance Changes

1

60 > 85

0> 1

100% > 106.3%

50% > 15%

2

60 > 127

0> 1

105% > 118.1%

65% > 19.4%

3

60 > 169

0> 1

115% > 129.9%

72% > 19.4%

4

60 > 212

0> 1

128% > 141.7%

77% > 19.4%

5

60 > 254

0> 1

144% > 153.5%

81% > 32.5%

6

60 > 296

0> 1

162% > 165.3%

85% > 32.5%

7

60 > 338

0> 1

181% > 177.1%

88% > 32.5%

8

60 > 381

0> 1

202% > 188.9%

91% > 32.5%

9

60 > 423

0> 1

225% > 200.7%

94% > 32.5%

10

60 > 465

0> 1

250% > 212.5%

97% > 50%


▶ Melee: Confusion

Considering Confusion Effect, we lowered an exceeding chance of status effect and adjusted damage to optimum level.

Considering there is no range increase effect, we adjusted the damage upward, compared to Artillery and Ram.

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Confusion Chance Changes

1

60 > 85

0 > 1

100% > 125%

50% > 15%

2

60 > 127

0 > 1

105% > 138.9%

65% > 19.4%

3

60 > 169

0 > 1

115% > 152.8%

72% > 19.4%

4

60 > 212

0 > 1

128% > 166.7%

77% > 19.4%

5

60 > 254

0 > 1

144% > 180.6%

81% > 32.5%

6

60 > 296

0 > 1

162% > 194.4%

85% > 32.5%

7

60 > 338

0 > 1

181% > 208.3%

88% > 32.5%

8

60 > 381

0 > 1

202% > 222.2%

91% > 32.5%

9

60 > 423

0 > 1

225% > 236.1%

94% > 32.5%

10

60 > 465

0 > 1

250% > 250%

97% > 50%



■ Precise Artillery: Confusion & Precise Melee: Confusion & Precise Ram: Confusion

Considering Confusion Effect, we lowered an exceeding chance of status effect and adjusted damage to optimum level.

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Confusion Chance Changes

1

60 > 85

0 > 1

100%

50% > 29.1%

2

60 > 127

0 > 1

105% > 111.1%

65% > 37.6%

3

60 > 169

0 > 1

115% > 122.2%

72% > 37.6%

4

60 > 212

0 > 1

128% > 133.3%

77% > 37.6%

5

60 > 254

0 > 1

144% > 144.4%

81% > 63.1%

6

60 > 296

0 > 1

162% > 155.6%

85% > 63.1%

7

60 > 338

0 > 1

181% > 166.7%

88% > 63.1%

8

60 > 381

0 > 1

202% > 177.8%

91% > 63.1%

9

60 > 423

0 > 1

225% > 188.9%

94% > 63.1%

10

60 > 465

0 > 1

250% > 200%

97%


■ Restriction

Considering Restriction Effect and range increase, we adjusted the chance and damage.

As range does not increase in Melee, we gave weighted damage to it.


▶ Artillery

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Restriction Chance Changes

1

60

0> 1

100%

50% > 15%

2

60 > 90

0> 1

105% > 103.1%

65% > 19.4%

3

60 > 120

0> 1

115% > 106.1%

72% > 19.4%

4

60 > 150

0> 1

128% > 109.2%

77% > 19.4%

5

60 > 180

0> 1

144% > 112.2%

81% > 32.5%

6

60 > 210

0> 1

162% > 115.3%

85% > 32.5%

7

60 > 240

0> 1

181% > 118.3%

88% > 32.5%

8

60 > 270

0> 1

202% > 121.4%

91% > 32.5%

9

60 > 300

0> 1

225% > 124.4%

94% > 32.5%

10

60 > 330

0> 1

250% > 127.5%

97% > 50%


▶ Ram

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Restriction Chance Changes

1

60

0> 1

100%

50% > 27%

2

60 > 90

0> 1

105% > 103.1%

65% > 34.9%

3

60 > 120

0> 1

115% > 106.1%

72% > 34.9%

4

60 > 150

0> 1

128% > 109.2%

77% > 34.9%

5

60 > 180

0> 1

144% > 112.2%

81% > 58.5%

6

60 > 210

0> 1

162% > 115.3%

85% > 58.5%

7

60 > 240

0> 1

181% > 118.3%

88% > 58.5%

8

60 > 270

0> 1

202% > 121.4%

91% > 58.5%

9

60 > 300

0> 1

225% > 124.4%

94% > 58.5%

10

60 > 330

0> 1

250% > 127.5%

97% > 90%


▶ Melee

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Restirction Chance Changes

1

60

0> 1

100%

50% > 27%

2

60 > 90

0> 1

105% > 105.6%

65% > 34.9%

3

60 > 120

0> 1

115% > 111.1%

72% > 34.9%

4

60 > 150

0> 1

128% > 116.7%

77% > 34.9%

5

60 > 180

0> 1

144% > 122.2%

81% > 58.5%

6

60 > 210

0> 1

162% > 127.8%

85% > 58.5%

7

60 > 240

0> 1

181% > 133.3%

88% > 58.5%

8

60 > 270

0> 1

202% > 138.9%

91% > 58.5%

9

60 > 300

0> 1

225% > 144.4%

94% > 58.5%

10

60 > 330

0> 1

250% > 150%

97% > 90%



■ Damage Rudder

We removed Turning Effect and changed it to give 100% of mobility penalty, adjusting damage to optimal level.

As range does not increase in Melee, we gave weighted damage to it.


▶ Artillery

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Damage Rudder Chance Changes

Additional Turning(%) Decrease

1

60

0> 1

100%

50% > 100%

10% > 7.5%

2

60 > 90

0> 1

105% > 101.8%

65% > 100%

10% > 9.6%

3

60 > 120

0> 1

115% > 103.6%

72% > 100%

10% > 9.6%

4

60 > 150

0> 1

128% > 105.4%

77% > 100%

10% > 9.6%

5

60 > 180

0> 1

144% > 107.2%

81% > 100%

10% > 16.2%

6

60 > 210

0> 1

162% > 109%

85% > 100%

10% > 16.2%

7

60 > 240

0> 1

181% > 110.8%

88% > 100%

10% > 16.2%

8

60 > 270

0> 1

202% > 112.6%

91% > 100%

10% > 16.2%

9

60 > 300

0> 1

225% > 114.4%

94% > 100%

10% > 16.2%

10

60 > 330

0> 1

250% > 116.3%

97% > 100%

10% > 25%


▶ Ram

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Damage Rudder Chance Changes

Additional Turning(%) Decrease

1

60

0> 1

100%

50% > 100%

10% > 7.5%

2

60 > 90

0> 1

105% > 101.7%

65% > 100%

10% > 9.6%

3

60 > 120

0> 1

115% > 103.4%

72% > 100%

10% > 9.6%

4

60 > 150

0> 1

128% > 105%

77% > 100%

10% > 9.6%

5

60 > 180

0> 1

144% > 106.7%

81% > 100%

10% > 16.2%

6

60 > 210

0> 1

162% > 108.4%

85% > 100%

10% > 16.2%

7

60 > 240

0> 1

181% > 110.1%

88% > 100%

10% > 16.2%

8

60 > 270

0> 1

202% > 111.7%

91% > 100%

10% > 16.2%

9

60 > 300

0> 1

225% > 113.4%

94% > 100%

10% > 16.2%

10

60 > 330

0> 1

250% > 115.1%

97% > 100%

10% > 25%


▶ Melee

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Damage Rudder Chance Changes

Additional Turning(%) Decrease

1

60

0> 1

100%

50% > 100%

10% > 7.5%

2

60 > 90

0> 1

105% > 105.6%

65% > 100%

10% > 9.6%

3

60 > 120

0> 1

115% > 111.1%

72% > 100%

10% > 9.6%

4

60 > 150

0> 1

128% > 116.7%

77% > 100%

10% > 9.6%

5

60 > 180

0> 1

144% > 122.2%

81% > 100%

10% > 16.2%

6

60 > 210

0> 1

162% > 127.8%

85% > 100%

10% > 16.2%

7

60 > 240

0> 1

181% > 133.3%

88% > 100%

10% > 16.2%

8

60 > 270

0> 1

202% > 138.9%

91% > 100%

10% > 16.2%

9

60 > 300

0> 1

225% > 144.4%

94% > 100%

10% > 16.2%

10

60 > 330

0> 1

250% > 150%

97% > 100%

10% > 25%


▶ Enhanced Melee

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Damage Rudder Chance Changes

Additional Turning(%) Decrease Change

1

60

0> 1

75% > 100%

50% > 100%

10% > 9.3%

2

60 > 90

0> 1

77% > 109.7%

65% > 100%

10% > 12.1%

3

60 > 120

0> 1

82% > 119.4%

72% > 100%

10% > 12.1%

4

60 > 150

0> 1

89% > 129.2%

77% > 100%

10% > 12.1%

5

60 > 180

0> 1

97% > 138.9%

81% > 100%

10% > 20.3%

6

60 > 210

0> 1

106% > 148.6%

85% > 100%

10% > 20.3%

7

60 > 240

0> 1

115% > 158.3%

88% > 100%

10% > 20.3%

8

60 > 270

0> 1

126% > 168.1%

91% > 100%

10% > 20.3%

9

60 > 300

0> 1

137% > 177.8%

94% > 100%

10% > 20.3%

10

60 > 330

0> 1

150% > 187.5%

97% > 100%

10% > 31.2%



■ Quarreling

Considering Quarraling Effect, we adjusted damage and the chance, adjusting its damage by Quarreling upward.

We gave additional value by range increase when LV up, and we gave weighted damage to Melee as range does not increase.


▶ Artillery

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Quarreling Chance Changes

Quarreling Damage Changes

1

60

0> 1

100%

50% > 10%

5% > 4.2%

2

60 > 90

0> 1

105% > 100%

65% > 20%

5% > 5.5%

3

60 > 120

0> 1

115% > 100%

72% > 30%

5% > 5.5%

4

60 > 150

0> 1

128% > 100%

77% > 40%

5% > 5.5%

5

60 > 180

0> 1

144% > 100%

81% > 50%

5% > 9.2%

6

60 > 210

0> 1

162% > 100%

85% > 60%

5% > 9.2%

7

60 > 240

0> 1

181% > 100%

88% > 70%

5% > 9.2%

8

60 > 270

0> 1

202% > 100%

91% > 80%

5% > 9.2%

9

60 > 300

0> 1

225% > 100%

94% > 90%

5% > 9.2%

10

60 > 330

0> 1

250% > 100%

97% > 100%

5% > 14.2%


▶ Ram

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Quarreling Chance Changes

Quarreling Damage Changes

1

60

0> 1

100%

50% > 10%

5% > 3.6%

2

60 > 90

0> 1

105% > 100%

65% > 20%

5% > 4.6%

3

60 > 120

0> 1

115% > 100%

72% > 30%

5% > 4.6%

4

60 > 150

0> 1

128% > 100%

77% > 40%

5% > 4.6%

5

60 > 180

0> 1

144% > 100%

81% > 50%

5% > 7.8%

6

60 > 210

0> 1

162% > 100%

85% > 60%

5% > 7.8%

7

60 > 240

0> 1

181% > 100%

88% > 70%

5% > 7.8%

8

60 > 270

0> 1

202% > 100%

91% > 80%

5% > 7.8%

9

60 > 300

0> 1

225% > 100%

94% > 90%

5% > 7.8%

10

60 > 330

0> 1

250% > 100%

97% > 100%

5% > 12.1%


▶ Melee

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Quarreling Chance Changes

Quarreling Damage Changes

1

60

0> 1

100%

50% > 10%

5% > 4.2%

2

60 > 90

0> 1

105% > 100%

65% > 20%

5% > 5.5%

3

60 > 120

0> 1

115% > 100%

72% > 30%

5% > 5.5%

4

60 > 150

0> 1

128% > 100%

77% > 40%

5% > 5.5%

5

60 > 180

0> 1

144% > 100%

81% > 50%

5% > 9.2%

6

60 > 210

0> 1

162% > 100%

85% > 60%

5% > 9.2%

7

60 > 240

0> 1

181% > 100%

88% > 70%

5% > 9.2%

8

60 > 270

0> 1

202% > 100%

91% > 80%

5% > 9.2%

9

60 > 300

0> 1

225% > 100%

94% > 90%

5% > 9.2%

10

60 > 330

0> 1

250% > 100%

97% > 100%

5% > 14.2%


▶ Area Shot

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Quarreling Chance Changes

Quarreling Damage Changes

1

60

0> 1

50% >100%

50% > 5%

10% > 4.2%

2

60 > 90

0> 1

52% > 100%

65% > 10%

10% > 5.5%

3

60 > 120

0> 1

57% > 100%

72% > 15%

10% > 5.5%

4

60 > 150

0> 1

64% > 100%

77% > 20%

10% > 5.5%

5

60 > 180

0> 1

72% > 100%

81% > 25%

10% > 9.2%

6

60 > 210

0> 1

81% > 100%

85% > 30%

10% > 9.2%

7

60 > 240

0> 1

90% > 100%

88% > 35%

10% > 9.2%

8

60 > 270

0> 1

101% > 100%

91% > 40%

10% > 9.2%

9

60 > 300

0> 1

112% > 100%

94% > 45%

10% > 9.2%

10

60 > 330

0> 1

125% > 100%

97% > 50%

10% > 14.2%


▶ Area Ram

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Quarreling Chance Changes

Quarreling Damage Changes

1

60

0> 1

50% >100%

50% > 5%

10% > 3.6%

2

60 > 90

0> 1

52% > 100%

65% > 10%

10% > 4.6%

3

60 > 120

0> 1

57% > 100%

72% > 15%

10% > 4.6%

4

60 > 150

0> 1

64% > 100%

77% > 20%

10% > 4.6%

5

60 > 180

0> 1

72% > 100%

81% > 25%

10% > 7.8%

6

60 > 210

0> 1

81% > 100%

85% > 30%

10% > 7.8%

7

60 > 240

0> 1

90% > 100%

88% > 35%

10% > 7.8%

8

60 > 270

0> 1

101% > 100%

91% > 40%

10% > 7.8%

9

60 > 300

0> 1

112% > 100%

94% > 45%

10% > 7.8%

10

60 > 330

0> 1

125% > 100%

97% > 50%

10% > 12.1%



■ Smoke

Considering Smoke Effect, we adjusted damage and changed it to occur as guaranteed.

We gave additional value by range increase when LV up, and we gave weighted damage to Melee as range does not increase.

We replaced effect to complement Smoke and Blindness, changing Additional Artillery Accuracy(%) Decrease Effect to Additional Artillery Accuracy Decrease, and added additional Melee Accuracy Decrease Effect.

We recommend to utilizing it to lower the enemy's accuracy in low combat LV.


▶ Artillery & Melee

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Smoke Chance Changes

Additional Artillery Accuracy(%) Decrease

> Additional Artillery Accuracy Decrease

Additional Melee Accuracy Decrease Changes

1

60

0> 1

100%

50% > 100%

750 > 28

0 > 412

2

60 > 90

0> 1

105% > 105.6%

65% > 100%

750 > 36

0 > 530

3

60 > 120

0> 1

115% > 111.1%

72% > 100%

750 > 36

0 > 530

4

60 > 150

0> 1

128% > 116.7%

77% > 100%

750 > 36

0 > 530

5

60 > 180

0> 1

144% > 122.2%

81% > 100%

750 > 61

0 > 897

6

60 > 210

0> 1

162% > 127.8%

85% > 100%

750 > 61

0 > 897

7

60 > 240

0> 1

181% > 133.3%

88% > 100%

750 > 61

0 > 897

8

60 > 270

0> 1

202% > 138.9%

91% > 100%

750 > 61

0 > 897

9

60 > 300

0> 1

225% > 144.4%

94% > 100%

750 > 61

0 > 897

10

60 > 330

0> 1

250% > 150%

97% > 100%

750 > 94

0 > 1382


▶ Ram

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Smoke Chance Changes

Additional Artillery Accuracy(%) Decrease

> Additional Artillery Accuracy Decrease

Additional Melee Accuracy Decrease Changes

1

60

0> 1

100%

50% > 100%

750 > 28

0 > 412

2

60 > 90

0> 1

105% > 103.1%

65% > 100%

750 > 36

0 > 530

3

60 > 120

0> 1

115% > 106.1%

72% > 100%

750 > 36

0 > 530

4

60 > 150

0> 1

128% > 109.2%

77% > 100%

750 > 36

0 > 530

5

60 > 180

0> 1

144% > 112.2%

81% > 100%

750 > 61

0 > 897

6

60 > 210

0> 1

162% > 115.3%

85% > 100%

750 > 61

0 > 897

7

60 > 240

0> 1

181% > 118.3%

88% > 100%

750 > 61

0 > 897

8

60 > 270

0> 1

202% > 121.4%

91% > 100%

750 > 61

0 > 897

9

60 > 300

0> 1

225% > 124.4%

94% > 100%

750 > 61

0 > 897

10

60 > 330

0> 1

250% > 127.5%

97% > 100%

750 > 94

0 > 1382



■ Blindness & Flash

Considering Blindness Effect, we adjusted damage and changed it to occur as guaranteed.

We gave additional value by range increase when LV up, and we gave weighted damage.

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Blindness Chance Changes

Additional Artillery Accuracy(%) Decrease Changes

Additional Melee Accuracy(%) Decrease Changes

1

60

0> 1

100%

50% > 100%

50% > 13.5%

50% > 13.5%

2

60 > 90

0> 1

105% > 105.6%

65% > 100%

50% > 17.4%

50% > 17.4%

3

60 > 120

0> 1

115% > 111.1%

72% > 100%

50% > 17.4%

50% > 17.4%

4

60 > 150

0> 1

128% > 116.7%

77% > 100%

50% > 17.4%

50% > 17.4%

5

60 > 180

0> 1

144% > 122.2%

81% > 100%

50% > 29.2%

50% > 29.2%

6

60 > 210

0> 1

162% > 127.8%

85% > 100%

50% > 29.2%

50% > 29.2%

7

60 > 240

0> 1

181% > 133.3%

88% > 100%

50% > 29.2%

50% > 29.2%

8

60 > 270

0> 1

202% > 138.9%

91% > 100%

50% > 29.2%

50% > 29.2%

9

60 > 300

0> 1

225% > 144.4%

94% > 100%

50% > 29.2%

50% > 29.2%

10

60 > 330

0> 1

250% > 150%

97% > 100%

50% > 45%

50% > 45%



■ Ignore Defense

Considering the performance of Ignore Defense Effect, we changed it to occur as guaranteed but adjusted its damage downward.

We eliminated Flooding effect as Defense effect is solely good enough.

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Ignore Defense Chance Changes

Ignore Defense(%) Changes

1

60

0> 1

80% > 100%

50% > 100%

100% > 15%

2

60 > 90

0> 1

82% > 105.6%

65% > 100%

100% > 19.4%

3

60 > 120

0> 1

87% > 111.1%

72% > 100%

100% > 19.4%

4

60 > 150

0> 1

93% > 116.7%

77% > 100%

100% > 19.4%

5

60 > 180

0> 1

100% > 122.2%

81% > 100%

100% > 32.5%

6

60 > 210

0> 1

108% > 127.8%

85% > 100%

100% > 32.5%

7

60 > 240

0> 1

118% > 133.3%

88% > 100%

100% > 32.5%

8

60 > 270

0> 1

128% > 138.9%

91% > 100%

100% > 32.5%

9

60 > 300

0> 1

138% > 144.4%

94% > 100%

100% > 32.5%

10

60 > 330

0> 1

150%

97% > 100%

100% > 50%



■ Poison

Considering Poison Effect, we adjusted its damage, and changed its chance and damage by Poison to increase.


▶ Artillery & Melee

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Poison Chance Changes

Poison Damage Changes

1

60

0> 1

100% > 100%

50% > 30%

5% > 1.3%

2

60 > 90

0> 1

105% > 100%

65% > 38.8%

5% > 2.7%

3

60 > 120

0> 1

115% > 100%

72% > 38.8%

5% > 4%

4

60 > 150

0> 1

128% > 100%

77% > 38.8%

5% > 5.4%

5

60 > 180

0> 1

144% > 100%

81% > 65%

5% > 6.7%

6

60 > 210

0> 1

162% > 100%

85% > 65%

5% > 8.1%

7

60 > 240

0> 1

181% > 100%

88% > 65%

5% > 9.4%

8

60 > 270

0> 1

202% > 100%

91% > 65%

5% > 10.8%

9

60 > 300

0> 1

225% > 100%

94% > 65%

5% > 12.1%

10

60 > 330

0> 1

250% > 100%

97% > 100%

5% > 13.5%


▶ Ram

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Poison Chance Changes

Poison Damage Changes

1

60

0> 1

100% > 100%

50% > 30%

5% > 1.3%

2

60 > 90

0> 1

105% > 100%

65% > 38.8%

5% > 2.7%

3

60 > 120

0> 1

115% > 100%

72% > 38.8%

5% > 4%

4

60 > 150

0> 1

128% > 100%

77% > 38.8%

5% > 5.4%

5

60 > 180

0> 1

144% > 100%

81% > 65%

5% > 6.7%

6

60 > 210

0> 1

162% > 100%

85% > 65%

5% > 8.1%

7

60 > 240

0> 1

181% > 100%

88% > 65%

5% > 9.4%

8

60 > 270

0> 1

202% > 100%

91% > 65%

5% > 10.8%

9

60 > 300

0> 1

225% > 100%

94% > 65%

5% > 12.1%

10

60 > 330

0> 1

250% > 100%

97% > 100%

5% > 13.5%


▶ Wild Melee

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Poison Chance Changes

Poison Damage Changes

1

60

0> 1

50% > 50%

50% > 30%

5% > 1.3%

2

60 > 90

0> 1

52% > 50%

65% > 38.8%

5% > 2.7%

3

60 > 120

0> 1

57% > 50%

72% > 38.8%

5% > 4%

4

60 > 150

0> 1

64% > 50%

77% > 38.8%

5% > 5.4%

5

60 > 180

0> 1

72% > 50%

81% > 65%

5% > 6.7%

6

60 > 210

0> 1

81% > 50%

85% > 65%

5% > 8.1%

7

60 > 240

0> 1

90% > 50%

88% > 65%

5% > 9.4%

8

60 > 270

0> 1

101% > 50%

91% > 65%

5% > 10.8%

9

60 > 300

0> 1

112% > 50%

94% > 65%

5% > 12.1%

10

60 > 330

0> 1

125% > 50%

97% > 100%

5% > 13.5%



■ Enhanced Artillery & Ram Strength

Considering the range increase of skill, we adjusted the effect increment in overall.

LV

Spent Mobility Changes

Cooldown Changes

Additional Attack(%) Increase Changes

1

60 > 85

0> 1

25% > 5.7%

2

60 > 127

0> 1

28% > 11.5%

3

60 > 169

0> 1

33% > 17.3%

4

60 > 212

0> 1

39% > 23.1%

5

60 > 254

0> 1

44% > 28.9%

6

60 > 296

0> 1

50% > 34.6%

7

60 > 338

0> 1

56% > 40.4%

8

60 > 381

0> 1

62% > 46.2%

9

60 > 423

0> 1

68% > 52%

10

60 > 465

0> 1

75% > 57.8%



■ Increase Melee Attack

Considering the range increase of skill, we adjusted the effect increment overall.

LV

Spent Mobility Changes

Cooldown Changes

Additional Attack(%) Increase Changes

1

60 > 85

0> 1

25% > 7.7%

2

60 > 127

0> 1

28% > 15.4%

3

60 > 169

0> 1

33% > 23.1%

4

60 > 212

0> 1

39% > 30.8%

5

60 > 254

0> 1

44% > 38.5%

6

60 > 296

0> 1

50% > 46.2%

7

60 > 338

0> 1

56% > 53.9%

8

60 > 381

0> 1

62% > 61.6%

9

60 > 423

0> 1

68% > 69.3%

10

60 > 465

0> 1

75% > 77.1%



■ Damage Sail

We replaced Turning to Mobility and changed it to occur as guaranteed, but we adjusted its damage that had not been considered Damage Sail Effect.

We gave additional value by range increase when LV up, and we gave weighted damage to Melee as range does not increase.


▶ Artillery

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Damage Sail Chance Changes

Additional Speed(%) Decrease Changes

1

60

0> 1

100%

50% > 100%

10% > 3.3%

2

60 > 90

0> 1

105% > 103.4%

65% > 100%

10% > 6.6%

3

60 > 120

0> 1

115% > 103.4%

72% > 100%

10% > 9.9%

4

60 > 150

0> 1

128% > 103.4%

77% > 100%

10% > 13.3%

5

60 > 180

0> 1

144% > 113.8%

81% > 100%

10% > 16.6%

6

60 > 210

0> 1

162% > 113.8%

85% > 100%

10% > 19.9%

7

60 > 240

0> 1

181% > 113.8%

88% > 100%

10% > 23.3%

8

60 > 270

0> 1

202% > 113.8%

91% > 100%

10% > 26.6%

9

60 > 300

0> 1

225% > 113.8%

94% > 100%

10% > 29.9%

10

60 > 330

0> 1

250% > 127.5%

97% > 100%

10% > 33.3%


▶ Ram

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Damage Sail Chance Changes

Additional Speed(%) Decrease Changes

1

60

0> 1

100%

50% > 100%

10% > 3.3%

2

60 > 90

0> 1

105% > 106.3%

65% > 100%

10% > 6.6%

3

60 > 120

0> 1

115% > 106.3%

72% > 100%

10% > 9.9%

4

60 > 150

0> 1

128% > 106.3%

77% > 100%

10% > 13.3%

5

60 > 180

0> 1

144% > 125%

81% > 100%

10% > 16.6%

6

60 > 210

0> 1

162% > 125%

85% > 100%

10% > 19.9%

7

60 > 240

0> 1

181% > 125%

88% > 100%

10% > 23.3%

8

60 > 270

0> 1

202% > 125%

91% > 100%

10% > 26.6%

9

60 > 300

0> 1

225% > 125%

94% > 100%

10% > 29.9%

10

60 > 330

0> 1

250% > 150%

97% > 100%

10% > 33.3%


▶ Melee

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Damage Sail Chance Changes

Additional Speed(%) Decrease Changes

1

60

0> 1

75% > 100%

50% > 100%

10% > 3.3%

2

60 > 90

0> 1

77% > 103.4%

65% > 100%

10% > 6.6%

3

60 > 120

0> 1

82% > 103.4%

72% > 100%

10% > 9.9%

4

60 > 150

0> 1

89% > 103.4%

77% > 100%

10% > 13.3%

5

60 > 180

0> 1

97% > 113.8%

81% > 100%

10% > 16.6%

6

60 > 210

0> 1

106% > 113.8%

85% > 100%

10% > 19.9%

7

60 > 240

0> 1

115% > 113.8%

88% > 100%

10% > 23.3%

8

60 > 270

0> 1

126% > 113.8%

91% > 100%

10% > 26.6%

9

60 > 300

0> 1

137% > 113.8%

94% > 100%

10% > 29.9%

10

60 > 330

0> 1

150% > 127.5%

97% > 100%

10% > 33.3%


▶ Enhanced Artillery

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Damage Sail Chance Changes

Additional Speed(%) Decrease Changes

1

60

0> 1

75% > 100%

50% > 100%

10% > 4.1%

2

60 > 90

0> 1

77% > 107.4%

65% > 100%

10% > 8.3%

3

60 > 120

0> 1

82% > 107.4%

72% > 100%

10% > 12.4%

4

60 > 150

0> 1

89% > 107.4%

77% > 100%

10% > 16.6%

5

60 > 180

0> 1

97% > 129.7%

81% > 100%

10% > 20.8%

6

60 > 210

0> 1

106% > 129.7%

85% > 100%

10% > 24.9%

7

60 > 240

0> 1

115% > 129.7%

88% > 100%

10% > 29.1%

8

60 > 270

0> 1

126% > 129.7%

91% > 100%

10% > 33.3%

9

60 > 300

0> 1

137% > 129.7%

94% > 100%

10% > 37.4%

10

60 > 330

0> 1

150% > 159.4%

97% > 100%

10% > 41.6%



■ Loot

We replaced Turning to Mobility, and adjusted damage considering Loot Effect.

We gave additional value by range increase when LV up, and we gave weighted damage to Melee as range does not increase.


▶ Artillery

LV

Spent Mobility Changes

Cooldown Changes

Damage Changes

Loot(%) > Loot

1

60

0> 1

100%

10% > 5

2

60 > 90

0> 1

106% > 103.4%

17% > 10

3

60 > 120

0> 1

115% > 103.4%

22% > 15

4

60 > 150

0> 1

125% > 103.4%

27% > 20

5

60 > 180

0> 1

136% > 113.8%

31% > 25

6

60 > 210

0> 1

147% > 113.8%

35% > 30

7

60 > 240

0> 1

160% > 113.8%

39% > 35

8

60 > 270

0> 1

173% > 113.8%

43% > 40

9

60 > 300

0> 1

186% > 113.8%

46% > 45

10

60 > 330

0> 1

200% > 127.5%

50% > 50



■ Seal Action

Considering the value of Seal Effect, we adjusted its success chance and increased its cooldown higher.

LV

Spent Mobility Changes

Cooldown Changes

Seal Chance Changes

1

60 > 85

0 > 3

40% > 9%

2

60 > 127

0 > 3

60% > 18%

3

60 > 169

0 > 3

68% > 27%

4

60 > 212

0 > 3

74% > 36%

5

60 > 254

0 > 2

80% > 45%

6

60 > 296

0 > 2

84% > 54%

7

60 > 338

0 > 2

88% > 63%

8

60 > 381

0 > 2

92% > 72%

9

60 > 423

0 > 2

96% > 81%

10

60 > 465

0 > 1

100% > 90%



■ Seal Artillery & Melee & Ram

Considering the value of Seal Effect, we adjusted its success chance and reflected value by range increase.

LV

Spent Mobility Changes

Cooldown Changes

Seal Chance Changes

Effect Range Changes

1

60

0> 1

40% > 9%

Default

2

60 > 90

0> 1

60% > 18%

Default +1

3

60 > 120

0> 1

68% > 27%

Default +1

4

60 > 150

0> 1

74% > 36%

Default +1

5

60 > 180

0> 1

80% > 45%

Default +2

6

60 > 210

0> 1

84% > 54%

Default +2

7

60 > 240

0> 1

88% > 63%

Default +2

8

60 > 270

0> 1

92% > 72%

Default +2

9

60 > 300

0> 1

96% > 81%

Default +2

10

60 > 330

0> 1

100% > 90%

Default +3



■ Charge

To resolve the issue where Mobility is increasing throughout combat, we changed Mobility Recovery to Additional Mobility(%) Increase.

LV

Spent Mobility Changes

Cooldown Changes

Mobility Recovery Changes

Additional Mobility(%) Increase Changes

1

60

0> 1

5% > 0%

0%> 4.1%

2

60 > 90

0> 1

8% > 0%

0%> 12.5%

3

60 > 120

0> 1

12% > 0%

0%> 16.6%

4

60 > 150

0> 1

17% > 0%

0%> 20.8%

5

60 > 180

0> 1

22% > 0%

0%> 37.5%

6

60 > 210

0> 1

27% > 0%

0%> 41.6%

7

60 > 240

0> 1

33% > 0%

0%> 45.8%

8

60 > 270

0> 1

38% > 0%

0%> 50%

9

60 > 300

0> 1

44% > 0%

0%> 54.1%

10

60 > 330

0> 1

50% > 0%

0%> 75%



■ Attack Increase/Decrease

We adjusted its performance, reflecting its effect applied to whole allies and the limit of maximum increase stats.

LV

Spent Mobility Changes

Cooldown Changes

Attack Changes

1

60

0> 1

25% > 1%

2

60 > 90

0> 1

28% > 2.6%

3

60 > 120

0> 1

33% > 3.4%

4

60 > 150

0> 1

39% > 4.2%

5

60 > 180

0> 1

44% > 7.5%

6

60 > 210

0> 1

50% > 8.4%

7

60 > 240

0> 1

56% > 9.2%

8

60 > 270

0> 1

62% > 10%

9

60 > 300

0> 1

68% > 10.8%

10

60 > 330

0> 1

75% > 15%



■ Defense Increase/Decrease

We adjusted its performance, reflecting its effect applied to whole allies and the limit of maximum increase stats.

LV

Spent Mobility Changes

Cooldown Changes

Defense Changes

1

60

0> 1

25% > 1%

2

60 > 90

0> 1

28% > 2.3%

3

60 > 120

0> 1

33% > 3%

4

60 > 150

0> 1

39% > 3.7%

5

60 > 180

0> 1

44% > 6.4%

6

60 > 210

0> 1

50% > 7%

7

60 > 240

0> 1

56% > 7.7%

8

60 > 270

0> 1

62% > 8.4%

9

60 > 300

0> 1

68% > 9.1%

10

60 > 330

0> 1

75% > 12.5%



■ Accuracy Increase/Decrease

We adjusted its performance, reflecting its effect applied to whole allies and the limit of maximum increase stats.

LV

Spent Mobility Changes

Cooldown Changes

Accuracy Changes

1

60

0> 1

25% > 1.2%

2

60 > 90

0> 1

28% > 3.7%

3

60 > 120

0> 1

33% > 5%

4

60 > 150

0> 1

39% > 6.2%

5

60 > 180

0> 1

44% > 11.2%

6

60 > 210

0> 1

50% > 12.5%

7

60 > 240

0> 1

56% > 13.7%

8

60 > 270

0> 1

62% > 15%

9

60 > 300

0> 1

68% > 16.2%

10

60 > 330

0> 1

75% > 22.5%



■ Evasion Increase/Decrease

We adjusted its performance, reflecting its effect applied to whole allies and the limit of maximum increase stats.

LV

Spent Mobility Changes

Cooldown Changes

Evasion Changes

1

60

0> 1

25% > 1%

2

60 > 90

0> 1

28% > 3.1%

3

60 > 120

0> 1

33% > 4.1%

4

60 > 150

0> 1

39% > 5.2%

5

60 > 180

0> 1

44% > 9.3%

6

60 > 210

0> 1

50% > 10.4%

7

60 > 240

0> 1

56% > 11.4%

8

60 > 270

0> 1

62% > 12.5%

9

60 > 300

0> 1

68% > 13.5%

10

60 > 330

0> 1

75% > 18.7%



■ Critical Attack Increase/Decrease

We adjusted its performance, reflecting its effect applied to whole allies and the limit of maximum increase stats.

LV

Spent Mobility Changes

Cooldown Changes

Critical Attack Changes

1

60

0> 1

25% > 1%

2

60 > 90

0> 1

28% > 2.6%

3

60 > 120

0> 1

33% > 3.4%

4

60 > 150

0> 1

39% > 4.2%

5

60 > 180

0> 1

44% > 7.5%

6

60 > 210

0> 1

50% > 8.4%

7

60 > 240

0> 1

56% > 9.2%

8

60 > 270

0> 1

62% > 10%

9

60 > 300

0> 1

68% > 10.8%

10

60 > 330

0> 1

75% > 15%



■ Energy Increase/Decrease

We adjusted its performance, reflecting its effect applied to whole allies and the limit of maximum increase stats.

LV

Spent Mobility Changes

Cooldown Changes

Mobility Changes

1

60

0> 1

25% > 1%

2

60 > 90

0> 1

28% > 2.3%

3

60 > 120

0> 1

33% > 3%

4

60 > 150

0> 1

39% > 3.7%

5

60 > 180

0> 1

44% > 6.4%

6

60 > 210

0> 1

50% > 7%

7

60 > 240

0> 1

56% > 7.7%

8

60 > 270

0> 1

62% > 8.4%

9

60 > 300

0> 1

68% > 9.1%

10

60 > 330

0> 1

75% > 12.55



■ Rapair & Medicine

We adjusted to assign optimal crews by setting effective sections depending on crew assignment.


▶ Single Target

LV

Spent Mobility Changes

Cooldown Changes

Recovery Changes

1

60

0> 1

50%

2

60 > 90

0> 1

53% > 55.9%

3

60 > 120

0> 1

58% > 58.8%

4

60 > 150

0> 1

63% > 61.8%

5

60 > 180

0> 1

68% > 73.5%

6

60 > 210

0> 1

74% > 76.5%

7

60 > 240

0> 1

80% >> 79.4%

8

60 > 270

0> 1

86% > 82.4%

9

60 > 300

0> 1

93% > 85.3%

10

60 > 330

0> 1

100%


▶ Small Scale

LV

Spent Mobility Changes

Cooldown Changes

Recovery Changes

1

60

0> 1

20%

2

60 > 90

0> 1

21% > 22%

3

60 > 120

0> 1

22% > 23%

4

60 > 150

0> 1

24%

5

60 > 180

0> 1

26% > 28%

6

60 > 210

0> 1

28% > 29%

7

60 > 240

0> 1

30%

8

60 > 270

0> 1

32% > 31%

9

60 > 300

0> 1

35% > 32%

10

60 > 330

0> 1

37%


▶ Big Scale

LV

Spent Mobility Changes

Cooldown Changes

Recovery Changes

1

60

0> 1

12%

2

60 > 90

0> 1

13% > 13.9%

3

60 > 120

0> 1

14% > 14.8%

4

60 > 150

0> 1

16% > 15.8%

5

60 > 180

0> 1

18% > 19.5%

6

60 > 210

0> 1

20% > 20.5%

7

60 > 240

0> 1

22% > 21.4%

8

60 > 270

0> 1

24% > 22.4%

9

60 > 300

0> 1

26% > 23.3%

10

60 > 330

0> 1

28%


▶ All Area

LV

Spent Mobility Changes

Cooldown Changes

Recovery Changes

1

60

0> 1

5%

2

60 > 90

0> 1

6% > 6.1%

3

60 > 120

0> 1

7% > 6.6%

4

60 > 150

0> 1

8% > 7.1%

5

60 > 180

0> 1

9% > 9.2%

6

60 > 210

0> 1

10% > 9.8%

7

60 > 240

0> 1

11% > 10.3%

8

60 > 270

0> 1

12% > 10.8%

9

60 > 300

0> 1

13% > 11.4%

10

60 > 330

0> 1

14%



3. Passive Skill Renewal

[Job] Adjusted mate's job, skill and effect.


▶ Additional artillery when artillery attack & Additional melee when melee attack

   - Considering the effectiveness and performance just by holding, we lowered the LV1 probability by 21% and the maximum probability is the same at 100%.

▶ Ignore defense artillery & Ignore defense melee & Ignore defense ram

  - To increase utilization, we increased the probability of occurrence and lowered the effect.

▶ Movement Hindering Artillery & Melee & Ram

  - For easy use, we increased the probability of occurrence by up to 25% and lowered the effect by up to 42%. And we modified the help so that we could recognize the clear capabilities.

▶ Confusion Artillery & Melee & Ram

  - The probability at the highest LV is 40% as before, but the probability of occurrence in low LV intervals is reduced by up to 50% to be worth more than a certain LV

Poison Artillery & Melee & Ram

  - We have modified LV1 to activate 100% but increase performance sequentially, and modified the description to understand the variation specifically.

Seal Skill Artillery & Melee & Ram

▶ Seal Movement Artillery & Melee & Ram

▶ Seal Artillery Artillery & Melee & Ram

  - The probability of activation is too high, therefore instead of lowering it to grow sequentially, the deployment has been improved to allow low-grade mates to reach maximum LVs.

Ignore Artillery& Melee & Ram Damage

  - To control the dependence on the impenetrable skill, we significantly lowered the probability that it would not be used in low LVs.

Amplify Evasion when hit

  - It has been modified to provide a significant effect on LV5 and above, taking into account the current balance of the value of avoidance.

Amplify Defense when hit

  - Due to the increased defense power of all lines and defense power is distinct in the low level of the combat structure using the damage reduction rate, the balance was modified.

▶ Reflect Damage

 - Unlike before, it is not activated unconditionally and is activated by chance to reduce the stress of the attacker and to prevent the reflective damage from exceeding the counterattack damage.

▶ Activate Protection when Poisoned

  - It has been modified to experience the value of poisioning due to the increase in the rate of use of poisoning during combat, and has been improved to feel the growth feeling due to the increase in effect LV.

▶ Activate Protection when Confused

  - It has been modified to experience the value of confusion due to the increase in the rate of use of confusion during combat, and has been improved to feel the growth feeling due to the increase in effect LV.

▶ Seize Opportunity

  - Adjusted the amount of mobility recovery to avoid lack of mobility in additional actions, but lowered the frequency of occurrence to prevent frequent additional actions. The performance on the LV 10 is the same, but the effect is weakly modified when the level is low.

▶ Decrease Artillery & Melee & Ram Attack on attack

▶ Decrease Artillery & Melee Accuracy on attack

  - The probability is fixed at 50%, but the balance is modified to increase the value of the mates so that the effect increases with LV growth. By LV 10, it is 25% more powerful than before.

▶ Decrease Artillery & Melee & Ram Defense on attack

  - The probability is fixed at 50%, but the balance is modified to increase the value of the mates so that the effect increases with LV growth. By LV 10, it is 10.1% more powerful than before.

▶ Decrease Artillery & Melee Evasion on attack

  - The probability is fixed at 50%, but the balance is modified to increase the value of the mates so that the effect increases with LV growth. By LV 10, it is 2.5% more powerful than before.

▶ Decrease Artillery & Melee & Ram Critical Chance on attack

  - The probability is fixed at 50%, but the balance is modified to increase the value of the mates so that the based on LV growth. The final effect is lower than before because the minimum fatality rate in the game has been raised.

Loot Food Melee

▶ Crew Conciliation Melee -> Crew Quick Heal

  - Instead of unconditionally succeeding, the success rate increases with LV growth, and the balance is modified to increase the effectiveness of the mates

▶ Increase Artillery & Melee Evasion when hit

  - Instead of unconditionally succeeding, the success rate increases with LV growth, and the balance is modified to increase the effectiveness of the mates. By LV 10, it is 17.5% more powerful than before.

▶ Increase Artillery & Melee & Ram Defense when hit

  - Instead of unconditionally succeeding, the success rate increases with LV growth, and the balance is modified to increase the effectiveness of the navigator. By LV 10, it is 32.8% more powerful than before.

▶ Reflect Damage Artillery & Melee & Ram

  - We increased the probability more often than before, and increased the final probability on LV10 by 16%. The performance from low LV has also been increased.

Activate Enrage when Poisoned

  - It has been modified to adjust the probability of activation by increasing the rate of use of poisoning during combat and to increase its utility at high LVs

▶ Increase Speed at start

  - Both chance and effect has been raised overall.

▶ Increase & Amplify Durability

  - Has been raised overall.

▶ Remove Status Effect at start

  - The probability was modified to decrease when LV was low, but 100% activated in LV 10.

▶ Advanced Repair at start

  - Instead of significantly increasing the probability of occurrence, the effect has been reduced to 50% compared to before.

▶ Advanced Medicine at start

  - The probability of occurrence was greatly increased to improve the effectiveness, and the effect was lowered by 50% because the probability was increased.

▶ Elusiveness

  - Adjusted the two existing effects to occur at the same probability, and lowered the performance of the individual effects by 50% as six effects were given.

▶ Extra Artillery & Melee & Ram Critical Damage

  - Beyond the maximum limit, the additional damage of critical hits, which were not properly applied, was applied to a normal level and redistributed according to LV.

▶ Increased Artillery & Ram Damage

  - Significantly increased attack power by a reduction in the number of additional critical hits

▶ Increased Melee Damage

  - The effect has been greatly increased by increasing additional melee power, melee power.

▶ Amplify Artillery & Melee & Ram Attack

  - The additional attack power% has been greatly increased by a decrease in the amount of additional critical damage.

▶ Increase Artillery & Melee Evasion

  - Increased evasion performance overall.

▶ Amplify Artillery & Melee Evasion

  - Increased the additional avoidance% starting with LV2.

▶ Increase Artillery & Ram Critical Chance

  - Damage has been raised overall when additional critical hit occurs.

▶ Increase Melee Critical Chance

  - Damage has been raised overall when additional critical hit occurs.

▶ Amplify Artillery & Melee & Ram Critical Chance

  - Increased the additional critical hit chance% significantly Starting with LV2.

▶ Increase Artillery & Ram Defense

▶ Increase Melee Defense

  - Increased the additional critical damage significantly Starting with LV2.

▶ Amplify Artillery & Melee & Ram Defense

  - Increased the additional defense chance% significantly Starting with LV2.

▶ Enhance Artillery & Melee & Ram Counterattack

  - Damage % has been lowered to an appropriate level so that the counterattack does not exceed the attack damage

▶ Decrease Mobility Consumption when moving

  - Decreased some chance of occurrence and reduced the amount of reduction so that the penalty is not too big.

▶ Increase Mobility Recovery at start

  - Increase utilization by increasing both chance and effectiveness, and the LV10 is activated with 100% chance.

▶ Amplify Mobility Recovery at start

  - Increased utilization by increasing the chance, and the effect decreased as it was frequently activated.

▶ Amplify Evasion before getting hit

  - Improved usability by increasing both chance and effect.

Amplify Critical Chance before action

  - The probability was slightly increased and the effect was lowered.

▶ Amplify Speed before Starting

  - The chance of occurrence has been greatly increased and the effect has been lowered as it occurs frequently.

▶ Amplify Attack/Defense before action

  - It Increased the chance of occurrence and increased performance slightly.

▶ Amplify Artillery & Melee & Ram Attack on Isolation

  - The chance of occurrence was adjusted to grow with LV growth, and overall performance was increased.

▶ Amplify Attack before action

▶ Amplify Defense before getting hit

▶ Amplify Accuracy before action

  - The chance of occurrence has been greatly increased and the effect has been lowered as it occurs frequently.

▶ Deadly Artillery & Melee & Ram

  - The chance of occurrence has been increased and the chance of critical hit has been modified to be added instead of changed, increasing utilization starting with LV1.

▶ Increase Artillery Accuracy

  - Increased performance.

▶ Increase Melee Accuracy

  - Greatly increased performance.

▶ Increase Artillery & Melee Accuracy

  - Greatly increased performance starting with LV2.

▶ Increase Medicine Recovery

▶ Amplify Medicine Recovery

▶ Increase Repair Recovery

▶ Increase Maximized Repair Recovery

  - Greatly increased performance.

▶ Increase Maximized Medicine Recovery

▶ Increase Maximized Repair Recovery

  - Lowered the excess maximization recovery to an appropriate level.

▶ Increase Maximized Medicine Chance

▶ Increase Maximized Repair Chance

  - Lowered the maximized recovery to an appropriate level.

▶ Extra Fixed Damage on Artillery & Melee & Ram

  - The overall effect was adjusted to account for the difference between the maximum durability and the maximum number of crews, and the chance of occurrence was adjusted based on LV.



4. World Passive

[World] Adjusted World Passive


▶ Trade Boost, Trade Specialization

  - Decreased to maximum 12.9%, but it provides the same effect in maximum LV (100% in LV 20)


▶ Discount, Sales Surcharge

  - Increased in LV 1, and it provides the same effect in maximum LV (10% in LV 20)


▶ Skilled Sail Handling

  - Partly decreased in LV 1 to 0.5%, but it increases gradually depending on LV growth (Increased by Maximum 4.2% in LV 20)


▶ Skilled Rowing

  - Partly decreased in LV 1 to 1%, but it increases gradually depending on LV growth (Increased 2 times, 10% in LV 20)


▶ Enhanced Watch

  - Increased growth range in early LV


▶ Rat Outbreak Relieved, Insanitation Relieved, Scurvy Relieved, Plague Relieved, Decay Relieved, Fire Relieved, Seaweed Relieved, Leaking Relieved, Quarreling Relieved, Mutiny Relieved, Frustration Relieved, Anxiety Relieved, Homesickness Relieved, Insomnia Relieved, Cat Lover, Hygiene, Nutritionist, Mysophobia, Fire Training, Obstacle Detection, Waterproofing, Communication Expert, Mediator, Inspect Cargo, Compliments and Encouragement, Mental Therapy, Mysophobia, Song of Home, Weather Observer, Use Sextant, Compass Maintenance, Wear Earplugs, Ban on Swimming, Distribute Woolen Hats, Reef Relieved, Stolen Cargo Relieved, Hurricane Relieved, Winds Relieved, Magnetic Field Anomaly Relief, Sirens Relieved, Man-eating Shark Relieved, Hypothermia Relieved

  - Narrowly increased from LV 1 (Increased to 30% in LV 20)


▶ Angler

  - Increased by about 9%


▶ Seek Wealth, Seek Fame, Master of Gathering, Kind Stranger, Masked Pillager, Pursue Wealth, Pursue Fame, Exploration Supply Conservation, Rare Exploration

  - Narrowly increased starting from LV 1 (Increased to 14% in LV 20)


▶ Diligent Explorer, Aggressive Explorer

  - Narrowly increased starting from LV 1 (Increased to 11.2% in LV 20)


▶ Cautious Explorer

  - Narrowly increased starting from LV 1 (Increased to 9.2% in LV 20)


▶ Pirate Hunting, Beast Hunting

  - Narrowly increased starting from LV 1 (Increased to 2.8% in LV 20)


▶ Master of Fishing

  - Narrowly increased starting from LV 1 (Increased to 42 in LV 20)


▶ Marine Ecology Research

  - Decreased it to modulate with the value of other skills and consider its feature that repeated learning is impossible (Decreased to 28% in LV 20)



5. Changes in EXP required to Expertise LV Up

[Expertise] Expertise LV has been adjusted upward overall and effect has been modified (Adjusted about 86% based on Lv10)


■ Combat Type : Artillery, Melee, Ramming, Support

LV Changes

EXP Changes

1

0

2 > 4

3780 > 870

3 > 5

8990 > 1350

4 > 6

14920 > 3300

5 > 7

21390 > 6210

6 > 7

28270 > 12180

7 > 8

35500 > 21220

8

43050 > 34050

9 > 8

50870 > 51390

10 > 9

58940 > 74000


■ Non-combat Type : Other 8 Except Combat Type

LV Changes

EXP Changes

1

0

2 > 3

2930 > 850

3 > 5

7230 > 1490

4 > 6

12250 > 3360

5 > 7

17800 > 5980

6 > 8

23800 > 9340

7 > 9

30160 > 13460

8 > 10

36860 > 18320

9 > 11

43850 > 23930

10 > 11

51100 > 30290

11 > 12

64460 > 41130

12 > 13

79596 > 54290

13 > 14

96564 > 70010

14 > 15

115388 > 88470

15 > 16

136140 > 109940

16

158848 > 134620

17

183549 > 162740

18

210276 > 194530

19

239077 > 230200

20

270000 > 270000


As we noticed through August Dev Note from Uncharted Waters Origin, the skills of each Admiral/Mate have been relocated for balance adjustment.


Please note that the adjustment is to make available to utilize various skills and Mates, by revising skills that were too much dependent or used less frequently.


It is still lacking to fully understand all the efforts of Admirals to learn the skills and grow Mates with the goal of specific skills. But to help Admirals with it, we have prepared the rewards as follows.


1. Reward for All Admirals

- 5,000 Blue Gems

- Training Acceleration (6 hours x 2, 1 hour x 6, 30 min x 12)

* You may claim the compensation after the 08/05(Fri) maintenance until 08/12(Fri) 19:00 (UTC+10) in your mailbox.

* The compensation will be provided only once per account, and the mail will be kept for 1 day (24 hours) only.


2. Reward for Learning Skills Using Red Gems

Red Gems will be given based on the number of times to learn the skill.

Please refer below for the section divided.

  - 1 ~ 20 times : 150 Red Gems

  - 21~40 times : 300 Red Gems

  - 41~60 times : 450 Red Gems

  - 61~80 times : 600 Red Gems

     ............

* Reward will be given separately, based on the section.

You may claim the compensation after the 08/05(Fri) maintenance until 08/12(Fri) 19:00 (UTC+10) in your mailbox.

The compensation will be provided only once per account, and the mail will be kept for 1 day (24 hours) only.


3. Maintenance Compensation

2,000,000 Ducats

* You may claim the compensation after the 08/05(Fri) maintenance until 08/06(Sat) 19:00 (UTC+10) in your mailbox.

* The compensation will be provided only once per account, and the mail will be kept for 1 day (24 hours) only.

* Please note that the arrival time of the compensation mail to the mailbox could be different for every Admiral.


Again, we apologize to all Admirals in that we had not made detailed notice in advance regarding the Mate's skill adjustment and relocation.


Please look forward to the upcoming contents being updated, and we will strive to show Admirals as soon as possible about the contents that were noticed but are not applied yet.


Thank you.

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