Dofus 22.52.6— patch notes (2019)

Released
Completeness
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Official text

Machine translation

Machine translation — the official text prevails.

Classes

Feca
  • Ataraxia:
    • Function: "Cancels the damage of the next attack received and applies the Weight status to the targeted ally. If they take damage, the spell's effects are removed."
Rogue
  • Extraction:

    • Damage:
      • Level 133: 26 to 28 (31 to 34 on CH)
      • Level 67: 20 to 22 (24 to 26 on CH)
      • Level 1: 15 to 17 (18 to 20 on CH)
  • Obliteration:

    • Damage:
      • Level 100: 30 to 35 (36 to 41 on CH)
      • Level 167: 37 to 43 (44 to 52 on CH)
  • Boomerang Daggers:

    • Damage:
      • Level 15: 16 to 18 (20 to 22 on CH)
      • Level 82: 21 to 23 (25 to 28 on CH)
      • Level 149: 26 to 29 (31 to 35 on CH)
  • Cadence:

    • Description: The description of the Cadence spell has been clarified to correctly indicate which area of effect defined the damage bonus.
    • Damage:
      • Level 125: 15 to 17 (18 to 20 on CH)
      • Level 192: 17 to 19 (20 to 23 on CH)
  • Dodge:

    • Damage:
      • Level 30: 21 to 23 (25 to 28 on CH)
      • Level 97: 27 to 30 (32 to 36 on CH)
      • Level 164: 33 to 37 (40 to 44 on CH)
  • Fencing:

    • Damage:
      • Level 140: 24 to 28 (29 to 34 on CH)
  • Pulsar:

    • Damage:
      • Level 40: 35 to 38 (42 to 45 on CH)
      • Level 107: 45 to 48 (54 to 58 on CH)
      • Level 174: 56 to 60 (67 to 72 on CH)
  • Buckshot:

    • Damage:
      • Level 150: 29 to 33 (35 to 40 on CH)
  • Espingole:

    • Damage:
      • Level 189: 27 to 29 (32 to 35 on CH)
      • Level 122: 23 to 25 (28 to 30 on CH)
      • Level 55: 17 to 19 (21 to 23 on CH)
  • **Grapeshot:**​​​​​​

    • Damage:
      • Level 165: 33 to 37 (40 to 44 on CH)
  • Musket:

    • Damage:
      • Level 75: 15 to 17 (18 to 20 on CH)
      • Level 142: 19 to 21 (23 to 25 on CH)
  • Arquebuse:

    • Damage:
      • Level 185: 35 to 39 (42 to 47 on CH)
  • Blunderbuss:

    • Damage:
      • Level 147: 35 to 39 (42 to 47 on CH)
      • Level 80: 28 to 31 (34 to 38 on CH)
  • Shrapnel:

    • Damage:
      • Level 190: 17 to 19 (20 to 23 on CH)
  • Bombard:

    • Damage:
      • Level 152: 29 to 33 (35 to 40 on CH)
      • Level 85: 23 to 27 (28 to 32 on CH)
  • Leadfall:

    • Function: The spell now deals critical damage, and therefore has a chance to land a critical hit.
    • Casting conditions:
      • Critical: / → 15%
    • Damage:
      • Level 195: 40 to 45 (48 to 54 on CH)
Sacrier

During the previous patch, we had already reduced the damage of almost all Sacrier spells. Despite these changes, the damage is still too high and the tanking too strong, all of it being tied to the Suffering mechanic. We want to keep this mechanic at the heart of the Sacrier gameplay, but since it is currently far too powerful, we are going to lower the bonuses it provides, reducing the damage and reduction bonuses to 40% instead of 50%. You will find the details below. We have also revised how spells that apply a vitality penalty when they hit the caster work. The first penalty applied to the Sacrier will remain the same for the duration of the effect. If the caster recasts the spell during this time, the penalty will remain unchanged and will not be extended. To get a smaller penalty, you will need to wait for the effect's duration to end before recasting the spell.

  • = 100% → Suffering 0: Damage taken x 100% + Damage dealt x 100%
  • < 100% → Suffering 1: Damage taken x 99% + Damage dealt x 101%
  • < 90% → Suffering 2: Damage taken x 96% + Damage dealt x 104%
  • < 80% → Suffering 3: Damage taken x 92% + Damage dealt x 108%
  • < 70% → Suffering 4: Damage taken x 86% + Damage dealt x 114%
  • < 60% → Suffering 5: Damage taken x 80% + Damage dealt x 120%
  • < 50% → Suffering 6: Damage taken x 74% + Damage dealt x 126%
  • < 40% → Suffering 7: Damage taken x 68% + Damage dealt x 132%
  • < 30% → Suffering 8: Damage taken x 64% + Damage dealt x 136%
  • < 20% → Suffering 9: Damage taken x 62% + Damage dealt x 138%
  • < 10% → Suffering 10: Damage taken x 60% + Damage dealt x 140%

A few changes are also made to the spells below:

  • Nervousness:

    • Function:
      • The damage bonus is increased: 10 → 15
      • If the spell is recast before its effects end, the HP penalty from the previous cast is not replaced by the penalty of the second cast.
      • The damage bonus and HP penalty are only applied if the spell is cast at 0 range.
  • Unleashing:

    • Function:
      • If the spell is recast before its effects end, the HP penalty from the previous cast is not replaced by the penalty of the second cast.
      • The damage bonus and HP penalty are only applied if the spell is cast at 0 range.
  • Desolation:

    • Casting conditions:
      • Casts per turn: 2 / 2 → 1 / 2
  • Bloodbath:

    • Casting conditions:
      • Casts per turn: 2 / 2 / 2 → 1 / 1 / 2
  • Searing Pain:

    • Function:
      • The damage bonus is increased: 10 → 15
      • If the spell is recast before its effects end, the HP penalty from the previous cast is not replaced by the penalty of the second cast.
      • The damage bonus and HP penalty are only applied if the spell is cast at 0 range.
  • Immolation:

    • Function:
      • If the spell is recast before its effects end, the HP penalty from the previous cast is not replaced by the penalty of the second cast.
      • The damage bonus and HP penalty are only applied if the spell is cast at 0 range.
  • Transposition:

    • Casting conditions:
      • Cooldown: 2 / 2 / 2 → 3 / 3 / 3
  • Jashin's Ritual:

    • Casting conditions:
      • Shared cooldown: / → 4
  • Decimation:

    • Function:
      • The duration of the damage bonus and vitality penalty is reduced: 3 → 2 turns.
      • If the spell is recast before its effects end, the HP penalty from the previous cast is not replaced by the penalty of the second cast.
  • Gash:

    • Function:
      • The duration of the damage bonus and vitality penalty is reduced: 3 → 2 turns.
      • If the spell is recast before its effects end, the HP penalty from the previous cast is not replaced by the penalty of the second cast.
  • Fury:

    • Function:
      • The duration of the damage bonus and vitality penalty is reduced: 3 → 2 turns.
      • If the spell is recast before its effects end, the HP penalty from the previous cast is not replaced by the penalty of the second cast.
  • Carnage:

    • Function:
      • The duration of the damage bonus and vitality penalty is reduced: 3 → 2 turns.
      • If the spell is recast before its effects end, the HP penalty from the previous cast is not replaced by the penalty of the second cast.
  • Penitence:

    • Function: The position swap can no longer be performed if the caster or their target is in the Weight status.
Sram

Following the last balancing phase on Srams and your numerous feedback, we decided to push our thinking on this class further.

We understood that the changes made to the class since 2.52 were not satisfactory; indeed, the result did not allow the class to play on its strengths the way it used to. In 2.51, the class had significant weaknesses that were counterbalanced by powerful strengths, but the changes made in the update did not improve the class in the intended direction: the "strengths" were reduced, but the weaknesses were not sufficiently compensated for, and we observed a significant drop in Sram viability. Here, the changes we are making to most of the spells should allow the class to reduce these gaps and become more consistent.

Here are the main changes that will take place:

  • Give more tools for team play,
  • Improve interactions with the Double and the Plotter,
  • Revalue the eroder role,
  • Improve dodge (for better survivability)

An overall restructuring of the elemental paths was also carried out, in order to better balance and differentiate the paths from one another, since some spells were sometimes inconsistent with their path.

  • Poisoned Trap:

    • Spell removed.
  • Proximity Trap:

    • Spell removed.
  • Skulduggery:

    • Formerly Slyness.
    • Casting conditions:
      • Maximum range: 4 / 4 / 5 → 4 / 5 / 6
      • Modifiable range: yes → no
  • Sly Trap:

    • Becomes the variant of Drift Trap.
  • Drift Trap:

    • Becomes the variant of Sly Trap.
    • Ranks: 1 → 2
    • Function: "Places a trap that pushes 2 cells. Deals Fire damage to enemies."
    • Casting conditions:
      • Casts per turn: 0 → 0 / 1
      • Cooldown: 2 → 2 / 0
    • Damage:
      • Level 100: 13 to 15
      • Level 167: 17 to 19
  • Invisibility:

    • Function: Invisibility can now be cast on an ally.
    • Casting conditions:
      • Maximum range: 0 / 0 / 0 → 4 / 5 / 6
  • Insidious Trap:

    • Becomes the variant of Con.
  • Con:

    • Becomes the variant of Insidious Trap.
    • Ranks: 3 → 2
    • Function:
      • "Deals Air damage and steals Agility."
        • Steals 60 (80 on CH) / 100 Agility (120 on CH) (3 turns)
      • Casting conditions:
        • Maximum stack: / → 2
  • Cutthroat:

    • Function:
      • The duration of the bonus is increased to 2 turns, as originally intended.
    • Casting conditions:
      • Maximum stack: infinite → 1
  • Double:

    • Casting conditions:
      • Maximum range: 2 / 2 / 2 → 2 / 2 / 3
  • Plotter:

    • Casting conditions:
      • Maximum range: 2 / 2 → 2 / 3
  • Muddy Trap:

    • Function: "Places a trap that deals Water damage. If an ally triggers the trap, they take no damage. Allies near the trap are healed for 50% of the damage dealt to the enemy target that triggers it."
  • Larceny:

    • Function: The duration of the Chance theft is increased: 2 → 3 turns.
  • Mass Trap:

    • Function: If an ally triggers the trap, they take no damage.
  • Extortion:

    • Formerly Ambush.
    • Function:
      • "Deals Earth damage and steals Strength."
        • Steals 100 Strength (120 on CH) (3 turns)
      • Casting conditions:
        • Maximum range: 1 → 3
        • Cast in line: yes → no
        • Line of sight: no → yes
        • Casts per turn: 3 → 2
        • Casts per target: 2 → infinite
        • Maximum stack: 2
  • Ambuscade:

    • Casting conditions:
      • Modifiable range: no → yes
  • Baleful Trap:

    • Becomes the variant of Epidemic.
    • Ranks: 1 → 3
    • Casting conditions:
      • Maximum range: 6 → 4 / 5 / 6
    • Damage:
      • Level 35: 18 to 20
      • Level 102: 23 to 26
      • Level 169: 28 to 32
  • Epidemic:

    • Becomes the variant of Baleful Trap.
    • Function: Epidemic can now be cast on the Double and the Plotter.
  • Fragmentation Trap:

    • Becomes the variant of Trickery.
    • Ranks: 1 → 3
    • Function:
      • If an ally triggers the trap, they take no damage.
    • Casting conditions:
      • Maximum range: 6 → 4 / 5 / 6
    • Damage:
      • Center:
        • Level 40: 11 to 14
        • Level 107: 14 to 18
        • Level 174: 18 to 22
      • Ring 1:
        • Level 40: 21 to 23
        • Level 107: 27 to 30
        • Level 174: 33 to 37
      • Ring 2:
        • Level 40: 27 to 30
        • Level 107: 35 to 38
        • Level 174: 43 to 47
      • Ring 3:
        • Level 40: 37 to 39
        • Level 107: 47 to 50
        • Level 174: 58 to 62
  • Trickery:

    • Becomes the variant of Fragmentation Trap.
    • Ranks: 2 → 1
    • Function:
      • No longer pulls targets.
        • Steals 80 Intelligence (100 on CH) (3 turns)
    • Casting conditions:
      • Area of effect: Cross 3, empty center → Ring 2
      • Maximum range: 0 → 3
      • Line of sight: no → yes
  • Immobilization Trap:

    • Becomes the variant of Mass Grave.
  • Mass Grave:

    • Becomes the variant of Immobilization Trap.
  • Misdirection:

    • Becomes the variant of Toxic Injection.
    • Function: The spell no longer deals Earth damage, and no longer steals Agility or Strength. The duration of the erosion penalty is reduced to 2 turns.
    • Casting conditions:
      • Maximum range: 0 / 0 / 0 → 3 / 4 / 5
      • Line of sight: no → yes
    • Damage:
      • Level 50: 20 to 23 (24 to 27 on CH)
      • Level 117: 27 to 31 (33 to 37 on CH)
      • Level 184: 32 to 36 (38 to 43 on CH)
  • Toxic Injection:

    • Becomes the variant of Misdirection.
  • Repulsive Trap:

    • Becomes the variant of Jinx.
  • Jinx:

    • Becomes the variant of Repulsive Trap.
    • Ranks: 2 → 1
    • Function:
      • "Steals life in the Water element and minimizes the target's random effects for 1 turn."
    • Casting conditions:
      • Casts per turn: 3 → 1
      • Casts per target: 2 → 1
      • Cooldown: / → 2
      • Maximum stack: 1 → /
    • Damage:
      • Level 165: 38 to 42 (46 to 50 on CH)
  • Chakra Focus:

    • Becomes the variant of Scheming.
    • Function: "Steals life in the caster's best attacking element every time the target triggers a trap."
    • Damage:
      • Level 65: 13
      • Level 131: 13
      • Level 198: 13
  • Scheming:

    • NEW SPELL!
    • Becomes the variant of Chakra Focus.
    • Ranks: 1
    • Function: Increases the target's Lock evasion and damage.
      • 30 Damage (2 turns) (40 on CH)
      • 30 Lock evasion (2 turns) (40 on CH)
    • Casting conditions:
      • Area of effect: Single target
      • AP cost: 2
      • Maximum range: 6
      • Minimum range: 0
      • Modifiable range: yes
      • Cast in line: no
      • Line of sight: no
      • Casts per turn: 2
      • Casts per target: 1
      • Critical: 25%
      • Maximum stack: 1
  • Plunder:

    • Becomes the variant of Calamity.
  • Calamity:

    • Becomes the variant of Plunder.
    • Function: No longer affects allies.
  • Scoundrel Trap:

    • Formerly Treacherous Trap.
    • Becomes the variant of Search.
    • Function: "Places a single-cell trap that pulls in an area. Deals Water damage to enemies."
    • Damage:
      • Level 75: 13 to 15
      • Level 142: 17 to 19
  • Search:

    • Becomes the variant of Scoundrel Trap.
  • Deadly Strike:

    • Becomes the variant of Break-In.
    • Function: "Deals Earth damage. Damage is increased against targets with less than 25% of their HP."
      • Level 147: 25% additional Earth damage
      • Level 80: 25% additional Earth damage
    • Damage:
      • Level 80:
        • 35 to 39 (41 to 46 on CH)
        • 43 to 48 (51 to 57 on CH) against a target below 25% of their HP
      • Level 147:
        • 43 to 48 (52 to 58 on CH)
        • 54 to 60 (65 to 72 on CH) against a target below 25% of their HP
  • Break-In:

    • NEW SPELL!
    • Becomes the variant of Deadly Strike.
    • Ranks: 1
    • Function: "Deals Fire damage and reduces resistance to knockback damage."
      • -50 Knockback Resistance (2 turns) (60 on CH)
    • Casting conditions:
      • Area of effect: Single target
      • AP cost: 4
      • Maximum range: 1
      • Minimum range: 4
      • Modifiable range: no
      • Cast in line: no
      • Line of sight: Yes
      • Casts per turn: 2
      • Casts per target: 1
      • Critical: 15%
      • Maximum stack: 2
    • Damage:
      • Level 190: 31 to 35 (37 to 42 on CH)
  • Deadly Trap:

    • Function: "Deals Earth damage. Damage is increased against targets with less than 25% of their HP."
      • Level 152: 25% additional Earth damage
      • Level 85: 25% additional Earth damage
    • Damage:
      • Level 85:
        • 31 to 35
        • 39 to 44 against a target below 25% of their HP
      • Level 152:
        • 39 to 43
        • 49 to 54 against a target below 25% of their HP
  • Dodge:

    • Function: "For 1 turn, the targeted ally dodges melee attacks by moving 2 cells away from their attacker and becomes invisible for 1 turn. If they cannot retreat, they take damage normally."
    • Casting conditions:
      • Maximum range: 0 → 5 / 6
      • Line of sight: no → yes
  • Mortuary Mark:

    • Casting conditions:
      • Maximum range: 3 → 8
Steamer
  • Buccaneering:

    • Damage:
      • Level 1: 13 to 15 (16 to 18 on CH)
      • Level 66: 17 to 20 (21 to 23 on CH)
      • Level 132: 22 to 25 (26 to 30 on CH)
  • Scuttle:

    • Damage:
      • Level 95: 38 to 43 (45 to 52 on CH)
      • Level 162: 47 to 54 (56 to 65 on CH)
  • Anchoring:

    • Damage:
      • Level 1: 14 to 16 (17 to 19 on CH)
      • Level 67: 19 to 21 (22 to 25 on CH)
      • Level 133: 24 to 27 (29 to 32 on CH)
  • Mooring:

    • Damage:
      • Level 100: 14 to 17 (16 to 20 on CH)
      • Level 167: 17 to 21 (20 to 25 on CH)
  • Harpooner:

    • Damage:
      • Boumf / Boume / Boumt / Bouma:
        • Evolution 1:
          • Level 1: 11 to 14 (14 to 16 on CH)
          • Level 68: 15 to 18 (18 to 21 on CH)
          • Level 134: 19 to 23 (23 to 28 on CH)
        • Evolution 2:
          • Level 1: 14 to 16 (17 to 19 on CH)
          • Level 68: 19 to 21 (22 to 25 on CH)
          • Level 134: 24 to 27 (29 to 32 on CH)
        • Evolution 3:
          • Level 1: 18 to 20 (21 to 24 on CH)
          • Level 68: 23 to 27 (28 to 32 on CH)
          • Level 134: 30 to 34 (36 to 41 on CH)
      • Boumboum:
        • Damage:
          • Level 65: 28 to 32 (34 to 39 on CH)
          • Level 131: 34 to 39 (41 to 46 on CH)
          • Level 198: 38 to 43 (46 to 52 on CH)
  • Trawler:

    • Chaluchava:
      • Function:
        • Level 105: -3 MP for 1 turn (-4 MP on CH)
        • Level 172: -4 MP for 1 turn (-5 MP on CH)
  • Current:

    • Damage:
      • Level 6: 14 to 16 (16 to 19 on CH)
      • Level 71: 19 to 22 (22 to 26 on CH)
      • Level 138: 23 to 27 (28 to 32 on CH)
  • Harmattan:

    • Damage:
      • Level 115: 24 to 27 (29 to 33 on CH)
      • Level 182: 28 to 32 (34 to 38 on CH)
  • Guardian:

    • Heals:
      • Intervention:
        • Level 20: 14% of the target's HP (16% on CH)
        • Level 87: 17% of the target's HP (19% on CH)
        • Level 154: 20% of the target's HP (22% on CH)
  • Driller:

    • Damage:
      • Drilling:
        • Evolution 1: Level 197: 26 to 30 (31 to 36 on CH)
        • Evolution 2: Level 197: 36 to 40 (43 to 48 on CH)
        • Evolution 3: Level 197: 46 to 50 (55 to 60 on CH)
      • Excavation:
        • Damage:
          • Level 130: 40 to 44 (48 to 53 on CH)
          • Level 197: 45 to 49 (54 to 59 on CH)
  • Undertow:

    • Damage:
      • Level 25: 13 to 16 (16 to 19 on CH)
      • Level 92: 17 to 20 (20 to 24 on CH)
      • Level 159: 21 to 25 (25 to 30 on CH)
  • Saltpeter:

    • Damage:
      • Level 135: 30 to 34 (36 to 41 on CH)
  • Tide:

    • Damage:
      • Level 30: 18 to 20 (21 to 24 on CH)
      • Level 97: 23 to 26 (27 to 31 on CH)
      • Level 164: 28 to 32 (34 to 38 on CH)
  • Corrosion:

    • Damage:
      • Level 140: 34 to 38 (41 to 46 on CH)
  • Vapor:

    • Damage:
      • Level 35: 20 to 22 (23 to 27 on CH)
      • Level 102: 25 to 28 (30 to 34 on CH)
      • Level 169: 31 to 35 (37 to 42 on CH)
  • Valve:

    • Damage:
      • Level 145: 18 to 21 (22 to 25 on CH)
  • Overload:

    • Casting conditions:
      • Initial cooldown: / → 2
  • Bathyscaphe:

    • Decompression:
      • Function:
        • AP bonus:
          • Level 155: 2 AP, for 2 turns (3 AP on CH)
        • Shield gain:
          • Level 155: 250% of the caster's level, for 2 turns (350% on CH)
  • Spyglass:

    • Damage:
      • Level 50: 20 to 22 (23 to 27 on CH)
      • Level 117: 26 to 30 (32 to 36 on CH)
      • Level 184: 31 to 35 (37 to 42 on CH)
  • Periscope:

    • Damage:
      • Level 160: 30 to 34 (36 to 41 on CH)
  • First Aid:

    • Heals:
      • Level 55: 19 to 22 (23 to 26 on CH)
      • Level 122: 25 to 29 (30 to 35 on CH)
      • Level 189: 29 to 33 (35 to 40 on CH)
  • Rescue:

    • Heals:
      • Level 165: 19 to 21 (23 to 25 on CH)
  • Torpedo:

    • Damage:
      • Level 60: 18 to 21 (22 to 25 on CH)
      • Level 127: 22 to 26 (27 to 31 on CH)
      • Level 194: 25 to 29 (30 to 35 on CH)
  • Short Circuit:

    • Damage:
      • Level 170: 38 to 42 (46 to 50 on CH)
  • Ambush:

    • Damage:
      • Level 65: 7 to 9 (9 to 11 on CH)
      • Level 131: 9 to 11 (11 to 13 on CH)
      • Level 198: 10 to 12 (12 to 14 on CH)
  • Foam:

    • Damage:
      • Level 80: 29 to 34 (35 to 40 on CH)
      • Level 147: 36 to 42 (43 to 50 on CH)
  • Nautilus:

    • Damage:
      • Level 190: 23 to 27 (28 to 32 on CH)
  • Fizgig:

    • Damage:
      • Level 85: 25 to 28 (30 to 34 on CH)
      • Level 152: 31 to 35 (37 to 42 on CH)
  • Boarding:

    • Damage:
      • Level 195: 30 to 34 (36 to 41 on CH)

Revision of turret bonuses on the Steamer

Turret

Bonus

Evolution

Rank 1

Rank 2

Rank 3

Harpooner

Power

II

150 → 30

150 → 60

150 → 120

III

200 → 60

200 → 120

200 → 200

Driller

Damage

II

25 → 15

25 → 20

/

III

25 → 20

25 → 25

/

Aimbot

Range

II

2 → 1

2 → 1

2 → 2

III

3 → 2

3 → 2

3 → 3

Trawler

MP removal / Tackle

II

15 → 20

15 → 25

/

III

20 → 25

20 → 30

/

Guardian

Vitality

II

10 → 6

10 → 9

10 → 12

III

15 → 9

15 → 12

15 → 15

Bathyscaphe

Shield

II

100 → 70

100 → 80

100 → 90

III

100 → 80

100 → 90

100 → 100

Xelor
  • Needle:
    • Damage (triggered when the target enters the Telefrag status):
      • Level 1: 4 to 5
      • Level 67: 6 to 7
      • Level 133: 8 to 9