Healing spells were lowered MP wise and I don't think this was a good idea. It leads to fights that are rather long in certain situations. There are also some issues with kick, pierceshot (the never ending try to balance this skill I guess), and other things. Let's dive right in.
-Pierceshot critical was firing but the damage wasn't being applied. This is now fixed.
-Pierceshot now gives a small critical arrow multiplier depending on the armor hit. Heavy = 50%, Medium=25%, Light=10%, Cloth=0%. This is NOT a damage overall boost, this boosts the critical arrow. For example if your critical arrow gives you an extra 15% damage and you hit a heavy armor user, it is now 15%*1.5 =22.5% critical damage applied to your total damage.
-Spells now use more mana. As stated, this was far too low. I'm still testing this out and getting feedback but this is as follows:
--Aid is now 16MP
--Heal is now 12MP (8MP for Priests)
--Cure is now 6MP (4MP for Priests)
--Aegis from 15MP to 16MP (just keeping things in line for reasons.)
-Gnomes spell MP reduction modifier has been changed from 20% to 15%.
-Dwarves spell MP reduction modifier has been changed from 15% to 20%.
-Protect Break still doesn't seem super grand so we're looking into this as well.
--Knights /kick now takes 3AP instead of 4AP. The protect break timer has been increased from 8 seconds to 12 seconds.
--Bards BREAK song now has a better modifier and the break will last 6 seconds (one round). Originally high charisma (21) was breaking at around 15%, now is around 25% per tick.
---22 Char + Radiant Instrument = 26.4%
---21 Char + Radiant Instrument = 25.2%
---20 Char + Radiant Instrument = 24%
---22 Char + Brill Instrument = 25.96%
---21 Char + Brill Instrument = 24.78%
---20 Char + Brill Instrument = 23.6%
--When a paladin goes to protect, there is the above chance to fumble the skill if the BREAK song is currently being played. This also triggers the 6 second cooldown (The cooldown might be adjusted or removed here, not sure yet.)
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