We desired to modify the mystical protection base stats as well OSRS gold. Those have usually been precisely the same on all gods, which creates a peculiar dynamic between Magical and bodily damage, particularly within the early sport.
Preceding to 10.1 all gods had extensively better Magical protection than physical protection at level 1. With these new adjustments so one can no longer be the case. This offers Tanks a brand new advantage, and helps improve the DPS of Mages and Guardians within the early recreation.
And ultimately, we're lowering the base basic attack power of all Hunters. Hunters have steadily crept up in electricity, in particular in the early game, making them the unmarried largest risk on most groups at all times. We need to shift them returned to depending extra on their teammates within the early game, but hold their late recreation energy.
NEW elegance Bonuses Warriors Warriors gain Bonus five (+0.25% per level) CDR Scales from 5% at stage 1 to 10% at degree 20 Assassins Assassins benefit Bonus five (+zero.25 in keeping with degree) bodily Penetration Scales from 5 at degree 1 to 10 at degree 20 Mages Mages gain Bonus 20 (+1 in keeping with degree) Magical strength Scales from 20 at stage 1 to 40 at stage 20 Guardians Guardians advantage Bonus 10% (+0.Five% per stage) CCR Scales from 10% at degree 1 to twenty% at level 20 Hunters Hunters advantage Bonus (+zero.5% in line with stage)
Elevated damage on their simple assaults Scales from one hundred% at degree 1 to 110% at degree 20 Base Magical Protections reduced from 38.Four on all classes to 30 on Mages, Hunters, Assassins 32 on Warriors 35 on Guardians multiplied Magical Protections according to stage from 1.2 to one.6 on all lessons simple assault energy reduced Base basic assault electricity by OSRS buy gold five on all Hunters God stability adjustments