This is pending patch, releasing alongside new stage/content
“ATTACK” vs “DAMAGE” Types
In Lunia, most skills rely on a state called "ATTACK" to calculate damage for actions, projectiles, and similar effects, ensuring that the correct formulas are applied. However, we recently discovered that a small subset of skills were using an incorrect state, "DAMAGE," which did not follow the proper damage formulas. Although 98% of actions across skills and NPC behaviors correctly utilized the "ATTACK" state, a few, like Yuki's Ice Dragon Heart skill, were mistakenly using "DAMAGE," causing them to deal nearly double the expected damage. This discrepancy led to certain skills being significantly overpowered compared to their intended performance.
We've identified and corrected these skills, ensuring they now conform to the "ATTACK" state and produce damage within the expected parameters. For example, projectiles in Lime's transformations were among the abilities affected by this issue. A player highlighted the inconsistency with the following anecdote: "1st Lime (Global Lunia): 28k Str / 20k Vit deals 1,120,900 damage consistently (4 buffs). 2nd Lime (Arcade): 31k Str / 31k Vit deals 2,083,778 damage consistently (3 buffs). My Lime: 25k Str / 13k Vit does an average of approximately 2,000,000 damage (not consistent) (2 buffs)."
By adjusting these skills to use the correct "ATTACK" formula, we've aligned their damage output more closely with the expected values seen in Global Lunia. For more details on these adjustments, please refer to the Broken Crack Stage, 3x Higher Xform Damage, and Grading Issues post in our Discord channel.
What is RelativeDmg?
RelativeDmg is a powerful attribute in Lunia that significantly outpaces the damage scaling of normal skills as a player's stats increase. As stats reach higher levels, the difference in damage output between standard skills and those with RelativeDmg becomes increasingly pronounced. In the current state of the game, endgame skills that utilize RelativeDmg are capable of obliterating monsters with minimal effort, making them a crucial component for players aiming to maximize their damage potential and efficiently clear high-level content.
Why is RelativeDmg problematic?
The challenge with RelativeDmg scaling in Lunia lies in its impact on game balance and content development. As this attribute allows certain skills to scale far beyond normal abilities, it becomes increasingly difficult to maintain a balanced gameplay experience across different classes. This imbalance not only risks invalidating new content, as RelativeDmg skills can easily overpower it as stats continue to climb, but also creates a potential meta where only a select few characters are viable. If new stages were balanced around the power of RelativeDmg, many classes without access to these skills would struggle to remain competitive, further exacerbating the disparity and limiting player choice.
What have we done about it?
As a first step in addressing the issues caused by RelativeDmg scaling in Lunia, we've converted all skills that previously utilized RelativeDmg into standard skill damage. We've established a baseline calculation using 31,000 STR and rebalanced these skills to ensure that their damage output closely matches the previous RelativeDmg in a controlled environment—assuming 31,000 STR, a 100% crit chance, and excluding all other variables. This approach aims to preserve the damage potential of classes that previously relied on RelativeDmg for older content like Devildoom, Arena, and Myth. At the same time, it allows us to cap the scaling, preventing scenarios where this subset of classes could potentially disrupt the balance of new content, ensuring a fairer development process going forward.
Regarding Regrades
We recognize that some players have opted for DMG regrades to maximize their damage output using the RelativeDmg formulas. With the recent changes, there is a risk that these regrades may no longer be applicable to certain classes. To address this, players who have invested in DMG regrades—specifically for classes like Kriegs, Kalis, Yukis, Limes, Arta, and Arien—will have the opportunity to request a conversion of their regrades from DMG to a stat of their choice (e.g., STR, DEX, VIT, INT). This offer is available for regrades performed before the patch, allowing players to adjust their gear to remain competitive. To request this conversion, players should submit a ticket to #support-misc, specifying the exact item(s) they wish to be adjusted.